Spyke
edh·MTG: EDH / CommanderbyUnsealed9041

Feedback on Oskar, Rubbish Reclaimer

I've been working on Oskar, Rubbish Reclaimer and sitting on a decklist that I'm pretty unsure of. I'd like to build this as a strong bracket 3, but the list that I have doesn't feels way too slow. I feel like I'm missing some key synergies or combos, because I struggle to get Oskar on the board before t4. I feel like a t3 drop should be totally possible.

Decklist is here: https://archidekt.com/decks/15982418/i_love_trash

View original on lemmy.ca
edh·MTG: EDH / Commanderbyfortniteplaya

Deck Help/Show Off Bilbo Birthday

Hello everyone, this is a deck that took heavy inspiration from the Food and Fellowship precon. I believe that it is very resilient and has a heavy amount of boardwipes, protection, and alternate win-cons with a decent amount of politics.

I have been working on this deck for a long time and am excited to get some more eyes on it. The goals for this deck are to compete with the pupstomper decks that are technically not cedh but have an unfair advantage against most decks. So far it has done very well for me and the use of detailed tags has helped me deck build.

Deck Help/Show Off Bilbo Birthdayhttps://moxfield.com/decks/PYxzdNa-kUuMt6iH6YQdYgOpen linkView original on lemmy.zip
edh·MTG: EDH / CommanderbyVoxAliorum

Deck Help/Show Off: True Hug - 95% Symmetrical Ramp - Speed Up Commander

Goal of this deck was to ramp as symmetrical as possible and then win by being better prepared to play on that high mana level and stealing the big spells your opponents bring out but without having a "Haha. I win" card - those and other mean cards are moved to the sideboard.

Well it does ramp everyone like crazy and speeds up game massively, whether you are able to win is a different topic... I still think it makes for fun games, but relies somewhat on you being able to a) steal really good cards b) player removing each other c) player wiping the board and you still having big boys left.

I think the concept is fun, but the idea can still be improved.

PS: I notice that the last post in this sub is also from me, but I feel like I am hurting no one by posting regularly. If you get annoyed by my Deck Help/Show Off posts, let me know and I will slow down.

Deck Help/Show Off: True Hug - 95% Symmetrical Ramp - Speed Up Commanderhttps://archidekt.com/decks/14150216/true_hugOpen linkView original on lemmy.ml
edh·MTG: EDH / CommanderbyVoxAliorum

Deck Help/Show off: Be Basic - Nonbasic land removal is ~~not~~ effective

Decklist: https://archidekt.com/decks/13999945/be_basic

A friend of mine claimed that nonbasic land removal is not effective. As we primarily play bracket 3, I disagreed. He remained pretty sure so I proposed a challenge and created this deck which I will soon prox and play against him. I am aware that it is not technically bracket 3, but I think the power level wise it is still a better fit for 3 than 4.

The main idea is to get a strong recursion engine going which allows us to again and again remove their fancy nonbasic lands and putting cool stuff on the board that should allow me to win eventually. I am sure this is not a perfect build and I am open for suggestions :)

Deck Help/Show off: Be Basic - Nonbasic land removal is ~~not~~ effectivehttps://archidekt.com/decks/13999945/be_basicOpen linkView original on lemmy.ml
edh·MTG: EDH / CommanderbyJenztsch

Price of "Draconic Destruction" Precon

I'm currently looking at the Starter Commander precons as they were considered budget options for new players and I want to introduce some friends to EDH that are relatively new to the game.

However, when comparing them, the Draconic Destruction precon (Gruul) costs immensely more than the others. I'm located in Europe and there the cheapest option I can find is 70€. The other precons from this set go for around 40€ maximum.

I'm looking at pricings on the Moxfield deck list, but that adds all cards to around 50€. Is there a reason why this deck is so expensive especially considering its set-mates?

View original on discuss.tchncs.de
edh·MTG: EDH / Commanderbyjedibob5

Commanders that are *almost* slam dunks

What are some commanders that you would build in a heartbeat if they worked just slightly differently?

I've always lamented that Toshiro Umezawa's ability didn’t also apply to sorceries. Spellslinger isn't really a theme that's associated with mono-B, so Toshiro's effect is rather unique and interesting.

But then you look at Black's selection of instants, and outside of spells that just kill things, the selection is dire. There’s some card draw, a handful of niche/limited reanimator pieces, the odd ritual here and there, and an assortment of other odds and ends. There just isn't enough quality or volume to build a theme around anything other than just killing things.

The only way to incorporate actual wincons that are related to the theme of the deck that I can think of would be grinding everyone down with Blood Artist effects and heavy board control, and if you want to win with Blood Artist, why not just run Aristocrats instead?

If it were instants and sorceries, Toshiro would be able to do a lot more interesting things that otherwise couldn't be easily accomplished in mono-B. Breaking timing restrictions on sorceries might've been kinda problematic back in the original Kamigawa block, but these days there are enough commanders that can do that, to the point where it's probably not that big of a deal.

