#[[Greyfax]] Deck cut helps

176 messages ยท Page 1 of 1 (latest)

rocky karma
hearty dome
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arent you building too many decks at once ๐Ÿ˜… but i guess you have alredy did the cut

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i thought of [[prop room]] and [[drumbellower]]

distant willowBOT
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Enchantment โ€” Room
Creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a creature spell pays for mana1 or one mana of that creature's color.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

Prop Room mana2manaw
Enchantment โ€” Room
Untap each creature you control during each other player's untap step.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)

hearty dome
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there is a card that i always have trouble fitting into decks [[inspired statuary]]

distant willowBOT
hearty dome
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small chance this deck can make use of it in place of a mana rock

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and i would remove a black/blue source for it

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[[$the golden throne]] looks fun

distant willowBOT
hearty dome
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so pricey >.<

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in here i am not sure how much synergy it has, but at worst its a sac outlet [[thran dynamo]]

distant willowBOT
hearty dome
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as long as you have sac fodder, there are really no down side

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actually its closer to [[gilded lotus]] with coloured mana

distant willowBOT
hearty dome
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i want one but i dont want to pay like $10 ๐Ÿคฎ

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instead, just got to get the whole precon

rocky karma
rocky karma
distant willowBOT
rocky karma
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And some vehicles that are busted

hearty dome
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vehicles are a bit niche because they are busted in the right deck

rocky karma
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I only use the sister in Mt terra jank deck

hearty dome
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so they are not univerally played even though they are colourless

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[[$sister hositaller]]

distant willowBOT
hearty dome
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i remember [[$celestine the living saint]] is even worse

distant willowBOT
hearty dome
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pretty nut indeed ๐Ÿคฎ

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if anything i think i want the demon grixis precon more

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[[$blood thirster]] i want reprint

distant willowBOT
rocky karma
ember pasture
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Add: At least 5 more lands. Your deck doesnt have enough mana to consistently play out its curve and your deck curve seems on the heavier side. 42 lands is reasonable for a list like yours

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Cut: Deny the Witch, Entrapment Manuever, Mortify, Path to Exile, Commanders Sphere, Officious Interrogation, Shimmer Dragon, Mind Stone, Five Hundred Year Diary

hearty dome
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time to cut another land while we are at it /s

rocky karma
ember pasture
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I would recommend reading on the math about land counts

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40+ is needed to consistently hit 4 lands by turn 4

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somethign most casual EDH decks want to do

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42 is technically the optimal number, but 40 is what i would consider the minimum

hearty dome
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i guess that explains a lot why you talk like this

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the article* disregarded many things

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some of which would be obvious to experienced players after some amount of testing

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there are "down times" in commander where a player will basically be "doing nothing" with the mana; there are decks that only cares about playing lands, but most decks wants to/need to set up their board for a quicker game plan to be online

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to make the math simpler, it would actually be roughly "every two ramp piece count toward 1 land card / land drop"

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so a deck with 35 lands and 8 ramp cards is roughly 35+4 = 39, lower than the "42- lands optimal curve" with that math

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essentially, a 100 card deck - commander - 0.5 x ramp is actually like 90 ish cards

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i have ran as many as 55 lands with a land fall deck in the past, but it is essentially a B3/ almost B4 power level that abuse landfall triggers. a regular land matters deck with 45 lands is a lot, non land fall decks really dont need to have 40+ lands

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going around telling everyone they need 40+ lands will decrease your creditability and others will preceive you as trolling

ember pasture
# hearty dome there are "down times" in commander where a player will basically be "doing noth...

If there are downtimes when your deck is doing nothing with its mana, it either means that you made a mistake in building your deck or you misplayed at some point in the game to leave yourself hellbent and dont have a commander that can take advantage of a large mana pool. The best way to quickl;y set up your gameplan and do so resiliently is to have a large number of lands. Mana flood punishes you in the late game more than it does in the early game. You can mulligan flooded hands without a high risk of getting a mana screwed hand because your more likely to get a hand with an acceptable number of lands.

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Counting ramp as land drops is a terrible idea. Ramp is the worst way to get yourself out of a mana screw as you cannot do anything after you play it, where as a land drop would allow you a reasonable play that turn, giving you better tempo.

