#Calling all bracket 1 gamers

92 messages · Page 1 of 1 (latest)

peak tusk
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This is my first attempt at making a bracket 1 deck. It's honestly probably the hardest bracket for me to build in 😅 I'm down to 10ish slots left, but I would also love to swap out some basic lands for other lands. I would appreciate any suggestions!

The deck is built to tell the story of the film The Dark Knight. Everything in the deck should have art, a name, or flavor text that relates to some element of the film. Ideally the mechanics of the card would also be evocative of moments from the film, like Choice of Damnations giving a "damned if you do, damned if you don't" scenario.

Deck: https://manabox.app/decks/yYcyykgOR-uzTfdRxdgI2Q

ManaBox

Deck created with the ManaBox app

tiny gorge
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XD i am ready for soemthing tough, commander looks strong already

tiny gorge
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some cost are very high, [[grappking hook]] maybe a dead card

brave kindleBOT
tiny gorge
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lot of artifach/ vehicles and few creaturesm so crewing higher than commader's power will also be hard, and ewith equip cost on top of that

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the mana production worries me

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so i think it really need to be runned in an environment when the general consent is some weird funny slow decks that doesnt focus on synegy but more on the side of the social and story telling aspect of commander

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i cant really expect a T3 triple reed [[game of chaos]] on curve

brave kindleBOT
tiny gorge
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but when someone's life total is getting low, along with vial potentialling adding 3 to the face

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and they want some back and forth face melting

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ethats where the fun begins

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i would like to have the at least the minium amount of card draw so that even if there arent ramp to get to the higher mana value spells and equips

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there are very low chance of missing land drop before turn5

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and idk how many of those are in the deck

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since there are no tags

peak tusk
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To clarify, this is a bracket 1 deck. The goal is to tell a story, not to make a deck that actually plays well

tiny gorge
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but at least playable

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to tell the story

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first 5 lands is the least amount of mana

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you will need

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[[bloodletterquill]] is basically 5 mana 1 draw, if you wait a turn cycle, still need to hit the next land drop

brave kindleBOT
peak tusk
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For me, playable just means it has the lands to in theory cast things eventually. I'm not really looking too much at having enough draw, ramp, etc., as that's not really the goal of b1

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If I wanted to do that, I would be building at least B2

tiny gorge
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yeah no ramp is fine, i am just trying to get the draw ratio to somewhere

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close to 10 in the deck

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if you get out an equipment

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but it only sits on thefield and do nothing

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idk if that makes the story more interesting or not

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i would assume the mana to equip it is important

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even if it takes an extra turn cycle

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if i am in the game, i may not know the story and reference behind the deck. You would want to talk about your [[joven's tools]] dont you?

brave kindleBOT
tiny gorge
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someone tries to cross a border and cant get over wall?

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i cant really add cards without knowing what things are about

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and if some of those happens to making the deck function into taking form

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even better

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[[nipton lottery]] [[last one standing]] are thing i like in my chaos and destruction combat based decks playstyle

brave kindleBOT
tiny gorge
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but both are probably not going to fit your theme as easily

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on top of that. some cards has awkward ruling interactions

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that players may not know/understand

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like priority has been passed in the middle of resolving a spell type of deal

next wing
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Call me stupid, but shouldnt you totally have [[Black Knight]] for a "The Dark Knight" themed deck? Probably [[Cover of Darkness]] too (for a more general Batman theme)

brave kindleBOT
next wing
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Also, since its literally what the joker does with the two boats, [[Prisoner's Dilemma]] seems like a natural

brave kindleBOT
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Sorcery
Each opponent secretly chooses silence or snitch, then the choices are revealed. If each opponent chose silence, Prisoner's Dilemma deals 4 damage to each of them. If each opponent chose snitch, Prisoner's Dilemma deals 8 damage to each of them. Otherwise, Prisoner's Dilemma deals 12 damage to each opponent who chose silence.
Flashback mana5manarmanar

tiny gorge
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its frastrating how wrong people have played this card

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the wording isnt that confusing, is it

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but the spirit of the card is at least somewhat there

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part of the game is filled with misplayed and mistakes

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ruling ones and design ones are more frustrating when the outcome is twisted because i am too invested in those

next wing
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its exactly a prisoners dilemma. If you all pick silence, you all get a little punishment. if you all snitch, you get a worse one. But if only some snitch, those who stay quiet get really screwed. The optimal outcome for the whole group is silence, but you're risking that someone mght turn on you and you take 12 instead

tiny gorge
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but people dont know the story, the math and they are supposed to work together

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they ignore the meaning behind the word silence and snatch

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so it turns into "yes" "no"

next wing
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Working together is the opposite of a prisoners dilemma. The whole point is you cant work together. Same here: ultimately, the choice is made in secret, it relies on trust, at bottom

tiny gorge
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and then they agree eveyone more or less takes equip damage

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the math technically say "work together" so the least amount of punishment is given

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in theoery

next wing
tiny gorge
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vote is a mess in this game

next wing
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because if you pick silence and they double cross you its better for them, worse for you

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They get 0, you get 12

tiny gorge
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i am talking about the understanding of the card to begin with

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it messes with people when the text is too long or something

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i play wheel of misfortune and it sort of cheat new players into taking nearly lethal damage

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doesnt feel good

tiny gorge
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because nowhere on it say 0

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they miss the fact last mode only deal 12 to player(s) who didnt snitch

next wing
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same as [[wheel of misfortune]] yea. Eh, reading the card does actually explain the card, just gotta be careful

brave kindleBOT
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Sorcery
Each player secretly chooses a number 0 or greater, then all players reveal those numbers simultaneously and determine the highest and lowest numbers revealed this way. Wheel of Misfortune deals damage equal to the highest number to each player who chose that number. Each player who didn't choose the lowest number discards their hand, then draws seven cards.

tiny gorge
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i hope you understand why that why prisoner dilemma frastrate me

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fun card if played right

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Without openly stating who wants to wheel, 0 never wheels, lowest number dont wheel, only the highest number(s) takes damage equal to that number. No redo. Pick wisely.

tiny gorge
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and add on the part, that proceed to wheel

next wing
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i dont actually find it confusing, but i know plenty do

tiny gorge
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it has a mind game mini subgame to it

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at worst, it is 3 mana, the caster draw new 7

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take some considerable amount of the damage like a black draw spell

peak tusk
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Black knight, cover of darkness, fear, and prisoner's dilemma are all excellent recommendations for the list, thank you!

brave kindleBOT
tiny gorge
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weaker but it also has the similar form of voting and can potentially draw cards