Not running enough draw just seems....stupid. How many people are out there who are happy to topdeck half of every game and insist that that's how it should be?
I never have a draw issue unless I get land flooded, but that's rare. Topdeck mode is terrible, and I design my decks where it almost never happens.
My Grixis deck has 20 Draw/Tutor.
Esper has 18 Draw/Tutor.
Azusa has 25 Draw/Tutor (mostly tutors for creatures, and I'm not counting land tutors like Cultivate and Nature's Lore. Real tutors like Natural Order, Pattern of Rebirth, Survival of Fittest, Birthing Pod, Sylvan/Worldly Tutor.)
Tell those players who complain about their deck doesn't have enough draw. When I hear that, I know they are just lazy and won't do research about the basic concept of game winning tactics of magic called card draw.
Come on, your Boros EDH deck has draw, but it's not as broken as U/B or U/G or Any B/x + U/x colour combination. People forget that little steps makes that improve small pieces of your deck makes the entire deck run better.
Tips of EDH:
1. Basic math skills to calculate land base/land ratio for utility/fetches/basics/non-basics.
2. Research on niche cards to greatly improve the gameplay of your deck
3. Card draw, tutors, mana rocks
4. Play smart, don't walk into a Obliterate.
5. Play spot removal.
Follow those basic 5 rules of EDH; your deck will run a lot better without breaking the bank.
Basically he's replaced my Armillary Sphere. If my deck didn't use Armillary Sphere before (i.e., it was green or it didn't use Sun Titan), it won't use Burnished Hart.
Obviously with mana ramp it depends on the deck, but my most mana-heavy decks tend to have better options.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I've been testing this guy out in Karador, and thus far he's proven he can pull his weight. Obviously he loves Sun Titan, and having a Mikaeus on board makes for some ridiculous ramp. Hardly any MLD in my meta, but even if there was, he makes it easy to bounce back from. I've actually run out of basics to search up because of him several times.
Important for "Swamps matter" themes (mana doubling-mono black decks) such as Geth. Mono blue can get away with holding extra mana up. Grixis colors may use it to fix. 2x colors have better options.
Just play tested and imprinted the Burnished Hart on a Mimic Vat. I "only" activated it 3 times since it costs 6 mana total with the vat so I did it EOT when I didn't have to play any spells, it ramped me good... Yep. Keeping it in the list.
This is what I was to add. Like most, I wouldn't play it in green, but my UB Sygg deck loves the Patronus.
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My helpy helpdesk of helpfulness.
My Decks: EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn Modern: Polytokes IRL: Progenitus Polymorph , Goblins
Burnished Hart is going into almost all my EDH decks.
With it being colorless and most of my decks being 3 color, this guy really helps out. Even with his costs, it works out for me and my play style. Extremely useful card.
This card is seriously good. My meta has a ton of artifact destruction, so I avoid running artifacts if I can help it, so the mana ramp is much loved when you dont rely on mana rocks. My buddy got super speculative with it and picked up 50 of them in case they go up in price.
If you can recur it it's a decent card but a little slow.
If you can't recur it I'd rather run a mana rock. Unless you desperately need color fixing.
My main problem with the card is that most people I've seen running it are doing it wrong. If you are fine on colors and you only ever crack the Hart once then there is no reason not to just run a 3, 4 or even 5 CMC rock that produces two or more mana.
If you can recur it it's a decent card but a little slow.
If you can't recur it I'd rather run a mana rock. Unless you desperately need color fixing.
My main problem with the card is that most people I've seen running it are doing it wrong. If you are fine on colors and you only ever crack the Hart once then there is no reason not to just run a 3, 4 or even 5 CMC rock that produces two or more mana.
Way I see it, fetching lands > Mana rocks, unless you play in a cutthroat heavy-on-the-mass-LD meta. Think about it, if your Gilded Lotus sticks around, say, 3/4 turns until it gets blown up, you got 9 to 12 mana out of it. If the Hart pops on T4, meaning from T5 on you can use those two lands, then it's quite easy to surpass that Lotus while being a lot harder to interact with, even in Mass LD-played formats. A mana rock is a lot easier to take care of then a creature that will sac itself to nab those lands for you.
Now I'm not saying you shouldn't be playing mana rocks, oh no. I'm just saying that the Hart is better then most Rocks. There are a few that are better and come at better moments in the game (Signets, Sol Ring, possibly Thran Dynamo), but don't discount the Hart.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Way I see it, fetching lands > Mana rocks, unless you play in a cutthroat heavy-on-the-mass-LD meta. Think about it, if your Gilded Lotus sticks around, say, 3/4 turns until it gets blown up, you got 9 to 12 mana out of it. If the Hart pops on T4, meaning from T5 on you can use those two lands, then it's quite easy to surpass that Lotus while being a lot harder to interact with, even in Mass LD-played formats. A mana rock is a lot easier to take care of then a creature that will sac itself to nab those lands for you.
Now I'm not saying you shouldn't be playing mana rocks, oh no. I'm just saying that the Hart is better then most Rocks. There are a few that are better and come at better moments in the game (Signets, Sol Ring, possibly Thran Dynamo), but don't discount the Hart.
Good points. However, our meta is light on artifact destruction right now so that colors my opinions.
Hart can also be better then rocks in a situation where you benefit frow having more of a certain basic land type (like if you have Coffers).
Isn't it 2 mana? Isn't the Hart 3 to cast and 3 to crack?
I don't run EV in my green decks. Ranger's Path and most especially Skyshroud Claim are vastly better at the same cost because they fetch duals and in Claim's case put them in untapped.
Honestly, I would probably never run Hart in green. There are just so many more options that are much faster. As nice as it is to recur why run it and two or three cards to recur it when you could just run three fetches that are faster then Hart. A Glissa deck would be my only exception.