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Having 35 lands and 10 ramp would not be equivalent ot having 40 lands. It would be much weaker and would lead to more games where you awkwardly have to spend your turn 4 or 5 playing a ramp spell instead of playing a 5 drop.

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The one criticism I have about that guys article is that it is too lenient in what it considers mana screw. It defines mana screw as missing two or more land drops by turn 5 or after 12 draws. Where I would argue that missing any land drops in that time period to be very bad.

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40 lands is equivalent to a 24 land in a stadnard deck. And if you look at the most popular midrange and control decks in standard, they run 24+ lands, sometimes as many as 27. Even aggro decks run 24 lands with mono red aggro.

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Low land counts in constructed have fallen out of favor, and they tend to be reserved for decks with unusual play patterns, think of a combo deck where half the deck is cantrips.

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running less than 40 lands is a terrible idea for any standard midrange EDH deck, IE, the majority of casual decks

hearty dome
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i suggest you try to read/listen more, you can go topublic chat and preach your ideals without forcing your opinions on others

ember pasture
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I am a very experienced player, and have even placed in tournaments before. Dont try the whole "your not experienced" line on me. It doesnt matter anyway, the math backs up what I say.

hearty dome
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because i dont think you have any ill intend or is trying to troll

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yes, many people dont play enough lands in their deck

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but you are ignoring many other factors

ember pasture
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Even the people who think they play enough lands don't. That is the issue. 37-38 is too few for any typical midrange deck. thats the amount I play in my lurrus companion deck. Not a standard midrange deck.

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You should be playing 40+ lands, even with a competent draw package.

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And you dont have to just run 40 basics

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there are tons of lands that provide utility and can function as spells when you have too many

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With MDFCs, cycling lands, channel lands, the final fantasy lands, and many other raw utility lands, there is no reason to run less than 40.

hearty dome
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i didnt mean to call you "unexperienced player" but for a lack of a better term, it was the easiest way i could have decribe the situation of blindlessly telling people to put more lands into a deck without paying attention to what a deck is doing

ember pasture
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If your deck is doing anything that can be broadly defined as "average midrange EDH play," your deck should have at least 40 lands in it.

hearty dome
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i was refering to players who tested their decks countless times, trying to figure out what to put in, what to play in their deck

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if i see a deck that looks weaker, i am not going to go out of my way to tell them they build their deck wrong because i have a different view

ember pasture
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Play testing often doesnt give youi a large enough sample to truly figure out if sometyhing is good unless it is an extreme outlier.

hearty dome
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and completely depreciate their time and effort put into it

ember pasture
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There are things where you would want to trust the math on statistically rather than playing a deck 10 times and concluding it doesnt flood.

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or get mana screwed

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That sample is simply too small to draw that conclusion

desert tapir
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38 seems fine for this list, 5 pieces of 2 cmc or less ramp and their curve is mostly 3-4 drops

ember pasture
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even a sample of like 100 wouldnt be enough to see if your getting mana screwed or flooded too often

hearty dome
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if you want to argue about land count, i suggest doing it in the public channel, and try to have conversation there as you gather opinions from others

ember pasture
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People typically run simulations or calculate exactp robabiltiies using preset definitions to accurately determine whether a land count is too high and too low

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and the people who have done that consistently show that peoples land counts are too low, even 40 is on the low side based on these models

desert tapir
ember pasture
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3/4 games means 25% of games you dont

hearty dome
desert tapir
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Mb 68%

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and this is excluding mulligans rocks and cantrips

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With mulligans (if you have a more accurate way of doing it lmk)

ember pasture
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The problem here is that now you have to mulligan to get a functional hand just because you dont run enough lands

hearty dome
desert tapir
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I mean I mulligan in like 40% of hands

ember pasture
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id rather being mulling to get a strong hand and not have to worry about getting mana screwed

desert tapir
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That free mulligan is great

hearty dome
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i think my biggest problem with this land thing isnt the count but actually where it basically ignore how many turns you are getting per game

ember pasture
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Yea, id rather use the free mull to mull away trash than to have to throw a hand away cuz it only had 2 lands

desert tapir
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Like idk bro it feels fine goldfishing

