Amonkhet Invocations (Masterpieces)
Share with me your thoughts on the new Masterpieces in Amonkhet.
I like some of the art but I think the concept was poorly executed.
đŞź
noise dept.

bliss lane
The Bowery Presents

ellievsbear

â
hello vonnie
todays bird
official daine visual archive
Misplaced Lens Cap

⣠Chile in a Photography âŁ
RMH
đ

if i look back, i am lost

titsay

Love Begins

Discoholic đŞŠ

PR's Tumblrdome
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@plainjumper
Amonkhet Invocations (Masterpieces)
Share with me your thoughts on the new Masterpieces in Amonkhet.
I like some of the art but I think the concept was poorly executed.

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By Rachel Agnes
Thanks to @sarkhan-volkswagen for pointing out the source!
The Affordable Commander League
Recently, one of my playgroups started up a Commander/EDH league. We started out with some preliminary rules and an initial price cap that would be dictated by the deck list at tappedout.net. Weeks 1-4 of actual play, I was given the business. In so many of my games, I could only shake my head and mumble âmistakes were madeâ in a very passive voice. But in Week 5, I awoke to the light, and by that point because of my crazy losing streak, I was eligible for upgrades up to $84 for the entire deck, so it went up $9. I made the table suffer as I started swinging with Jitte and salty rage. It was a righteous comeuppance.
Power Level in EDH
It is no secret that EDH is a very diverse format - probably the most diverse format out there. A deck builder can build almost any kind of deck imaginable - from the typical control, combo, aggro, and midrange decks; to decks like Stax, chaos, pillowfort, and anything in between. However, not all EDH decks are created equal - the possible disparity in power level between any two EDH decks is potentially as large as the difference between a bad draft deck and a tuned Vintage deck - and any sort of deck in between.
Most people tend to classify EDH decks as either âCasualâ or âCompetitveâ, but the divide between the two is both subjective and blurry. However, a good way to classify EDH decks is needed in order to better communicate what kinds of decks you are playing to the rest of your pod or playgroup so everyone can have an enjoyable experience. It would also be good to have a metric for discussing certain cards or deck-archetypes. As such, I have decided to try creating my own classification system for EDH decks:
Type 1: Jank, Draft Chaff, and Gimmicks
Everyone was new to EDH at one time. Whether from inexperience or lack of funds, many players of EDH have decks that are barely functional - containing little more than draft chaff and starter-pack rares. Their curves are nonexistent, their decks are incoherent, and their cards are unsleeved. Some may  be monstrosities containing 65 random green creatures and 35 forests, or âtroll decksâ containing 5-drop removal spells and Divinations with literally zero win-con. Other decks of this type tend to be gimmicks or âtheme decksâ, created by a more enfranchised player as a form of self-expression. Decks like âLadies Looking Leftâ or âChair Tribalâ or âMono-Red Samuraiâ - full of a whole lot of flavor, but almost nothing else. Decks of this type are often composed entirely of cards most players would never give a second look at, and typically cannot stand up to anything much stronger than a precon, if that.
Type 2: Casual
As opposed to Type 1 decks, Type 2 decks tend to have some amount of selectivity in the cards they play. You probably arenât going to see random French-Vanillas in a deck like this, and they typically tend to have some sort of strategy and coherence. This is actually where I would rate the precon decks that Wizards makes every year. I would also consider decks built with some sort of arbitrary restriction - EG âno raresâ or âno cards over $2â, as well as builds of âgrouphugâ and âchaosâ that just do not have a way to win to be in this category. These types of decks are typically not exactly âgoodâ, still containing many suboptimal choices and often with abysmal mana-curves, but the decks still tend to have some bite to them. If there are any combos in these decks, they are horribly janky and inconsistent ones, requiring so many pieces to function that it feels fair.
Type 3: â75%â
The name of this type is based off the â75%â deckbuilding philosophy, that states that the way to build an EDH deck that can handle the most competitive of players while not being unfun for the most casual is to make one at 75% power. While such a deck is actually impossible to build (anything that wants to even attempt to have a chance at so much as participating in a game with the most competitive of decks has to run the sorts of cards that more casual players shun entirely), decks of this type can pretty happily sit at a table with anything from a âtype-2â deck to a âtype-4â deck. While not all 75% decks out there are of this type, and not all decks of this type are 75% decks, the types of decks that philosophy builds are exemplars of this power-level. These are probably the most common types of EDH decks out there, and if you are going into a new group or store blindly, your best bet is probably with one of these.
Type 4: Pubstomp
Yâknow that guy who claims he is so amazing at EDH and that his deck is unbeatable? That guy that plays Kaalia or Jhoira or Rafiq, that you just canât beat? Well, this is probably the kind of deck he plays. Type 4 is where the gloves come off and anything goes - MLD, combos, Stax, Infect, Extra Turns, and everything else under the sun. These decks are mean, and tend to crush more casual decks out there. If you asked the average player what the best decks in EDH are, they would probably list off decks of this type. And they would be dead wrong.
Type 5: CEDH
These are actually the best decks in the format. These decks are truly degenerate, capable of consistently winning on turns 3-5 through disruption. These decks are not fair in any sense of the word, full of a whoâs who of broken cards and mechanics, and anything that canât kill everyone at once is too slow.. Storm, Doomsday, Stax, Ooze ComboâŚdecks more broken and tuned than most think is possible in this format. There is a good reason that decks like these are often referred to as âsingleton Vintageâ decks. But we promise we arenât bad once you get to know usâŚ
A very well done classification, which gives us more to go by than simply âCasualâ and âcompetitiveâ (which are often followed by questions such as âbut how casual?â). Definitely saving this so I can find it easily in the future.

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Whilst not all legends should be a top-down design, would you agree that not making Ludevic top-down was a mistake?
Hereâs the problem. We made the Partner mechanic which required a lot of mechanical structure. That meant the cards were designed bottom up and not top down.
The cards had to be legendary because of the requirement to be commanders, so we had two options: Make up completely new characters or try to see if we could find existing characters that hadnât yet gotten a card that made some sense with the existing designs.
Previous Commander products told us players really like when we reference existing characters, so we set out to try and match characters to the designed cards. This is tricky as you donât have the fine control you have with top down designs.
Should we have saved any characters until we could have done them as top down designs? Maybe. Thereâs a strong case that Ludevic might have been one in that category.
But I imagine a parallel world where we chose to do less existing characters so we could save them for a future top down design, and people are complaining that we didnât have enough âknownâ legendary characters.
âWhy havenât you done __________ ?â Is a very common question here. If we had saved Ludevic for a future time, that might be many years from now.
Designing Magic is hard because so many people want different things and trying to juggle them all so you make as many people as happy as you can is difficult.
I hear that many of you Imagined Ludevic as being a top down design and maybe with 20/20 hindsight, that would have been the correct call, but we didnât have that hindsight when weâre making things.
Players had said they wanted a Ludevic card and we had an opportunity to make one, and we knew another chance was most likely years away, so we took the opportunity.
The reason I constantly seek feedback is so we can learn. If we did something differently than you wanted us to, tell me, so I can get a sense when we made a mistake (or did something correct) and can adjust accordingly in the future.
Thank you for explaining the rationale. Itâs a little rough that the trap of convenience did a slight injustice to the concept of Ludevic.