#Power Matters and Greed Prevails

77 messages · Page 1 of 1 (latest)

digital flicker
#

Hello all!
I’m working on a Jund Power Matters deck that utilizing high power creatures to complete all of the functions a deck should need. It’s based on getting an early game spike in power and using that spike to takeover a game and swing out for kills. There are recursion and 1/1 counter sub themes.

I am a budget player and don’t want to be so explosive that wins might feel stolen (no bulk up or fling style cards). There is an early game ramp idea (high power creature, pumping aura, mana spike card) that I wish was more consistent but I don’t really know where to cut for the deck space. Any suggestions are appreciated!

https://archidekt.com/decks/18176279/mr_orfeo_the_greedy_punch_man

Archidekt

Mr. Orfeo, the Boulder - Commander deck

(1) Commander • (1) Anthem • (1) Counters • (3) Creature • (5) Draw • (3) Evasion • (11) Greed Machines • (38) Land • (5) Misc • (5) Protection • (15) Ramp • (6) Recursion • (7) Removal
I previously made 8 version of this Mr Orfeo Deck.

I expiremented with many different style...

sleek goblet
#

those seems off to me

#

power matters are there but at the same time, the low toughness means that it will be a one time thing

#

with commander's ability triggering on attack, you dont really need haste so even without anger, your low cost creature that came out the turn before will not have summoning sickness

#

and then it is just having enough power on cards in the 99 (ideally with enough toughness to stay around)

#

[[hunter's insight]] efficient green draw

low ospreyBOT
sleek goblet
#

Xu ifit fits the theme

#

[[abyssal harvester]]

low ospreyBOT
#

Creature — Demon Warlock
manat: Exile target creature card from a graveyard that was put there this turn. Create a token that's a copy of it, except it's a Nightmare in addition to its other types. Then exile all other Nightmare tokens you control.
"Till the soil, spare no soul. / Neath the darkness, nightmares grow." —Children's nursery rhyme
3/2

sleek goblet
#

if you want something to work with your discard

#

instead of just the lowest cost Fog, try use anything that cost a little bit more but offers much better utility

#

token deck for example has ... [[druid presence]] if i got the name right

low ospreyBOT
sleek goblet
#

nope definitely not a fog effect

#

[[$$tangle]] is the expensive version of this effect

low ospreyBOT
sleek goblet
#

although the idea is just to add to the flexibility of that "gotch moment" with preventing damage because it is easy to hold up more than 1 single mana
the added bonus will make it apply for situation beyond just opponent's turn combat step

#

16 cards listed as ramp seems to be on the higher side as well

#

although some seems to be off [[wanted scoundrels]] doesnt ramp your side XD

low ospreyBOT
sleek goblet
#

[[life of the party]] unfortunately this overlaps with commander's curve

low ospreyBOT
#

Creature — Elemental
First strike, trample, haste
Whenever this creature attacks, it gets +X/+0 until end of turn, where X is the number of creatures you control.
When this creature enters, if it's not a token, each opponent creates a token that's a copy of it. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
0/1

sleek goblet
#

[[sardian avenger]] perfect curve with added utility?

low ospreyBOT
sleek goblet
#

maybe... much nice along side [[descent into avernus]]

low ospreyBOT
sleek goblet
#

what i liked are the first strike (protects low toughness) and trample (ensures double power goes through)

#

which is arguably worst than direct unblockable, but i think we both thinks that having the combat part happen to be more fun

#

[[brawn]]] is more fitting for that reason

low ospreyBOT
sleek goblet
#

i can say [[filth]] is the one i have the worse success with

low ospreyBOT
sleek goblet
#

worst*

#

ohh a fun piece of ramp that fits here is [[eternity elevator]]

low ospreyBOT
sleek goblet
#

is it necessary ramp? definitely not

#

XD but thats what makes it more fun

#

less powerful or generic as soemthing that almost always works [[revel in riches]] yet thematically fitting

low ospreyBOT
sleek goblet
#

non burn sac [[life legacy]]

low ospreyBOT
sleek goblet
#

i would prefer instant speed just so that Kresh / [[!death presence]] can be more of a combat trick

sleek goblet
#

might be called [[momentum fall]]

low ospreyBOT
sleek goblet
#

nope wrong name again

#

oh,, just recalled, instead of vow of lightning, maybe [[hydra growth]]

low ospreyBOT
sleek goblet
#

whatever jank you can find in the collection really

#

little off name was [[moentous fall]]

low ospreyBOT
sleek goblet
#

the single use version of [[$greater good]]

low ospreyBOT
#
Mystery Booster 2

$3.09 • €3.43

Bloomburrow Commander

$2.72 • €2.88 • 0.03 TIX

Secret Lair Drop

$3.20 • €4.23

Secret Lair Drop

$17.24 • €9.84

Forgotten Realms Commander

$6.99 • €3.47

Double Masters

$3.98 • €3.98 • 0.03 TIX

Battlebond

$3.48 • €3.68

Magic Online Promos

0.03 TIX

Judge Gift Cards 2014

$23.75 • €18.46

Ninth Edition

$6.67 • €3.71 • 0.02 TIX

sleek goblet
#

which is no longer as expensive with reprints

#

and the discard maybe more synergy in here

sleek goblet
#

[[
Omnivorous Flytrap]][[search for survivors]] more random stuff

low ospreyBOT
sleek goblet
#

[[turf war]]

low ospreyBOT
digital flicker
# sleek goblet those seems off to me

I appreciate all the advice, especially the jank.omnivorous flytrap is so silly.
The rationale for those cards is a janky ramp curve where I play them on T2, play a pump enchantment on T3 then play traverse the outlands or an equivalent on T4-T5.

The dream was a deck that consistently ramp into that curve and those were the creatures that allowed me to do that.
I dont know if it’s copium, but I see those cards are (half of ) early game protection/Ramp/Draw. What do you think?

sleek goblet
#

i see them as [[ball of lighting but missing trample so it defeats the purpose 😵

#

brawler discard can be part of the game plan thus i mentioned things that helps in grave

#

[[ball of lightning]] still failing on using the bot

low ospreyBOT
sleek goblet
#

must be blocked just means that it can be chumped

#

3 toughness is the bare minimum to survive combat against a single 2/2

#

losing a creature card to a token means you are losing the 1 for 0 trade

#

and negated the double power effect

sleek goblet
#

another thing you mentioned was "ramp into that curve" i think you may want to redefine the timing of your commander, such as having a X power creature out ready to attack before the commander is casted on the following turn

#

i dont think Orfeo is ideal before T4, so 2 drop ramp/fixing is also less important compare to other 4 drop commanders

digital flicker
# sleek goblet 3 toughness is the bare minimum to survive combat against a single 2/2

There was a theme early on of the deck where i wanted ball of lighting style cards but I thought the pip requirements were too high to commit to. So I had this idea that I could just make lightning ball at home. I don’t really have a clear strategy on how those cards would work against a deck that has multiple low value creature early one.

sleek goblet
#

each colour has their own strength
red has double strike, first strike is enough to protect the low toughness
green has +1 counters and each counter is essentially worth 2 with the doubling
black has best creature removal that can be used as combat trick to ensure your creature survives and trample through

#

flying tends to have slightly lower power to offset the evasion, while some also have haste for a faster hit . so i think damage is usually not the primary plan, but the add-on to progress the game.

#

doubling power on non commander creature for combat is just voltron with extra steps to do 40 combat dmg for lethal

sleek goblet
#

[[aclazotz, deepest betrayal]] if you got any good stuff that you own and want to play