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The curve isn't that high either

ember pasture
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If we assume bracket 3, then its at least 7 in a typical game

hearty dome
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with 7 lands drops back to back, some games either dont last enough turns, or having it curve to 5 mana turn 5 , 6 mana turn 6 etc is too slow

ember pasture
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the thing is you wont notice the increased risk of mana screw in a few goldfishes

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going from 38 to the absolute minimum of 40 would take 100+ games to notice, prob higher

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but the impact is absolutely there

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for a lot of decks, you'd want more than 40

hearty dome
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B3 at my LGS rarely makes it to T7 ๐Ÿ˜…

desert tapir
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+2 lands gives u like 4 percentage

ember pasture
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40 is what I would consider the acceptable amount for a fast midrange deck

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a slower deck would want more

hearty dome
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if it does, then someone is drawing 15+ cards and threating for a win

ember pasture
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all the more reason why missing a land drop is devestating

hearty dome
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and the person drawing over 5 cards is basically guarantee that land draw

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thats the other thing the article ignores

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the rate of card draws

ember pasture
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but to get to that point

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you need to actually have a functional land base

hearty dome
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is it always once per turn cycle

ember pasture
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at least consistently

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My logic is if your cantripping hoping to get a land in the early game instead of developing game winning threats, you made a mistake

hearty dome
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aggro deck, how many lands in the 99

ember pasture
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atleast 40 tbh

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only time id go below 40 is for fast combo decks or weird decks

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In standard and modern, the typical aggro deck has 23-24 lands in it

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its only the strange aggro decks with like a curve capping out at 2 that have less, or the combo decks

hearty dome
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Do you have your own examples i will chat in #1028377518878761111 or #commander

ember pasture
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posted it

desert tapir
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Standard also has no free mulligans

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And its very rare to devote more than 4+ slots to ramp whereas proportionately in commander most decks have a little less of them to be a tenth of ramp

hearty dome
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i almost never have less than 12 ramp ๐Ÿ˜…

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i be casting 11 drop in a turn, so i need every treasure i can find on my hand

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if i only play lands, i will never get to my mana curve

rocky karma
hearty dome
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cost seems a bit on the higher side from testing but as a control deck i think its fine?

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[[through investigation]]

distant willowBOT
hearty dome
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conditional triggers but i am sure the clue + dungeon makes up for it

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[[primaris chaplain]] seems off theme?

distant willowBOT
hearty dome
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can cut to make room for more things

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or lowering the curve

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[[flood hound]]... meh just a weaker card, but it is on theme

distant willowBOT
hearty dome
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that art looks nice even with the sketch

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[[workshop elders]] now that looks like something i would cut

distant willowBOT
hearty dome
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the rate at 7 mana is pretty bad

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potentially a win con but combat aggro in a control theme

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i can do with [[Toby, friend]]

distant willowBOT
hearty dome
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give all tokens flying

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[[ballroom]] not a big fan of the cycle, so over costed

distant willowBOT
hearty dome
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i would rather sac two clues for card draw

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than to create a new one

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didnt notice too many colourless cards that trigger [[ugin eye of the storms]]

distant willowBOT
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Legendary Planeswalker โ€” Ugin
When you cast this spell, exile up to one target permanent that's one or more colors.
Whenever you cast a colorless spell, exile up to one target permanent that's one or more colors.
+2: You gain 3 life and draw a card.
0: Add manacmanacmanac.
โˆ’11: Search your library for any number of colorless nonland cards, exile them, then shuffle. Until end of turn, you may cast those cards without paying their mana costs.
Loyalty: 7

hearty dome
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going to do some counting

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17 + ugin itself

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but the power is there

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i wouldnt buy that if i dont own one ๐Ÿ’ธ ๐Ÿ˜…

rocky karma
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That's the main idea

hearty dome
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it animate but the cost is so bad as a card

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4 counters on 1 creature is just not a good reanimate [[rise and shine]] cost 2, not 7

distant willowBOT
hearty dome
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elders is always 7, if the flying doesnt set up a alpha strike, its mostly a dead card

hearty dome
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i will try to be a [[persuasive interrgator]] for a better win con, sorry if thats already in there because i looked at too many decks to remember which is which

distant willowBOT
hearty dome
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6-7 drop should be a big enough threat to win

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not 4 damage, 1/10 of an opponents life total