![]() Plenty of options to choose from- if you narrow it down a little, I'd be glad to offer more specific suggestions. If wheels are your thing, you definitely want to be in at least UR (with maybe Rielle, Locust God, or Niv Mizzet), but you can also branch out into group slug territory with Neuksar, commander damage with Bralin/Shabraz, or just super wide boards with overruns with Xyris. If you expand into UR you open up more damage based wincons (See Niv Mizzet Firemind/ Niv Mizzet Parun, The Locust God, and other effects that do stuff when you draw a card, and stuff like Arjun to massively increase # of draws, albeit a bit chaotically), and if you go UG you will have a much easier time going with the "draw lots of cards, get lots of mana, finish off people with big X spells and what not" approach with something like Kruphix or the partners Eligeth/Kydele at the helm. There are also a fair few other creatures with power equal to # of cards in hand cards, cards like ] that can be easy to win with if you have a ton of draw, and you can always go with the locking down opponents play with the Jin-Gitaxias you're already running or just mass bounce spells (which shouldn't impact you all that much even if they're symmetrical because you have tons of ways to have no max hand size). Mono blue is certainly the most limiting (usually using a Lab Man/Thoracle strategy as their main wincon, which you said you want to avoid), but you have a pretty good core for something like a ] deck with what you've already got there. In any case, I'd pick one direction for the deck- either more on the draw-synergy side or more on the mill side, and lean very heavily into it.ĭepends on which colors you were considering including. Alternatively, if you want it more mill, then things like the Krakens and Squids which just get bigger when you draw and have nothing to do with mill anyway and can be replaced with more mill, as can Emry (since you don't really have much self mill and Bruvac doesn't double that anyway). Which is fine- but in that case, there's no point in running the smaller mill options since you aren't winning by incremental mill over several turns, and you're even undoing all your incremental mill with things like Day's Undoing. Things that fill the role of "something to dump infinite or just a large amount of mana into to win". So looking at the list with that in mind, it looks like you may be going for a "not really a mill deck but with potential mill wincons", seeing as how a lot of your mill is either X Spells, replicate spells, spells that win with Bruvac. they are no more dead than if you had just done one of those two things, and in that case if you had focused solely on one or the other you could have probably either done 40 damage or milled their entire deck instead. Because if you manage to deal 20 damage to someone and mill 50 cards in their library. ![]() If in a game you end up seeing 20 cards in your deck and only half of them are mill (and not enough to mill out a player), then you effectively drew 10 dead cards that game unless there's another mill player at the table too. So I'm going to be kind of blunt here- mill isn't really a strategy you can kind of half lean in to, it's really all or nothing. I'll accept advice regarding better/different commanders/deck styles, but I'd prefer to keep the idea where it's at. ![]() we stick to banlists (hence no Hullbreacher) Chasm Skulker/Nadir Kraken for wide board states just for direct damage For this, self-mill should not be counted as a wincon (and in fact Kozilek and Ulamog are included to prevent that, with a couple of free discard outlets to help that along in case I draw them instead of milling them, though I wouldn't mind learning about other ways to prevent self-mill) ![]() Side note I am deliberately leaving out Thassa's Oracle and Jace Wielder of Mysteries as I have won with those in other decks. Mystic Redaction+Draw all the cards+Discard all the cards 5+ cards for an infinite combo is fine because of how hard we find it to get that going.īudget is n/a. We're all over the place, some decks do or used to contain infinite combos but now we limit to 1/deck of 4 or fewer cards. Aside from that, power level isn't an issue as we swap decks so often it generally doesn't matter.įor example, between us we've got colorless artifacts, UB zombies, WUBRG Angels, WUBRG dragons, WUBRG planeswalkers, WUBRG slivers, WUBRG enchantments, WUBRG praetors, Yarok, Nekusar. Same deck different sites for preference.Ĭasual games, but our decks range from very bad to not-quite cEDH. The "Considering" section in Moxfield or the "Maybe" section in tappedout are the cards that I have pulled from the deck or decided not to use for various reasons (multi-colored cards were other possible commanders, but I decided to stick with mono-blue) Any other advice is still appreciated and will be considered. ![]() Note, I'm specifically looking for assistance with what to cut to get the deck down to 100. ![]()
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