Some Players Will Hate This! | Vishgraz, the Doomhive | Phyrexia All Will Be One Spoilers | MTG
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- เผยแพร่เมื่อ 20 ส.ค. 2024
- The Commander's Quarters is your Magic the Gathering source that helps you Command Your Budget! Vishgraz, the Doomhive is an exciting new spoiler from Phyrexia: All Will Be One!
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I was doing a lore dive last night, and found out this dude is Geth and one of his underlings mashed together, and that's pretty awesome imo lmao
Eh kind of. Geth got murked by Atraxa's daughter Ixhel and Ixhel is who made Vishgraz, before Atraxa found out and got pissed about it.
Geth’s head, which seems to retain some of his personality. But not actually geth. And a lot of his failure friends.
@@kyleanderson6829 Vishgraz definitely seems to retain his memories and personality as Geth. Pretty much the only difference is that he accepts and recognizes that Ixhel conquered, rebuilt, and renamed him.
Also he’s not a thane anymore. He also accepted that.
I loved it when Vishgraz said to the rebels "IT'S MITING TIME" and started Miting all over the place.
"THERE IN THE THE WALLS, THEY'RE IN THE FREAK8NG WAAAAALLS!!!!!"
RIGHT!?!?!!!!?!?!
Truly one of the abilities of all time
"against all the Evil that phyrexia can conjure... All the wickedness that MTG players can produce
I hate TH-cam comments. It cuts off my ability to do anything successful. The comment above was the straw that broke the camel's back.
I'm not commenting on YT for anybody anymore. The shit I deal with on TH-cam is just repulsive.
here is a budget option "Behind the Scenes" it is an enchantment that gives all your creatures "skulk" and has an overpriced pump as an activated ability.
My favorite part of this deck is that it is in Atraxa colors so you can just use her with some extra blue cards and be first out cause everyone will target you xD
Toxic feels like WotC understands that some abilities are strong but they want to be able to rerelease the strongest version later as a chase rare. Infect is way stronger than toxic.
I wouldnt say one is necessarily stronger.
Dealing full normal damage to a player AND increase poison counter makes them also more vulnerable to lethal damage from other players and less incentivised to pay life for effects
Mitch mentioned important staples for the deck.
QUICK, YELL AT HIM!!!
Well, basically the "fixed" version of infect (toxic) just plays into "go wide" strategy rather than "go tall"- so of course the new set has to include shiny new cards that will do a great job at demonstrating that toxic really isn't that much less powerful than infect, lol.
Don't forget the white Dominus from the main set which doubles tokens
I can already see it
Turn 1: Lotus, shock land, dork
Turn 2: land, ritual, crossroads, Vishgraz, ephemerae
Turn 3: point at someone and watch them cry
This would be a fun commander because when someone is close to death by poison counters you have some difficult math you have to do.
I've already built a Vishgraz deck to test out. In theory, my build of the deck can produce up to 192 mites every time my commander hits the field, and I can flicker him multiple times between multiple sources each turn.
My brother described this card as a voltron list that infects out the players you aren't directly beating with your commander
Toxic and infect are different, so going tall isn’t gonna affect how many poison counters people get. If anything, this list is a go wide tokens deck that relies on flicker effects to get a million little tokens that can all apply lots of toxic triggers to insta kill opponents.
@@howtyplcal350 i don't think you understood what i said at all.
I know! It's a really unique concept.
