I just don´t understand the fun in building combo decks where you basically win on turn 4 from an infinite combo. I thought we were playing and having fun, not this kind of "Haha i lock you out, byeeeeeeeee"
I have no infinite combos in this deck.
If I have enough of my key cards in play I can win the game, but definitely not turn 4. More like turn 8 at the earliest.
I was hoping for constructive feedback (and I got a lot of it). I am not sure what you were aiming to do with your post.
Based on the decks you mentioned, it seems you prefer a troll-y style of play. My advice would be to embrace your nature, and just glory in the misery of your opponents.
If you don't always want to be a source of sorrow, make some proactive decks for those occasions. When I was playing all the time, I maxed out at 18 decks. Adding a ton of variety allows you to adjust for your mood, your playgroup, the amount of time you have, etc..
I have 17 decks. Some are maybe 'trolling' decks but at least half of them are proactive. I actually built a Karador Spirit Tribal deck to have fun with Karador without playing any Grave Pacts or other overly controlling cards... though Yosei, The Morning Star is a spirit so he get's a pass.
Thanks for feedback everyone. It is hard to cut 'oppressive' cards and keep running the deck, since the decks were built around unfun cards. I will be more careful going forward because while they were fun to build and perfect, they were not fun to play.
I think I will keep the decks alive and just play them when I feel like being archenemy.
The next deck I was working on was a Glissa The Traitor deck... maybe I will hold off on that since it is a very controlling and grindy deck. Oh wait, I was also working on Muldrotha.
I think I am the problem with my own deckbuilding. I love grindy value engines.
My first EDH deck was Karador. It would control the game, then win with small increments of damage. I wanted no combos.. Then one day, I soft-locked the table with Sun Titan, Dauntless Escort, Karador and Pernicious Deed.
I was attacking for 9 damage a turn, and it lasted for a good 20 minutes before it was over.
I realized that my deck would need infinite combos so that I could end the game faster.
Now, fast-forward 10 years, and I just completed two decks that are facing similar issues.
First is Creatureless PanharmoniconMogis, God of Laughter. The deck uses Tainted Aether and other effects that will double with Panharmonicon, and gives my opponents creatures with Forbidden Orchard and a few other cards. Unfortunately, it is super unfun.. I become Archenemy, and I basically ruin ones person's life since most creature giving effects only give them to one opponent... and if I win, it's unfun... and if I lose, I have probably been a kingmaker.
So, now I look at these two decks.. and I really like them... but the options are to make them more competitive (like I did with Karador), or to make them more fun for opponents.
I do not want to try to spike them out... especially since they are not as easy as Karador to turn into competitive decks.
I do not see how I can make them fun for my opponents since their goals are ridiculously unfun.
I have no infinite combos in this deck.
If I have enough of my key cards in play I can win the game, but definitely not turn 4. More like turn 8 at the earliest.
I was hoping for constructive feedback (and I got a lot of it). I am not sure what you were aiming to do with your post.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
I have 17 decks. Some are maybe 'trolling' decks but at least half of them are proactive. I actually built a Karador Spirit Tribal deck to have fun with Karador without playing any Grave Pacts or other overly controlling cards... though Yosei, The Morning Star is a spirit so he get's a pass.
Thanks for feedback everyone. It is hard to cut 'oppressive' cards and keep running the deck, since the decks were built around unfun cards. I will be more careful going forward because while they were fun to build and perfect, they were not fun to play.
I think I will keep the decks alive and just play them when I feel like being archenemy.
The next deck I was working on was a Glissa The Traitor deck... maybe I will hold off on that since it is a very controlling and grindy deck. Oh wait, I was also working on Muldrotha.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
I was attacking for 9 damage a turn, and it lasted for a good 20 minutes before it was over.
I realized that my deck would need infinite combos so that I could end the game faster.
Now, fast-forward 10 years, and I just completed two decks that are facing similar issues.
First is Creatureless Panharmonicon Mogis, God of Laughter. The deck uses Tainted Aether and other effects that will double with Panharmonicon, and gives my opponents creatures with Forbidden Orchard and a few other cards. Unfortunately, it is super unfun.. I become Archenemy, and I basically ruin ones person's life since most creature giving effects only give them to one opponent... and if I win, it's unfun... and if I lose, I have probably been a kingmaker.
I also built Sydri Vehicle Stax based on this list: http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists/767833-sydri-train-simulator-2017. Basically, the idea is to crew vehicles with Winter Orb and other cards that turn off when tapped, making asymmetrical effects. I made a bunch of changes but the deck basically is a grindy stax deck that suddenly assembles it's goal and locks other people out. It is not competitive, so it makes for grindy games that are staxy, which is not great for more casual tables.
So, now I look at these two decks.. and I really like them... but the options are to make them more competitive (like I did with Karador), or to make them more fun for opponents.
I do not want to try to spike them out... especially since they are not as easy as Karador to turn into competitive decks.
I do not see how I can make them fun for my opponents since their goals are ridiculously unfun.
So what do you do when this happens?
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers