#Henzie Basic Upgrades

21 messages · Page 1 of 1 (latest)

simple beacon
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A friend of mine asked me some advice for a new player trying to start with commander, they were thinking about henzie so i'd like to give them one of my old list for possible upgrades, but i then noticed that the very first one i made was something like 20 cards to add (20 spells + 2 lands) so i was wondering if y'all had some advice about what card to put back into the deck

https://archidekt.com/decks/3952700#Henzie_Arsenale_Torre_-_Upgrades btw i usually use the option "group by categories (multiple)"

i was trying to go back to maybe 10 cards in and 10 cards out (not counting lands)

umbral night
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i dont think the deck needs that much draw spells since using blitz already draws you a card

simple beacon
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true but since it's for a new player i wanted to be sure they always have a hand full of interaction and things to do, but you're right the draw section can be lowered

umbral night
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there a few creatures that gets lands onto the battlefield more than solemn simulacrum

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the other precon cards arent very good or belong into other decks. i would cut them

simple beacon
simple beacon
umbral night
simple beacon
umbral night
simple beacon
umbral night
simple beacon
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true recursion is nice but i already have 13 ramp cards, so i think i'm fine, actually i might cut some

umbral night
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if it 10 cards i would probably get rid of turf war, rain of riches, beamtown bullies, treeshaker chimera, painful truth,first reponsder, inferno titan, industrial advancement and some of the artifact ramp for the creature base one. 13 is too much yeah

simple beacon
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sorry, i was unclear: i need to make 10 cuts from the "Add" section, i agree that stuff like turf war and beamtown bullies are not great but i'm trying to take out as few cards as possible from the original precon

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about industrial advancemente and the chimera i actually disagree, they are some excellent cards for henzie, just imho

umbral night
simple beacon
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i actually like the chaotic energy of industrial advancement, it's fun in a casual pod, also chimera is more of a quasi-boardwipe the way i usually play it, plus it's nice to be able to play cards that usually don't have a place in other decks

umbral night
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yeah i understand and i see you would like to keep most of the precon intact too

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if you asking about the add pile i guess the draws are the one you dont really need, gyre sage is kinda slow and ryusei is pretty much another quasi boardwipe too

simple beacon
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mmh, yeah, for sure i'll slim the draw, and true gyre is fun but wonky