Hey guys. I built a deck and am looking for feedback. This is my first time building a deck, so if it's really bad, I'm sorry.
Wasn't sure how to do this other than linking it, so here it is https://www.mtgsalvation.com/decks/1890-eldrazi-punishment
Edit: Please tell me what you think I haven't ordered anything yet and I need to Know.
hello mediocre casual player who is scrolling trough the forums here.
again mediocre player so dont take my advice for fact.
imo the deck is a bit unfocused. for example: what is durress and cabal therapy doing in your deck? and especially, why 4 each? only one conduit? furthermore, what gave you the idea to play so many 1 cost cards (that don't even ramp you) in a deck that wants to throw out big creatures?
i personally would predict that with this deck your durress and cabal therapy will only make up slightly for your own upcoming card dissadvantage.
you will quickly play emty your hand and be stuck with 6+ cost spells and what will you be playing when you have 4-5 mana? the mana curve has a massive crater there.
one easy improvement is replacing arborback stomper with a second conduit of ruin.
makes playing the big eldrazi easier AND increases reliability.
another problem i spot is it has some cards that say: "i want to lose all friends i ever had" but the deck doesnt push trough with it. meaning an unneccesary loss of friends
an example of this is soll ring i dont know how it goes in other places of the world but it is really just a silent agreement that you don't play soll ring in any format other than commander. but if you would really play it in here, why 2? and not 4?
ofoourse eldrazi themselves kind of are the embodiment of "i dont need friends anymore" but that is a whole other story.
in general i have 3 rules in making a deck and 4 if i am going to just oprder the singles and have an unlimited pool
the 4rth one being, is my deck reliable? having one copy of a single card is always a bad idea, even legendary permanents are played at least 2 of in a deck. in any other case most cards are played 3 or 4 of. the reason being that of you are putting 1 copy of a card in your deck, do you really need it? you will only pull it at all 1 in every 5-6 games and that is what we call unreliable.
the other 3 rules i have are:
is it focused on its main goal?(in this case big creatures) does it not have to many subgoals? (hand disruption+creature removal+1 drops in a slow deck is too much for example, and the 1 drops in a slow deck does not mix very well either)
does it have enough card draw? can i make sure all cards i draw have enough impact untill i can create more card draw? (all the one drops means that you technically are trying to ramp to 7,8 and 9 mana with 3 or so less cards in hand) (this rule can be ignored in glass cannon decks they dont waste mana on card draw they have one goal and that is to use those 7 cards in hand to kill your opponent before turn 5-6)
can i reach my desired mana curve? will i always be able to play something impactfull? (during the early turns you are jamming your own mana by wanting to play 1drops, you can't do anything during the turns you have 4 and 5 mana, you cannot ramp past being stuck with 4 and 5 mana, meaning untill you can pay for your eldrazi monsters (who are btw boat anchors in your hand untill you can play them) you cannot do anything)
you can see that i am keeping very well to my rules here
my main goal, pump out creatures, my cubgoal, to have slight control and keep my opponent from going out of hand with cards like pillar of light my secondary subgoal, boost my creatures with things like nobilis of war and magmatic chasm.
ofcourse magmatic chasm is a finisher and a dead anchor in my hand until i can kill my opponent with the damage potential of my creatures, that is why i have 1 less than i could have in it
my manacurve is how i like it, alot of 2 drops that all do something impactfull either now or lategame. i have little manaramp so i am happy with having few high cost cards, because i will likely be able to play all of them AND have good use from them
if i had more manaramp however i would up my manacurve to include more 5 and maybe even 6 drops. but since it is aggro with a touch of control i dont.
ofcourse my carddraw is horrific with the mentor of the meek being my only hope to keep the engine going, but again, casual. but one instant improvement on it would be to add 3 more mentor of the meeks simply because it ensures i can keep going and going and hitting and hitting
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Wasn't sure how to do this other than linking it, so here it is
https://www.mtgsalvation.com/decks/1890-eldrazi-punishment
Edit: Please tell me what you think I haven't ordered anything yet and I need to Know.
again mediocre player so dont take my advice for fact.
imo the deck is a bit unfocused. for example: what is durress and cabal therapy doing in your deck? and especially, why 4 each? only one conduit? furthermore, what gave you the idea to play so many 1 cost cards (that don't even ramp you) in a deck that wants to throw out big creatures?
i personally would predict that with this deck your durress and cabal therapy will only make up slightly for your own upcoming card dissadvantage.
you will quickly play emty your hand and be stuck with 6+ cost spells and what will you be playing when you have 4-5 mana? the mana curve has a massive crater there.
one easy improvement is replacing arborback stomper with a second conduit of ruin.
makes playing the big eldrazi easier AND increases reliability.
another problem i spot is it has some cards that say: "i want to lose all friends i ever had" but the deck doesnt push trough with it. meaning an unneccesary loss of friends
an example of this is soll ring i dont know how it goes in other places of the world but it is really just a silent agreement that you don't play soll ring in any format other than commander. but if you would really play it in here, why 2? and not 4?
ofoourse eldrazi themselves kind of are the embodiment of "i dont need friends anymore" but that is a whole other story.
in general i have 3 rules in making a deck and 4 if i am going to just oprder the singles and have an unlimited pool
the 4rth one being, is my deck reliable? having one copy of a single card is always a bad idea, even legendary permanents are played at least 2 of in a deck. in any other case most cards are played 3 or 4 of. the reason being that of you are putting 1 copy of a card in your deck, do you really need it? you will only pull it at all 1 in every 5-6 games and that is what we call unreliable.
the other 3 rules i have are:
is it focused on its main goal?(in this case big creatures) does it not have to many subgoals? (hand disruption+creature removal+1 drops in a slow deck is too much for example, and the 1 drops in a slow deck does not mix very well either)
does it have enough card draw? can i make sure all cards i draw have enough impact untill i can create more card draw? (all the one drops means that you technically are trying to ramp to 7,8 and 9 mana with 3 or so less cards in hand) (this rule can be ignored in glass cannon decks they dont waste mana on card draw they have one goal and that is to use those 7 cards in hand to kill your opponent before turn 5-6)
can i reach my desired mana curve? will i always be able to play something impactfull? (during the early turns you are jamming your own mana by wanting to play 1drops, you can't do anything during the turns you have 4 and 5 mana, you cannot ramp past being stuck with 4 and 5 mana, meaning untill you can pay for your eldrazi monsters (who are btw boat anchors in your hand untill you can play them) you cannot do anything)
https://www.mtgsalvation.com/decks/1470-boros-murica-world-police
here is an example of my 100% casual deck that i built of cards i happen to have
you can see that i am keeping very well to my rules here
my main goal, pump out creatures, my cubgoal, to have slight control and keep my opponent from going out of hand with cards like pillar of light my secondary subgoal, boost my creatures with things like nobilis of war and magmatic chasm.
ofcourse magmatic chasm is a finisher and a dead anchor in my hand until i can kill my opponent with the damage potential of my creatures, that is why i have 1 less than i could have in it
my manacurve is how i like it, alot of 2 drops that all do something impactfull either now or lategame. i have little manaramp so i am happy with having few high cost cards, because i will likely be able to play all of them AND have good use from them
if i had more manaramp however i would up my manacurve to include more 5 and maybe even 6 drops. but since it is aggro with a touch of control i dont.
ofcourse my carddraw is horrific with the mentor of the meek being my only hope to keep the engine going, but again, casual. but one instant improvement on it would be to add 3 more mentor of the meeks simply because it ensures i can keep going and going and hitting and hitting