im gonna add a blightsteel to the precon just to annoy them more
I really think since Commander has double the life it should take twice the poison counters to defeat a player. There's nothing stopping Commander from tweaking the rules behind poison counters slightly to increase the requirement for balancing purposes
Except poison really isn't that good
@@jacksonbrown1830 I was more so referring to poison counters themselves as they make it way too easy to circumvent traditional wind conditions due to things like proliferate. As for the toxic mechanic in some cases it can be a problem because if a creature has toxic 6 it only has to do a single damage to put 6 poison counters on a player and when paired with proliferate that can be an instant kill with very little setup. Poison counters are one of the most broken mechanics in the game because their requirements are too easy to meet and essentially allow you to win with little interaction from the opponent
@@DoubleOhSilver poison counters are way faster than Commander damage. Commander damage not only can only be done by your commander but requires your commander to physically be able to damage to an opponent whereas poison counters can be done by any creature or spell that has the ability to distribute them and it only takes a single ping to get the ball rolling. Not only do poison counters allow you to circumvent both life total and Commander damage they can do so without ever attacking. With the addition of proliferate they allow you to defeat several opponents simultaneously with just a single ping each. Proliferate is far better on poison counters then they are on loyalty counters since loyalty counters on their own cannot kill a player whereas poison counters can and cannot be stopped in addition proliferate affects all counters on the board so even if using it on a planeswalker you could still also increase poison counters at the same time.
I see all the blue players ventilating that they have to uae counterspells for cards like Pollenbright Druid. Haha love it. All hail to my fellow poison players
No.
You are dealing with 3 other players usualy, so thats 30 total poison to distribute, by yourself, because you are likely the one toxic/infect deck and other players dealing damage to your opponents wont add to your count. Thats without mentioning the ammount of hate it gets, sometimes unecessary, when there is way easier ways to win the game nowadays
Another insect to make! I'm trying to make a deck around all of the legendary insects, and this one is exciting.
Super respect for that goal, I have all the Legendary Insects but haven’t built all of them. Which would you say is your favorite? Have you built Grist, the Hunger Tide?
@@johnstarinieri7360 yeah, Grost was actually my first. I have a few of the others, but am in the process of getting the rest.
So having this Commander with the new Elish Norn or Parnhamonicon + a Token doubler (do multiple of them actually stack or are they all triggering at the same time giving you only once the double amount of Token ?) + blinking it and you have a giant army of Toxic Tokens
Is more like, combo commander. Emiel + ashnod altar = infinite toxic tokens and colorless mana. For wincon, just spam any death trigger, or using yawgmoth to proliferate poison counter+phyrexian altar
You wanna be mean? Ashnod's alter and eldrazi displacer go infinite with this commander
Not quite. Ashnod's Altar only gets you 2 colorless. Displacer needs 3 to use its ability. Still, being able to cycle Vishgraz for 1 mana is really powerful.
Edit: After I wrote this, I realized you can just sac 2 mites and get 4 mana. Yeah, this is infinite.
Emiel the blessed also.
Have a few cards that to give it Trample and Hexproof. Commander Damage kills will definitely be possible as a wincon if the Poison Counters aren't finishing the job. Black for card draw.
I will 100% use and abuse of some sweet neat poison deck since my group tend to love rolling around with stupidly high life regen.
Vishgrav+ichor rats+eldrazi displacer+ ashnod altar
you'd kill yourself too. sub rats for blood artist or similar.
When we getting a full deck tech? Or maybe a precon upgrade video
Other cards for consideration
Cathars crusade
Blade of selves
Coat of arms
Kinda makes me wanna take apart hapatra to turn it into this deck
As someone who really hates poison, I actually love this. If you're spreading poison to everyone I think commander damage wins are more likely.
Mitch. Come back to us.
You could get two players to nine poison counter and then one shot the third player with Commander damage
Anyone else feel like the Phyrexians have become similar to the Tyranids from WH40K?
I mean they aren´t that far off if you don´t count that the Tyranids are purely biological
Honestly, I think They're a lot closer to the borg.
They remind me more of the necrons if the necrons actually like being turned to robots, living beings that got turned into robots mostly at the cost of their souls, all the leaders don't exactly get along, def sounds like necrons
He's going in my nethroi decks
Go Mitch go!
Where is the link?
Poison is problematic because it takes so much less to be lethal with it, it's kinda like the "if this win game" cards. If it took like 15 or 20 poison counters it wouldn't be nearly as bad but sitting at 10 it's just too low in my opinion to be fun in commander
I've heard this a lot, and I don't agree with it. Putting it at 20 gives no incentive to play it over straight commander damage (though I could maybe see an argument for 15). In any case, it's really not that strong unless you somehow one-hit-kill everybody at once, which is NOT easy to do. A generic infect deck generally requires you slowly getting everybody up to 10 poison through combat damage, which is not an easy thing to do. You may kill one person, only to be killed by the next two players after.
