Spectrar Ghost wrote:
Inkeyes22 wrote:
Spectrar Ghost wrote:
Righteous Aura. For W and 2 Life prevent any commander or infect damage done. Does not target, so Narset et al are no problem. Maybe
Safeguard as a backup, though it targets and is more mana intensive. Safeguard always falls by the wayside for me, anyway.
Definitely
Maze of Ith and
Kor Haven, in addition to MysMaze.
Thespian's Stage if you like overkill.
Thanks! I definitely need to put in
Righteous Aura. My mana base is already pretty full of lands that don't tap for either color. What should I cut?
That's a harder question. Will Vish Kal be useful with Karl at the helm? It seems Karl would be most of the creature removal you'd need.
I have yet to remove counters from Karlov, usually I can just beat them down, or it isn't worth removing them.
So I have played 7 games so far, and Karl has won each one. This is a little more powerful than I wanted. When I asked my opponents, they thought they were fun games because I can win several different ways, except game 3.
Game three I dropped turn 3
Ghostly Prison, turn 4
Blind Obedience, Turn 5
Sphere of Safety, turn 6
Pontiff of Blight.That was some serious pillowfort, and I ended up doing enough damage through extort to kill everybody.
So I might take out
Vish Kal and the pillowfort for
Soul's Attendant,
Auriok Champion,
Soul Warden.
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Shabbaman wrote:
The usual answer is "the social contract", but I guess that is not what you are looking for. Try house rules.
With perfect mana, reasonable removal, disruption, and card advantage, we're back to pitchforks and torches. And it's about to get worse for those who do not enjoy the game as Richard Garfield intended, playing as few win conditions as possible and prompting concession after all hopes (and spells) are lost. - Shaheen Soorani