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Post by ieatfood7 on Mar 3, 2014 15:54:21 GMT
Multiplayer game, 3-5 people. "Casual" game, meaning that while I don't veto anything and I don't want to see decklists, use common sense on OP things. Also, no ability can be activated more than 5 times per turn (this stops infinite combos).
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Post by ekann1 on Mar 3, 2014 22:11:36 GMT
my {panoptic mirror}/{time warp combo} will ignore your 5 times/turn restriction and win!!!
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Post by abstractapathist on Mar 3, 2014 22:12:34 GMT
my {panoptic mirror}/{time warp combo} will ignore your 5 times/turn restriction and win!!! except {panoptic mirror} is banned...
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Post by ieatfood7 on Mar 3, 2014 22:21:21 GMT
Well, the complete local rules we use are longer, and do include that if you take more than one extra turn per game, you lose. Its actually a fairly competitive group, but we keep stupid to a minimum with that (don't worry, they still get stupid strong And it did just occur to me....by making six+ saprolings with {nemata, grove guardian} in a turn, I guess I was breaking our rules...we never thought about it since that's sort of what he is supposed to do, and my deck never went infinite.
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Post by ekann1 on Mar 3, 2014 22:29:12 GMT
my {panoptic mirror}/{time warp combo} will ignore your 5 times/turn restriction and win!!! except {panoptic mirror} is banned... Oh. Sadness on the stack instead then, I guess
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luckylily
Junior Member
Original Member
Posts: 54
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Post by luckylily on Mar 4, 2014 18:02:29 GMT
Extra turns are a viable win method. Taking forever n your extra turns is not. So why the problem with time warps and others?
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Post by ieatfood7 on Mar 4, 2014 18:13:35 GMT
Honestly, they set the rules before I got there. Yeah they are overbroad, but if you want to nuance fun/fair extra turns vs. unfun/unfair extra turns, that's hard and would need decklists approved, and a bunch of crap. So their rules were over broad and blunt (also no destroying all lands, and other rules i forget) but were better than nothing and better than trying to nitpick exactly how unfair each deck should be.
Lets be honest, most of us try to find something unfair to do in a Commander deck and just call it a combo or a synergy. How much is too much, and who is the judge?
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