There is really not a card I would give up, in fact I would add more of certain cards if I could.
The thing is even when I lose I win, cause I am having so much fun playing with my huge deck.
Lets put it this way, 147 cards, minus lands if you're running an appropriate number of lands for casting 10 and 12 drops is around 74 cards. Of those 74 cards there's going to be an average power level. Half of those cards are going to be below your average power level and therefore drag your deck down, so if you cut 74 cards (plus lands) your deck would become stronger because you would eliminate the possibility of drawing the weakest half of your deck.
The thing is even when I lose I win, cause I am having so much fun playing with my huge deck.
Many players seem to forget the point of the game. The objective of the game is winning, but the point of the game is having fun. So as long as you're having fun you're not doing anything wrong. If at some future time you find out you like winning more, cut that deck down to 60 cards. But as long as it's entertaining during 2v2 lunchbreak games and the like, go for it and ignore all the haters.
I recommend adding some Emrakul to protect against mill, preferably two of them so you can play one and have the other in your library.
But, honestly, don't. If do some research on probability and see why you want 60.
Besides consistency you will be able to learn your deck and keep combo and synergy more tightly grouped. You will learn your deck and have a much more reliable curve.
With this much stompy and inconsistency, you will have an impossible time dealing with aggro and burn types of decks.
You could keep it as a novelty...
Alternatively just get a 5-color commander and make 26 cuts
I ran a casual deck that was around 500 cards for a while. It was basically 4x of every land tutoring, normal tutor and card draw effect I owned, combined with a mix of silver bullets, win conditions and removal. It was actually better than you would think; you get some compensation for the consistency losses in running an enormous deck:
1) You can include silver bullet cards that are bad against most decks, and you are very unlikely to draw them. Since your deck is huge, you can pack singleton grave hate, mass enchantment destruction, mass artifact destruction, etc and you barely dilute your plan at all.
2) You can play Invincible Hymn. It is hilarious against a lot of decks, especially if you recur it or cast a second one. Crumbling Sanctuary is similarly fun, but much easier to deal with.
3) You can play 5 color green off entirely basics just fine, because your mana is something like 180 forests/40 islands/7 swamp/mountain/plains. You hit almost all forests then search up whatever you need.
4) You are naturally resistant to non-infinite mill, which comes up sometimes in casual.
None of these are strong enough advantages to make up for the lack of consistency and general weakness of the ramp+card draw plan in a competitive environment, but it actually made a decently strong casual deck. It occasionally would even be able to beat some real competitive decks by either lucking into the correct silver bullet pieces or somehow getting Invincible Hymn off, but for the most part it was strictly casual. It was, however, super fun because you were both always doing stuff (you almost never ran out of cards because of all the draw effects) and had potential answers to almost everything somewhere in your deck. You also got to play random stuff noone ever sees, and games both generally turned out very similarly (you always ramped+drew then did crazy splashy stuff) and very different (what pieces fit that formula, exactly, changed every game). It was actually very much like a game of commander in that regard.
None of this is to say that this is a good strategy for winning, but it can be quite fun and is easily strong enough in a lot of casual environments.
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Lets put it this way, 147 cards, minus lands if you're running an appropriate number of lands for casting 10 and 12 drops is around 74 cards. Of those 74 cards there's going to be an average power level. Half of those cards are going to be below your average power level and therefore drag your deck down, so if you cut 74 cards (plus lands) your deck would become stronger because you would eliminate the possibility of drawing the weakest half of your deck.
Many players seem to forget the point of the game. The objective of the game is winning, but the point of the game is having fun. So as long as you're having fun you're not doing anything wrong. If at some future time you find out you like winning more, cut that deck down to 60 cards. But as long as it's entertaining during 2v2 lunchbreak games and the like, go for it and ignore all the haters.
G Green Stompy
RG Shamans
UB Mill
UG Infect
WUBRG Slivers!
Signature courtesy of Rivenor and Miraculous Recovery
EDH Altered Cards by Galspanic (Seriously, this guy's awesome.)
My Pauper Cube
Tapped-Out Simulator
My Trade Thread
-Decks-
Commander:
GWR Rith, the Awakener RWG
U Kami of the Crescent Moon U (Flagship Deck)
BW Teysa, Orzhov Scion WB
Under Construction:
UBR Crosis, the Purger RBU
Cube:
WUBRGX Pauper XGRBUW
But, honestly, don't. If do some research on probability and see why you want 60.
Besides consistency you will be able to learn your deck and keep combo and synergy more tightly grouped. You will learn your deck and have a much more reliable curve.
With this much stompy and inconsistency, you will have an impossible time dealing with aggro and burn types of decks.
You could keep it as a novelty...
Alternatively just get a 5-color commander and make 26 cuts
But yes also glad you are having fun at least.
1) You can include silver bullet cards that are bad against most decks, and you are very unlikely to draw them. Since your deck is huge, you can pack singleton grave hate, mass enchantment destruction, mass artifact destruction, etc and you barely dilute your plan at all.
2) You can play Invincible Hymn. It is hilarious against a lot of decks, especially if you recur it or cast a second one. Crumbling Sanctuary is similarly fun, but much easier to deal with.
3) You can play 5 color green off entirely basics just fine, because your mana is something like 180 forests/40 islands/7 swamp/mountain/plains. You hit almost all forests then search up whatever you need.
4) You are naturally resistant to non-infinite mill, which comes up sometimes in casual.
None of these are strong enough advantages to make up for the lack of consistency and general weakness of the ramp+card draw plan in a competitive environment, but it actually made a decently strong casual deck. It occasionally would even be able to beat some real competitive decks by either lucking into the correct silver bullet pieces or somehow getting Invincible Hymn off, but for the most part it was strictly casual. It was, however, super fun because you were both always doing stuff (you almost never ran out of cards because of all the draw effects) and had potential answers to almost everything somewhere in your deck. You also got to play random stuff noone ever sees, and games both generally turned out very similarly (you always ramped+drew then did crazy splashy stuff) and very different (what pieces fit that formula, exactly, changed every game). It was actually very much like a game of commander in that regard.
None of this is to say that this is a good strategy for winning, but it can be quite fun and is easily strong enough in a lot of casual environments.