@@erubin100 I see what you're saying, the big problem with it in my opinion is it typically ends a single player very early. You only need to get hit once before proliferate puts you on a very serious timer, and while like commander damage you can't remove the counters from yourself, unlike commander damage they don't ever need to attack you again to finish you off with it. I'd say if you couldn't proliferate it I would have basically no issue, but almost every time I've seen infect in a commander game somebody takes a hit for 1-3 poison counters in the first couple of turns, then they just lose while nobody else at the table got hurt.
@@alanevans5353 To that I say it's an issue of individuals' playstyles. Yes, one player gets killed quickly. But you know what happens next? The remaining two gang up and murder the infect guy! I firmly believe people almost always play infect/poison counters incorrectly, at least in a casual setting. Instead of trying to kill as fast as possible, they should be playing the long game and playing politics until it's just two players left; only THEN can they go full force. Bottom line: if you choose to play infect/toxic as the main theme, be prepared for a slow game, not a fast one. (And yes, that does mean it's virtually unplayable in cedh, but then again so are many strategies.)
I agree it should be 20 damage in commander. The amount of proliferate and how easy it is to reach lethal ten on a person that way is stupid given the amount of proliferate. Making it 20 still gives the toxic/infect player a advantage over another. Also commander damage is hardly a comparison as some commanders are never going to be attacking or have any attack to write home about and are there for the colors or effect. I run a Grand augestine and he is never going to win me the game by attacking.
@@erubin100 Though my dislike for infect is not massive as most out there as the majority of the playgroups I have been part of make a point to destroy the infect player asap and knock them out before anyone to just not deal with the poison counter annoyance.
where can I find a infect d10 die?
Toxic/poison is a bad mechanic in general. I'm not super excited to see more of it. Even more so with proliferate.
i'd argue it is good in commander to give an aggressive strategy that isn't najeela a chance . All i see these days are combo decks
@@tonytaioftimestreamer2616 Sure if you play competitive. When you play casual EDH all it does is turn every toxic deck into a super scaled mess.
Infect/poison for me has always been a borderline BS tactic. It deserves the hate it gets. The main thing about it in the set infect came from, I was there for it, it was fine due to the limits of the cardpool and weakness of the creatures. Made sense such a strong ability would have weak creatures. So i was ok with it. The issue with it though is how it gives the person using it such a advantage in a game only needing to deal half the damage and in commander less then that to win. For anyone fighting that its abit overpowered to verse as they still need to deal the full 20 or 40 damage to win. Given how powerful it is to only have to deal less or half the damage to win the game you really need to find a way to balance it and make those poison counters abit of a challenge to inflict. Sadly the issue arrives in commander where there is a massive card pool to make the infect/toxic deck incredibly powerful espeacilly black and white which are great for destroying any sort of defense your opponent tries to put up. Personally i think bringing poison counters back was a mistake espeacilly in commander where they still only have to deal just ten to win. If anything in commander they should have to deal 20 poison counters due to the higher life totals for any sense of balance.
you're an idiot. you don't "win the game" with 10 counters, you win with 30. you may kill ONE player with 10, but then THE OTHER TWO PLAYERS BUMRUSH YOU AFTERWARDS! It's still an uphill battle, no matter how you look at it. Plus, there are much faster, more efficient ways to win that don't involve combat damage.
@@erubin100 First wow your a sensitive one, two not all commander games are a four or more man, three its still a incredible advantage over those not using that tactic and more so with proliferate options in commander and I am sure there are other options and plenty of instant win combos but those are irrelevant to my point. Also at the end of the day its my opinion and view on poison/infect counters. Relax and calm down.
Jokes on you, I hate everything about this set
Mitch I like you but this title is one of the most pathetic ones you've ever made