i want to turn it in to a 3 color commander artifact deck.
what would be the best way to go about this?
a few card ideas for replacement, and what color should i remove?
tell me what you would do.
i feel like the deck is pretty slow and not aggressive enough. i played it 4 times and feel its lackluster against multiple opponents.. there just isn't enough there
i want to turn it in to a 3 color commander artifact deck.
what would be the best way to go about this?
a few card ideas for replacement, and what color should i remove?
tell me what you would do.
i feel like the deck is pretty slow and not aggressive enough. i played it 4 times and feel its lackluster against multiple opponents.. there just isn't enough there
The best place to ask this sort of question is down in the dedicated forums for each format. The one for EDH/commander is here.
As to which colour to drop it doesn't look like white adds much to the party so if dropped that added in more red you would be able to add creatures like Atog and co which enable you sacrifice artifacts for fun and profit.
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Every normal man must be tempted, at times, to spit on his hands, hoist the black flag and start slitting throats.
- H.L Mencken
I Became insane with long Intervals of horrible Sanity
All Religion, my friend is simply evolved out of fraud, fear, greed, imagination and poetry.
- Edgar Allan Poe
As to which colour to drop it doesn't look like white adds much to the party so if dropped that added in more red you would be able to add creatures like Atog and co which enable you sacrifice artifacts for fun and profit.
Esper is definitely the best 3-color identity for an artifact deck. If you're going to turn Breya into a 3-color deck, drop red.
You lose out on Goblin Welder style effects, but you keep access to recursion that doesn't require sacrificing an artifact (plus artifact tutors if you add cards to the precon).
Just in the precon itself, important artifact-matters cards that you'd lose by dropping white:
i want to turn it in to a 3 color commander artifact deck.
what would be the best way to go about this?
a few card ideas for replacement, and what color should i remove?
tell me what you would do.
i feel like the deck is pretty slow and not aggressive enough. i played it 4 times and feel its lackluster against multiple opponents.. there just isn't enough there
You want to remove a color after only having played 4 games?!?!
Isn't that a bit...premature?
In my opinion, four games certainly isn't nearly enough playtesting to determine if a color warrants removal even if those games were all played against multiple opponents including a wide variety of different generals and deck archtypes and you started each time. However, I do agree the deck is lackluster and needs improvement (as all preconstructed deck products do since they're always underwhelming by design and only intended to be used as starting points for newer players and experienced players looking for new general options with never-before-seen attributes and abilities).
That being said, instead of jumping to such a drastic conclusion and removing red (which I agree is almost certainly the weakest of the four Breya colors in the context of redesigning and rebuilding an artifact-based deck with only three of these four colors), first consider augmenting the existing deck with different pieces to create better synergy and more diversity allowing for additional lines of play. Allow me to elaborate...
My girlfriend liked Breya most among the preconstructed decks released this year, so she and I recently augmented it easily with my preexisting Sharuum deck which wasn't seeing much play lately anyways so it could compete against the other dozen or so more finely tuned competitive builds that I own which friends and I play with whenever they come by and don't bring decks of their own.
Suffice it to say there are countless options with potential and I considered over 200 non-land candidates for this deck when we first decided to incorporate Sharuum, the Hegemon into Breya, Etherium Shaper. Alas, with a limited number of slots and sweet upcoming cards on the way which could easily make the cut (ie: the new Tezzeret and Scrap Trawler), difficult choices must be made, tested thoroughly, then replaced if, as, and when needed
Anyhow, the best I can come up with myself is a game in the top 8 of a PTQ back during Urza block in which we were starting game 3 with time already expired, so the tiebreaker rule was that whoever had more life after 3 turns would win. And I lost to... healing salve.
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what would be the best way to go about this?
a few card ideas for replacement, and what color should i remove?
tell me what you would do.
i feel like the deck is pretty slow and not aggressive enough. i played it 4 times and feel its lackluster against multiple opponents.. there just isn't enough there
The best place to ask this sort of question is down in the dedicated forums for each format. The one for EDH/commander is here.
As to which colour to drop it doesn't look like white adds much to the party so if dropped that added in more red you would be able to add creatures like Atog and co which enable you sacrifice artifacts for fun and profit.
- H.L Mencken
I Became insane with long Intervals of horrible Sanity
All Religion, my friend is simply evolved out of fraud, fear, greed, imagination and poetry.
- Edgar Allan Poe
The Crafters' Rules Guru
You lose out on Goblin Welder style effects, but you keep access to recursion that doesn't require sacrificing an artifact (plus artifact tutors if you add cards to the precon).
