#Im new to building and need tons and tons of cards thinned from 6 decks :(

6 messages · Page 1 of 1 (latest)

cedar saddle
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Hey all! I'm looking to order proxies to start playing more locally and I want to order these 5 decks. 2 of them are ones I owned i threw random good stuff into and 3 of them are like i found a deck i liked the idea of and added cool stuff to

Looking for maybe high 3 or so maaaaybe low 4 (i know ill have to remove a lot of the really good cards or something but still, and most likely lands and replace some with basics but i dont really understand which are good so i just added them all lol)

I'd like to cut them to like 110-120 each so i can mess around with stuff once i get them and try things.

I really like interaction and being able to impact the board/stop peoples winnings, variety of ways to play/win in a single deck (kalamax can infinite combo or just slap bitches), and I really enjoy having stuff to do so i'm not just sitting there

My pod typically plays 3 with a few 4s, theres infinites, some game changers, counters, etc. Maybe around turn 6-10 is when you see people win? I can add in a couple game changers later from the maybe boards.

im so sorry theres so many cards 🙁 im terrible at building, its kinda my first times trying to make decks that arent just good stuff?

id be more than happy to get into a channel and go over why removing certain things i guess so i can learn or i can pay a bit idk

i think ill be afk for a bit but feel free to dm me also if you want to help teach me how to build so this doesnt happen in the future lol

Thank you to anyone that helps 😄

https://archidekt.com/decks/20083015/kalamax

https://archidekt.com/decks/20940847/auntie_ool

https://archidekt.com/decks/20999701/sefris

https://archidekt.com/decks/20988449/maralen

https://archidekt.com/decks/21000767/brenard

https://archidekt.com/decks/21000305/caesar

Archidekt

Kalamax, the Stormsire - Commander deck

(1) Commander • (1) Burn • (1) Clones • (22) Copy • (3) Counters • (19) Draw • (1) Enchantment • (43) Land • (6) Protection • (1) Pump • (24) Ramp • (3) Recursion • (23) Removal • (6) Tokens • (3) Tutor • (1) Untap

Archidekt

Auntie Ool, Cursewretch - Commander deck

(1) Commander • (1) Artifact • (1) Burn • (13) Counters • (12) Creature • (3) Drain • (15) Draw • (3) Enchantment • (1) Instant • (52) Land • (9) Proliferate • (9) Protection • (20) Ramp • (6) Recursion • (41) Removal • (2) Sac Outlet • (3) Sorcery • (1) Tokens

Archidekt

Sefris of the Hidden Ways - Commander deck

(1) Commander • (1) Anthem • (6) Blink • (3) Clones • (7) Copy • (4) Counters • (4) Creature • (1) Cycling • (4) Discard • (3) Drain • (37) Draw • (6) Evasion • (1) Instant • (58) Land • (1) Lifegain • (4) Mill • (9) Protection • (2) Pump • (19) Ramp • (26) Recur...

Archidekt

Commander deck

(2) Anthem • (1) Artifact • (4) Blink • (2) Bounce • (4) Copy • (2) Counters • (8) Creature • (1) Discard • (2) Drain • (21) Draw • (2) Enchantment • (1) Finisher • (1) Instant • (57) Land • (1) Lifegain • (2) Mill • (12) Protection • (26) Ramp • (2) Recursion • (31) Removal • (1) Sorcery...

Archidekt

Brenard, Ginger Sculptor - Commander deck

(1) Commander • (3) Anthem • (1) Blink • (1) Clones • (6) Copy • (1) Counters • (2) Creature • (22) Draw • (2) Enchantment • (1) Evasion • (4) Finisher • (44) Land • (1) Lifegain • (10) Protection • (1) Pump • (29) Ramp • (5) Recursion • (28) Removal • (1) Sac Outle...

tiny saddle
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Gonna start with the easy bit. Cutting lands should be fairly easy by most metrics, if you're a fairly balanced colour deck you can just cut your least favourite cycle or two of lands, and play only the utility lands you feel you can't live without. That immediately shaves like 10 off every deck. If you can't decide on which cycles, prioritise the decks most sensible options given the needs of its gameplan. For Kalamax, you need mana up as many turns as possible and access to lots of colours for pips. As such, the bounces and pathways are low priority due to entering tapped and limiting the flexibility of your mana and fetches/shocks high priority, and you want as few taplands as possible in general as even 1 mana might make the difference on an important copied interaction/cantrip.

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Generally speaking (but mainly for sefris) if you are aiming for 4s, the guild signets arent great. They can't produce mana by themselves and gate you to producing two specific colours at a time, which when you're dealing with such low cost (and therefore high colour intensity) casting that becomes a huge liability.

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Speaking more on sefris, you should probably just straight up cut the creatures that discard from hand for no useful effect. Frog is good, but the seasoned hallowblade does next to nothing by itself. I would argue a minimal amount of that effect is right anyway, as it requires you to have 1. Sefris on board 2. The creature in play 3. Another creature in hand that you dont want to play on this/next turn to do anything at all, which means a high likelihood of being dead cards

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Your Delney there, also likely not doing much. The best dungeon throws counters on creatures, sefris cant trigger twice, and your more aggressive looters are either gonna get bigger (shredder) or are activated effects, and the combat part is irrelevant here

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Sefris can also cut dungeon cards that are just bad, we dont need Displacer Beast or Dungeon Map, we want cards that are still good AND do dungeon, and our remaining non-dungeon cards simply enable the good ones or set up sefris (which is all you'll need)