I've hit a bit of an issue when building Commander decks. I find myself completely incapable of building a deck if it doesn't have a huge suite based on drawing me more cards, either per turn or in huge amounts in one go. Lyzolda has her sacrifice-based-draw and a few other effects, Purphoros runs Wheels and all other effects to refill the hand, Nekussar is Wheel.dec so that's self-explanatory, Oloro has his own effect and various enchantments and lifegain-based draw cards and Zegana...well, she should need no further explanation.
Now I've been trying to build a Tribal deck. Don't really care even which tribe in specific, I just didn't want it to be Goblins or Elves as those already have a strong presence. Initially I settled on Vampires, but soon enough I find myself lacking the huge drawpower all my other decks bring to the table. The same I found to be true for Merfolk. Wizards may provide the drawpower required, but Azami gives you such a huge target on your head (And with good reason), that that is kind of off the table as well.
How do you deal with building a deck that just cannot get more then 1 card a turn in a reliable fashion?
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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.
How do you deal with building a deck that just cannot get more then 1 card a turn in a reliable fashion?
I don't. I'm addicted to card draw, and it's in every deck I build.
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Black is the second strongest card draw color, if not the first.
In U/B decks, I almost tend to favor the black draw due to its lower mana cost. While not Vampire Tribal, you can look into my Chainer deck for some draw options.
I think you could still do vampires effectively. Black gives you plenty of draw to work with.
Depending on the commander you can even add all the red wheel effects. I just can't believe you have a mono red deck and think that some deck with black in it would draw you less cards...
I know what you mean. More and more my Oloro build is becoming based off drawing insane amounts of cards. It's becoming an addiction.
So now I'm having a problem with my mono project because I'm just not happy with the lack of card draw in my W deck. I'm considering putting in cantrips that do nothing useful beyond the card draw.
Depending on the commander you can even add all the red wheel effects. I just can't believe you have a mono red deck and think that some deck with black in it would draw you less cards...
Thing is, the deck is supposed to be an aggro full tribal thing. As a result, the quick lifeloss that most black drawpower brings with it makes me a sitting duck if I cannot finish off all 3/4/5 opponents fast enough, and that seems to be pretty hard with tribal vampires. Oloro can easily afford to run all those cards because it's a defensive deck and it plays off the lifegain. In Black Aggro, I just find it to be too painful, too much of a threat to yourself.
Not saying the cards aren't good, it just feels like it hurts me just a bit too much.
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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.
Thing is, the deck is supposed to be an aggro full tribal thing. As a result, the quick lifeloss that most black drawpower brings with it makes me a sitting duck if I cannot finish off all 3/4/5 opponents fast enough, and that seems to be pretty hard with tribal vampires. Oloro can easily afford to run all those cards because it's a defensive deck and it plays off the lifegain. In Black Aggro, I just find it to be too painful, too much of a threat to yourself.
Not saying the cards aren't good, it just feels like it hurts me just a bit too much.
May I suggest blue-white spirits with Geist of Saint Traft at the helm, full of enchantments but also artifact hate. I would be happy to share my list (recently disassembled but a solid build) if it appeals to you.
If my decks run less card draw then I make sure they run greater amounts of card power and card advantage through removal and such.
My dragon deck has little to no additional card draw but it plays more high impact spells and tutors so while I draw fewer cards what cards I do have do more things.
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I had a wordy signature here once.
URGRiku, Sorcerer SupremeGRU Who needs permanents anyways? WUBRGDeckbuilder's ToolboxGRBUW Warning:Contents include 34 decks and growing
You can get plenty of fast aggro down if you run a bunch of small vampires and enough tutors to ensure you always have a necropotence to drop when your hand is getting thin.
Now I've been trying to build a Tribal deck. Don't really care even which tribe in specific, I just didn't want it to be Goblins or Elves as those already have a strong presence. Initially I settled on Vampires, but soon enough I find myself lacking the huge drawpower all my other decks bring to the table. The same I found to be true for Merfolk. Wizards may provide the drawpower required, but Azami gives you such a huge target on your head (And with good reason), that that is kind of off the table as well.
How do you deal with building a deck that just cannot get more then 1 card a turn in a reliable fashion?
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.
Per Turn
--------
At Once
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EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
KAALIA SMASH!
Intet dreams of times ahead
and more
Plus, you have awesome draw spells in those colors.
Want to be a better Magic player? Read the rulings forum and check out the comprehensive rules!
I don't. I'm addicted to card draw, and it's in every deck I build.
===
Black is the second strongest card draw color, if not the first.
In U/B decks, I almost tend to favor the black draw due to its lower mana cost. While not Vampire Tribal, you can look into my Chainer deck for some draw options.
Between Dark Prophecy, Skull clamp, Phyrexian arena and effects, Harvestor of Souls, and heck... Necropotence... you should not be lacking for draw in black.
And that's before touching the one-shot spells, of which there are many and varied.
The only color that would really have a problem with consistent card draw is mono-white, and even that is workable.
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At absolute worst, you can include a Salvaging Station package in almost any deck to profit off the rampant death found in long multiplayer games.
Retired EDH - Tibor and Lumia | [PR]Nemata |Ramirez dePietro | [C]Edric | Riku | Jenara | Lazav | Heliod | Daxos | Roon | Kozilek
Depending on the commander you can even add all the red wheel effects. I just can't believe you have a mono red deck and think that some deck with black in it would draw you less cards...
BRGWTana and TymnaBRGW
RTeneb, the EternalR
UBRNekusar, Mind RazerUBR
Rakdos, Lord of Riots
BGWGhave, Guru of SporesBGW
Aurelia, the Warleader
BDrana, Kalastria BloodchiefB
WBROros, the AvengerWBR
So now I'm having a problem with my mono project because I'm just not happy with the lack of card draw in my W deck. I'm considering putting in cantrips that do nothing useful beyond the card draw.
EDH Decks:
WUBOloro, Combo ControlWUB
UBOona Reanimator ComboUB
BRGProssh, Eater of the Blue MageBRG
UBRGrixis StormUBR
Rebuilding Jenara (stealyourstuff.dec)
Pauper Deck:
UBInspired SirenUB
Thing is, the deck is supposed to be an aggro full tribal thing. As a result, the quick lifeloss that most black drawpower brings with it makes me a sitting duck if I cannot finish off all 3/4/5 opponents fast enough, and that seems to be pretty hard with tribal vampires. Oloro can easily afford to run all those cards because it's a defensive deck and it plays off the lifegain. In Black Aggro, I just find it to be too painful, too much of a threat to yourself.
Not saying the cards aren't good, it just feels like it hurts me just a bit too much.
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.
If you're playing monoblack, killing all opponents in a timely manner is pretty easy though. Nightmare Lash, Lashwrithe, and Strata Scythe make killing easy. Combining them with Inkmoth Nexus and Tainted Strike make them even more deadly.
EDH: Xenagos, God of Revels.
My dragon deck has little to no additional card draw but it plays more high impact spells and tutors so while I draw fewer cards what cards I do have do more things.
URGRiku, Sorcerer SupremeGRU
Who needs permanents anyways?
WUBRGDeckbuilder's ToolboxGRBUW
Warning:Contents include 34 decks and growing