Just in the precon itself, important artifact-matters cards that you'd lose by dropping white:
- Ethersworn Adjudicator
- Filigree Angel
- Sanctum Gargoyle
- Sharuum the Hegemon
- Sydri, Galvanic Genius
- Open the Vaults
- Phyrexian Rebirth
- Dispeller's Capsule
- Thopter Foundry
Versus dropping red:Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
You want to remove a color after only having played 4 games?!?!
Isn't that a bit...premature?
In my opinion, four games certainly isn't nearly enough playtesting to determine if a color warrants removal even if those games were all played against multiple opponents including a wide variety of different generals and deck archtypes and you started each time. However, I do agree the deck is lackluster and needs improvement (as all preconstructed deck products do since they're always underwhelming by design and only intended to be used as starting points for newer players and experienced players looking for new general options with never-before-seen attributes and abilities).
That being said, instead of jumping to such a drastic conclusion and removing red (which I agree is almost certainly the weakest of the four Breya colors in the context of redesigning and rebuilding an artifact-based deck with only three of these four colors), first consider augmenting the existing deck with different pieces to create better synergy and more diversity allowing for additional lines of play. Allow me to elaborate...
My girlfriend liked Breya most among the preconstructed decks released this year, so she and I recently augmented it easily with my preexisting Sharuum deck which wasn't seeing much play lately anyways so it could compete against the other dozen or so more finely tuned competitive builds that I own which friends and I play with whenever they come by and don't bring decks of their own.
Thus far, the deck is doing alright disregarding bad luck (flooding, lucky opposing top-decks) and provided opening hands are of relative even speed and strength. Among the cards added to speed up the deck and make the mana base more consistent while removing some basics and lands which enter tapped are: abru dual lands (ie: badlands, tundra , etc), fetchlands (ie: scalding tarn, etc), artifact lands (ie: ancient den, vault of whispers, great furnace, darksteel citadel), mana crypt, mox opal, coalition relic, and chromatic lantern (though I didn't include mana vault, nor thran dynamo, mind stone, or even hedron archive because there's a limit to how much colorless ramp one wants in a 4-color deck). Surprisingly I didn't feel the need to add in signets nor talismans and kept fellwar stone in which I decided was generally better than signets or talismans except in 2-player decks. Chief engineer was also taken out and replaced with cloud key since having another etherium sculptor is awesome. Next, we removed all 3 partners which were underwhelming and unnecessary along with any overcosted/slower chop and/or symmetrical effects (ie: open the vaults, phyrexian rebirth, trading post, filigree angel, hellkite igniter, soul of new phyrexia, and all 4 instants which were included), and added in more efficient spot removal (ie: vindicate, council's judgment, swords to plowshares, chaos warp, Daretti, Ingenious Iconoclast, spine of ish sah), sweepers (scourglass, cataclysmic gearhulk, supreme verdict, terminus, cyclonic rift), gravehate (nihil spellbomb), tutors (ie: demonic tutor, vampiric tutor, enlightened tutor, mystic tutor), cantripping (ie: [/card]memory jar[/card], sensei's divining top), tempo (ie: Tezzeret, Agent of Bolas, unwinding clock, and recursion (ie: scarecrone, academy ruins). Switching the swiftfoot boots for lightning greaves adds increased protection efficiency as does the inclusion of sword of fire and ice (arguably the best sword since it protects against two of the three colors with the most removal, draws cards, and also deals direct damage) in addition to spellskite which I consider an essential auto-include in virtually every deck that supports blue. Sword of the Meek had to go in since it combos with Thopter Foundry, Sen Triplets made the cut now that the rules allow for any-color lands and mana-rocks to even produce green, and Master Transmuter also had to go in sine she's awesome and works similarly to, if not better than goblin welder. I also love copy effects so I had to include phyrexian metamorph, sculpting steel, and sahelli rai, though I'm not yet sure if the later is better than dack fayden (which is arguably great in commander[/card] for the same CMC.
imperial seal, grim tutor, Mishra's workshop, metalworker, and grim monolith also all didn't make it in the deck simply because I don't have any copies.
Some other cards which didn't make the final cut for me and were difficult to exclude (but may very well be worth considering for your own Breya deck): Arcum Dagsson, mizzium transreliquat, copy artifact, Tezzeret the Seeker, clever impersonator, kuldotha forgemaster, sharding sphinx, time spiral, wheel of fortune, condemn, brainstorm, jace, the mindsculptor, bosh, iron golem, darksteel forge, toxic deluge, consecrated sphinx, cryptic command, both Vensers, both Teferis, etc
Suffice it to say there are countless options with potential and I considered over 200 non-land candidates for this deck when we first decided to incorporate Sharuum, the Hegemon into Breya, Etherium Shaper. Alas, with a limited number of slots and sweet upcoming cards on the way which could easily make the cut (ie: the new Tezzeret and Scrap Trawler), difficult choices must be made, tested thoroughly, then replaced if, as, and when needed