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. Smile
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
what would be a good commander if i removed white?? i see 3 color commanders in the deck but they have white mana cost >.<
Everything depends on your budget and what you want to do with the deck.
Out of the box, all preconstructed decks are slow and pretty bad. On average, only 30% or so of the cards are worth keeping in the deck. I like writing opinion pieces on how to improve decks, and want to write on on Breya once I can finally get my hands on her deck and some experience piloting it in person. I am an American living in Lima, Peru and while normal sets come out on time, the commander products are always late for some reason. This one more so.
Still, in theory, there are some basic forms of advice I can give you that apply to most commander decks. The following tips should sound like a broken record to most regular commander players, but here goes:
In a game of magic, you are limited to one land drop per turn and drawing one card to start your turn. Cards which allow you to circumvent these rules will help you accelerate your game plan and improve your consistency. As a result, many players recommend that you play with about 34 lands and about 10 forms of ramp which cost 2 or less. In Breya, this means you should start by adding all 6 signets in your color combinations. Next, take a look at the 3 talisman. Obviously Mana Crypt and other powerful mana rock are nice, but you don't need them. With this combination, you should be playing a mana rock by turn two almost every game, which leads to turn three with four mana after a land drop.
One side effect of ramp is how quickly it drains your hand of cards. This is where card draw comes in to save the day... and we are in blue and black, the best two colors for card draw. I suggest about 14 forms of card draw and tutors in a commander deck, with a ratio of roughly 10-4. What is really nice about our color combination and deck is that we also are not afraid to "loot." That is to say, we are happy to play cards like Thirst for Knowledge, Compulsive Research which allow us to dig but force us to discard because we can always use the cards out of our graveyards later anyway. I am personally excited to finally play with Dack Fayden once I get my deck. Draw two, discard two, the reuse the cards I discarded for additional advantage? Yes please.
Next, we should think about ways to interact with the table, and by that I mean disruption. I believe in using instant speed removal and grave yard hate with the intention of slowing down and stopping infinite combos. I recommend dedicating 8-12 card to grave yard hate and instant speed spot removal combined. Think cards like Relic of Progenitus and Swords to Plowshares. These are tools which are going to play a defensive role in your deck. Magic isn't just a game about winning as fast as you can. Sometimes it is good to stop someone else from just running away with the game.
So, with lands, ramp, card draw, tutors, instant speed spot removal, and graveyard hate, we are looking at roughly 66-70 cards out of your 99 card deck. that only leaves us with about 30-33 other cards. These other cards should be the "meat" of your deck. These are the threats and utility spells that will help you win the game. These spells are all up to you.
What do you envision a winning game state looking like? Imagine, if you will, what the table looks like when you win. Then, work backwards and ask yourself how you go there. Most likely in Breya you are going to use an artifact combo, though that isn't the only way to win with Breya. Maybe you want to attack with a swarm of thopter tokens. Maybe you want to trigger Hellkite Tyrant. Whatever way you want to win, you should have a clear vision of it in mind and think backwards of how you would have gotten to that point. Think backwards and forwards, imagining your turns and your plays will help you tune your deck.
I personally already have a sizeable collection of cards in Esper colors and am interested in splashing red for fun. My plan is to have fetch lands, dual lands, fast one mana tutors, 2cc mana rocks as ramp, card draw to dig, answer some threats, then try an force one of many possible combos to finish the game. I saw one of many combos because I don't like it when games end the same way every time. Sure, each time I win I expect it to be a combo... but which combo?
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"Whatever style you wish to play, be it fast and frenzied or slow and tactical, the surest way to defeat your opponent consistently is by dominating him or her in the war of card advantage." - Brian Wiseman, April 1996
okay if you are running breya, you should run 4 colors. black offers tutors while the other 3 offer good artifact support. If you are playing just for the colors. play any RWU commander out there. There is 0 reason to play Breya as a 3 color.
I wouldn't cut any of the colours out honestly. Red, you get Hellkite Tyrant, blue has EVERYTHING for artifacts honestly, black has tutors and kill spells, and white has board wipes and anthem stuff. If you're looking for an artifact deck with three colours, Breya's probably the wrong choice. Esper has a lot of artifact stuff, obviously, so if you wanna cut red I'd do Sydri. Also, mono red got a lot of support with the 2014 pre-con. Glissa would be an alright choice too, but, green doesn't have as much artifact stuff, and isn't a Breya colour.
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EDH: Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
Also, you're gonna need the four colours of mana in the deck to cast Breya, so why 'cut' a colour when you're gonna need the landtype anyways? Seems a lil' pointless in my opinion
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EDH: Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
Alhammarret's Archive doubles card draw (outside of your one mandatory draw per turn), and can be really funny with Brainstorm and the like.
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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!
Also, you're gonna need the four colours of mana in the deck to cast Breya, so why 'cut' a colour when you're gonna need the landtype anyways? Seems a lil' pointless in my opinion
i had no intention in keeping breya, obviously im removing her....
Also, you're gonna need the four colours of mana in the deck to cast Breya, so why 'cut' a colour when you're gonna need the landtype anyways? Seems a lil' pointless in my opinion
i had no intention in keeping breya, obviously im removing her....
Misread, sorry about that Thought you were saying you wanted to keep Breya as the commander, but not use one of the colours. Was pretty confused lol.
