I'm making this Kefka deck but I've reached a point where I don't know what to take out anymore, I have to take out 15 cards. Could someone help me choose?
https://archidekt.com/decks/13117142/kefka_dancing_mad
#Kefka, Dancing Mad help
20 messages · Page 1 of 1 (latest)
One place that might need a little bit leaner areas is the draw or card advantage cards you have in the deck. Listing them cause i noticed the categories option was off when I viewed your deck:
Dead Man's Chest
Grenzo, Havoc Raiser
Night's Whisper
Party Thrasher
Reckless Impulse
Share the Spoils
Nashi, Moon Sage's Scion
Seize the Spotlight
Big Score
Gonti, Lord of Luxury
Pirate's Pillage
Prosper, Tome-Bound
The Ruinous Powers
Wild-Magic Sorcerer
Bonehoard Dracosaur
Plargg and Nassari
Rakdos, the Muscle
Stolen Strategy
Bolas's Citadel
Etali, Primal Storm
Bloodsoaked Insight // Sanguine Morass
Charred Foyer // Warped Space
There's also your mana curve to take into consideration/ RN its 26 2 costs, 12 3 costs, and 17 4 costs. It might be better to take out some of the more expensive ones draw cards in the 4 cost range, such as Pirate's Pillage or Wild Magic (only as examples, you might like these more than the others)
i really like this deck, i feel like you could have some great shenanigans with it.
Thanks for the considerations, I'll think about it, I think it's my settings that the categories are turned off, I'll look for how to fix that. I'm glad you liked the deck, I wanted something a bit like theft, exile and a bit of chaos
No worries! I like using Arkidekt for looking at card categories and looking at what I may be missing/have too much of
i like to do manual category
not only for evaluating each card i add
but mutiple categories sometimes to see the perfect overlaps
right of the bat
i see a 7 drop commander
is your main plan involve playing the commander (which i assume you want to play that because it is a new crd)
did you plan on missing land drop as early as turn 4? or not hit the 6 lands by turn 10 on a bad draw? 33 +mdfc is too low
if you just add draws to get a land, then why not just add lands instead?
unless i am missing something, i dont think the commander has cost reduction
3.8 avg mana value
24 spells over 4 mana value, is a lot even for a green deck with land ramps
are those cheaper that they are to be cheat into play?
i guess thats where you can take out your 15 cards to fix those numbers
the 3.8 wont be as high once you remove some stuff but the land count is still a problem
too many greedy cost, you can always build two decks for one commander and out in all your pet cards that way