2 mana more. The real kicker however is that it can go in EVERY deck, not just the G/x decks. Which is really what makes the Hart so great, mana ramp that isn't (as) vulnerable to Artifact Destruction as a rock. Why else would Solemn Simulacrum be so popular? Same reason right there.
Especially in Mono-W and Mono-R, 6 mana is well worth a 2-mana ramp.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
I never have a draw issue unless I get land flooded, but that's rare. Topdeck mode is terrible, and I design my decks where it almost never happens.
My Grixis deck has 20 Draw/Tutor.
Esper has 18 Draw/Tutor.
Azusa has 25 Draw/Tutor (mostly tutors for creatures, and I'm not counting land tutors like Cultivate and Nature's Lore. Real tutors like Natural Order, Pattern of Rebirth, Survival of Fittest, Birthing Pod, Sylvan/Worldly Tutor.)
Tell those players who complain about their deck doesn't have enough draw. When I hear that, I know they are just lazy and won't do research about the basic concept of game winning tactics of magic called card draw.
Come on, your Boros EDH deck has draw, but it's not as broken as U/B or U/G or Any B/x + U/x colour combination. People forget that little steps makes that improve small pieces of your deck makes the entire deck run better.
Tips of EDH:
1. Basic math skills to calculate land base/land ratio for utility/fetches/basics/non-basics.
2. Research on niche cards to greatly improve the gameplay of your deck
3. Card draw, tutors, mana rocks
4. Play smart, don't walk into a Obliterate.
5. Play spot removal.
Follow those basic 5 rules of EDH; your deck will run a lot better without breaking the bank.
EDH
BWG Doran Suicide Tempo BWG
BUW Sharuum Midrange Control BUW
Obviously with mana ramp it depends on the deck, but my most mana-heavy decks tend to have better options.
On phasing:
UBR- Scourge of Nephalia -RBU | WBR- From Above and Below -RBW | CRC- Dark Arts and Artifice -CRC | BBB- Fear and Revulsion -BBB
BUB- A New Era in Unlife -BUB | (G/W)(G/W)(G/W)- Honor and Horn -(G/W)(G/W)(G/W) | URW- Still the Mind and Quiet the Heart -WRU
This is what I was to add. Like most, I wouldn't play it in green, but my UB Sygg deck loves the Patronus.
My Decks:
EDH: Sygg, River Cutthroat , Road to Scion
Grimgrin, Corpseborn
Modern: Polytokes
IRL: Progenitus Polymorph , Goblins
Just a friendly reminder that I will drive this car off a bridge
With it being colorless and most of my decks being 3 color, this guy really helps out. Even with his costs, it works out for me and my play style. Extremely useful card.
I get more value with doublers from ramp than I would from rocks.
And, the faster I get mana the faster people die.
The deck is vulnerable to resource denial, but if i was up against a lot of land destruction I would probably just play a different deck.
WBRG Saskia the Unyielding
WUB Sharuum the Hegemon
RWU Shu Yun, the Silent Tempest
RG Wort, the Raidmother
WU Brago, King Eternal
B Chainer, Dementia Master
If you can't recur it I'd rather run a mana rock. Unless you desperately need color fixing.
My main problem with the card is that most people I've seen running it are doing it wrong. If you are fine on colors and you only ever crack the Hart once then there is no reason not to just run a 3, 4 or even 5 CMC rock that produces two or more mana.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Way I see it, fetching lands > Mana rocks, unless you play in a cutthroat heavy-on-the-mass-LD meta. Think about it, if your Gilded Lotus sticks around, say, 3/4 turns until it gets blown up, you got 9 to 12 mana out of it. If the Hart pops on T4, meaning from T5 on you can use those two lands, then it's quite easy to surpass that Lotus while being a lot harder to interact with, even in Mass LD-played formats. A mana rock is a lot easier to take care of then a creature that will sac itself to nab those lands for you.
Now I'm not saying you shouldn't be playing mana rocks, oh no. I'm just saying that the Hart is better then most Rocks. There are a few that are better and come at better moments in the game (Signets, Sol Ring, possibly Thran Dynamo), but don't discount the Hart.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Good points. However, our meta is light on artifact destruction right now so that colors my opinions.
Hart can also be better then rocks in a situation where you benefit frow having more of a certain basic land type (like if you have Coffers).
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Total it's 1 mana more than Explosive Vegetation. And since it's both an artifact and a creature it can be recurred far easier.
Driving Stick with Isochron Scepter.
Trinkets and Treasure: An Artificer's Toolbox.
Proc Drops: Playing with One Drops.
Deck Primer: Toshiro Umezawa
Isn't it 2 mana? Isn't the Hart 3 to cast and 3 to crack?
I don't run EV in my green decks. Ranger's Path and most especially Skyshroud Claim are vastly better at the same cost because they fetch duals and in Claim's case put them in untapped.
Honestly, I would probably never run Hart in green. There are just so many more options that are much faster. As nice as it is to recur why run it and two or three cards to recur it when you could just run three fetches that are faster then Hart. A Glissa deck would be my only exception.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
2 mana more. The real kicker however is that it can go in EVERY deck, not just the G/x decks. Which is really what makes the Hart so great, mana ramp that isn't (as) vulnerable to Artifact Destruction as a rock. Why else would Solemn Simulacrum be so popular? Same reason right there.
Especially in Mono-W and Mono-R, 6 mana is well worth a 2-mana ramp.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Sometimes carry swords, and the most important thing, it does block. Getting around intimidate is a huge bonus.
Mono-Black Oona, Queen of the Fae
Athreos, God of Passage