Breya is actually a great artifact commander if you beef her up a lil', out of the box pre-cons are usually slower than usual unfortunetely
I'd really consider going with an esper colour commander for artifact stuff, if not Breya
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EDH: Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
I'm probably going to be the odd one out here, but I say remove black. It has the least to do with artifacts and red is really the best at reanimating them, in my opinion. It has goblin welder, daretti, scrap mastery, and trash for treasure. If you want activated abilities, then you also get kurkesh, onnake ancient. For a commander? Pick one of the red/white/blue ones. It really won't matter so much, in my opinion, since none of them are artifact commanders. If you do go black, I assume it's sharuum, the hegemon which is seriously overdone. If you remove white and have the budget (or proxies are allowed), without a doubt mishra, artificer prodigy. He's a little hard to get used to, but pretty broken when you get him going.
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Credit to DolZero for this awesome sig!
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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. Smile
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
what would be a good commander if i removed white?? i see 3 color commanders in the deck but they have white mana cost >.<
Out of the box, all preconstructed decks are slow and pretty bad. On average, only 30% or so of the cards are worth keeping in the deck. I like writing opinion pieces on how to improve decks, and want to write on on Breya once I can finally get my hands on her deck and some experience piloting it in person. I am an American living in Lima, Peru and while normal sets come out on time, the commander products are always late for some reason. This one more so.
Still, in theory, there are some basic forms of advice I can give you that apply to most commander decks. The following tips should sound like a broken record to most regular commander players, but here goes:
In a game of magic, you are limited to one land drop per turn and drawing one card to start your turn. Cards which allow you to circumvent these rules will help you accelerate your game plan and improve your consistency. As a result, many players recommend that you play with about 34 lands and about 10 forms of ramp which cost 2 or less. In Breya, this means you should start by adding all 6 signets in your color combinations. Next, take a look at the 3 talisman. Obviously Mana Crypt and other powerful mana rock are nice, but you don't need them. With this combination, you should be playing a mana rock by turn two almost every game, which leads to turn three with four mana after a land drop.
One side effect of ramp is how quickly it drains your hand of cards. This is where card draw comes in to save the day... and we are in blue and black, the best two colors for card draw. I suggest about 14 forms of card draw and tutors in a commander deck, with a ratio of roughly 10-4. What is really nice about our color combination and deck is that we also are not afraid to "loot." That is to say, we are happy to play cards like Thirst for Knowledge, Compulsive Research which allow us to dig but force us to discard because we can always use the cards out of our graveyards later anyway. I am personally excited to finally play with Dack Fayden once I get my deck. Draw two, discard two, the reuse the cards I discarded for additional advantage? Yes please.
Next, we should think about ways to interact with the table, and by that I mean disruption. I believe in using instant speed removal and grave yard hate with the intention of slowing down and stopping infinite combos. I recommend dedicating 8-12 card to grave yard hate and instant speed spot removal combined. Think cards like Relic of Progenitus and Swords to Plowshares. These are tools which are going to play a defensive role in your deck. Magic isn't just a game about winning as fast as you can. Sometimes it is good to stop someone else from just running away with the game.
So, with lands, ramp, card draw, tutors, instant speed spot removal, and graveyard hate, we are looking at roughly 66-70 cards out of your 99 card deck. that only leaves us with about 30-33 other cards. These other cards should be the "meat" of your deck. These are the threats and utility spells that will help you win the game. These spells are all up to you.
What do you envision a winning game state looking like? Imagine, if you will, what the table looks like when you win. Then, work backwards and ask yourself how you go there. Most likely in Breya you are going to use an artifact combo, though that isn't the only way to win with Breya. Maybe you want to attack with a swarm of thopter tokens. Maybe you want to trigger Hellkite Tyrant. Whatever way you want to win, you should have a clear vision of it in mind and think backwards of how you would have gotten to that point. Think backwards and forwards, imagining your turns and your plays will help you tune your deck.
I personally already have a sizeable collection of cards in Esper colors and am interested in splashing red for fun. My plan is to have fetch lands, dual lands, fast one mana tutors, 2cc mana rocks as ramp, card draw to dig, answer some threats, then try an force one of many possible combos to finish the game. I saw one of many combos because I don't like it when games end the same way every time. Sure, each time I win I expect it to be a combo... but which combo?
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist
I went with an ETB/GY Recursive 4-color artifact deck. I looked for the best ETB artifact creatures I could find Baleful Strix, Noxious Gearhulk, Duplicant, pilgrim's eye, Sanctum Gargoyle...etc. Paired it with some blinkers like Deadeye Navigator, conjurer's closet, mistmeadow witch. Add in some GY recursion in the form of phyrexian reclamation, beacon of unrest and scrap mastery and a couple sac outlets pia and kiran nalaar, ashnod's altar, krark-clan ironworks...etc. I threw in a janky combo or two to keep my opponents on their feet. After that, flavor to taste with counter spells, draw, board wipes or whatever you're keen on. Being 4 colors makes for a pretty open playbook.
P.S. Don't forget the Panharmonicon!!!
Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
Alhammarret's Archive doubles card draw (outside of your one mandatory draw per turn), and can be really funny with Brainstorm and the like.
On phasing:
i had no intention in keeping breya, obviously im removing her....
Misread, sorry about that Thought you were saying you wanted to keep Breya as the commander, but not use one of the colours. Was pretty confused lol.
Breya is actually a great artifact commander if you beef her up a lil', out of the box pre-cons are usually slower than usual unfortunetely
I'd really consider going with an esper colour commander for artifact stuff, if not Breya
Bruna, Light of Alabaster | Karlov of the Ghost Council | Breya, Etherium Shaper | Marchesa, the Black Rose | Queen Marchesa | The Mimeoplasm | Avacyn, Angel of Hope |
Pauper:
Orzhov Nightsky Mimic
Frequent lurker and vorthos player
Credit to DolZero for this awesome sig!