Any other commanders you wish worked just slightly differently?

View original on lemmy.world
edh·MTG: EDH / CommanderbyNerash

Looking for tips

So I'm brewing up a [Anje Falkenrath] Madness deck. And I noticed the dual synergies with Vampires and Zombies a la [Stensia Masquerade] and [Dying to Serve]. Thus since it's causual and not cedh I though why not make it semi-tribal?

But I quickly ran into the problem with trying to do two tribes at once. I either run one tribe with a tack on, or I water both down too much. As such I come to you seeking wisdom. Any tips for makin a dual tribal deck work? Or is it a case of kill your darlings? Bonus points for card suggestion! Budget is a concern, but one or two semi-expensicve cards could be included.

View original on lemmy.world
edh·MTG: EDH / Commanderbyjanonymous

Need help with casual Kess, Dissident Mage Reanimator deck

I'm trying to build a fun, casual Reanimator deck using Kess, Dissident Mage, but I'm having a little trouble: Moxfield Decklist

Basically the deck is pretty inconsistent and susceptible and also not very interactive. Meaning I might be lucky and reanimate a big threat turn 3-4, but it's a single threat that can be easily dealt with. And because it is a big threat, it usually is the immediate focus. While others build their board, I filter cards until I can reanimate another big threat, leaving my board pretty empty. This could be compensated with interactions, but because the deck needs enough big threats, filter/loot cards and reanimate spells, there is little space.

I run a couple of tutors to help with the consistency, but they are kind of inappropriate for the power level of the deck. So sometimes I replace them with less good draws/threats/reanimates.

I feel like my only course is to play even more impactful threats, which are expensive to get, but also increase the power level inconsistency, while making me the target, because there could be something very bad incoming at any time.

So, is there a way to keep this a casual deck, but also make it more consistent and interactive? Maybe focusing a little more on spellslinging?

Edit: In the end I came to turns with the fact that a reanimator strategy alone does not work in a 4-player game (except maybe with much stronger targets). So I build the deck a little more into the spellslinger direction, cut the Demonic Tutor and accepted that it will be a power level 6 like my other decks.

View original on lemmy.world
edh·MTG: EDH / CommanderbyRampageDon

Mono Color Star Format

White: Heliod https://manabox.app/decks/CFRv24kLT5Sk1WVix77sOA
Blue: Azami https://manabox.app/decks/bDQeB2UiSeex6Kl5fle0Yw
Black: Endrek Sar https://manabox.app/decks/OOXYqDmRT_2P9sR62YGUcw
Red: Krenko https://manabox.app/decks/1aKHtUfTT_u9F4Lm5-2Nzg
Green: Azusa https://manabox.app/decks/kav95jqtQsiABwNQsI61Jw

So I put together a Star Format Commander set. I have yet to play test so I am not sure how balanced everything is currently. I tried to make the decks on theme to their basic color identity, but that made balancing a little hard. The decks were made with only cards I already owned, so if some obvious things are missing that is why. Also I know there a few illegal cards for Commander in some decks, but wanted a fun factor and since this is a cube-ish type thing meant to only be played togehter I figured it was fine. It was a blast to put together and hopefully will be fun to play. Let me know what you guys think.

Bonus red deck in case it's just too hard for krenko to kill 2 opponents. Hidetsugu: https://manabox.app/decks/68Hkf2kJQr-X-RuyGakPZw

View original on lemmy.world
edh·MTG: EDH / CommanderbyWhimsical

Most unintuitive deck/synergy you've brewed?

I've been looking for inspirations on ways to use cards that feels like it's working outside those cards' expected parameters/use-cases. Things that feel like they hit strategies that WotC might not have thought about when printing the cards.

For instance, one of the most popular expressions of this is the open secret that Tivit, Seller of Secrets actually functions better as an artifact-combo commander than as a voting commander - every ETB or combat hit makes 5 artifacts, guaranteed, which makes Time Sieve combos easy.

Or, in terms of decks I've brewed/been brewing, Zevlor Elturel Exile as a poison-proliferate deck. Doesn't work great, but the idea is to try and spike the board with multiplied proliferate triggers, so I can tick people up by 3 poison per "single target spell plus proliferate as an upside" spell. Turns out that people just focus you and your commander out of the game pretty much immediately if you try that, but I digress.

Or, using Mutate as a mechanic not to try and actually proc on-mutate effects, but just to strip "legendary" off cards that are balanced around it as a mechanic, like Kiki-Jiki. Mutate him into a nonlegendary, and you can infinitely multiply him during your prior opponent's end step, and overrun the board during your turn.

It's effects like these that I really enjoy exploring, the cases that make people stop and say, "Wait, it works like that?" or, "Wait, you did all that just to do this?" It scoops a lot into the art form that is jank deckbuilding, and I'm curious to know what little corners of the MTG design-space you all have found funny little interactions in.

View original on lemmy.world
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