For lack of a better term, I'm having a similar issue to writer's block but for building a new deck. I want to try something new and fresh from Dominaria but there are plenty of options to go through. If anyone else has had a similar issue how did you get over it?
A quick run down of the decks I have.
Gahiji: Make a bunch of tokens and pump them, swing for game.
Mimeoplasm: Reanimator, Goodstuff, no unlimited combos but have a few ways to close out a game like Ballista with Lord of Extinction counters or a 21 power Gaea's Revenge
Mogis: Plain and Simple Punisher deck.
Kess: Control Spellslinger. Wincons are usually the big X spells.
Alehsa: a bit of a problem child atm. has some unlimited combos but not a dedicated combo deck. (Revilark, KArmic Guide, Goblin Bombardment or other sac outlet and purphoros. Not exactly sure what it is, I have some token makers, some removal creatures, but no solid theme.
As you can see most of my decks are red and black So I feel like i kind of want to build a new deck without any of those colors. Two that interest me the most were Tatyova, Benthic Druid and Raff Capashen, Ship's Mage but I'm having trouble trying to make them because it seemed i gravitated towards commanders that acted as win conditions and both of these seem like they are more supportish, so I have no idea how to go about building either of them. But im open to trying any of the new stuff regardless of color,
Slimefoot, the Stowaway - attrition deck. It practically builds itself, and it'd be strong and quick. Tiana, Ship's Caretaker - aura voltron? Or control aura.dec. She'd be tough to build around, but it'd be fun. Naban, Dean of Iteration Wizard-Panharmonicon could be super fun and pretty decent. Tetsuko Umezawa, Fugitive - Edric style weenie deck. Could be fun, probably not as strong as Edric but similar style nonetheless. Traxos, Scourge of Kroog - Brown Voltron that isn't an Eldrazi or Karn? People seem super stoked for this dude. He could be fun.
Yep, those are my picks. I'm tempted by Slimefoot most, partially because I know how nuts he could get. But any of these I see as buildable and/or fun.
For lack of a better term, I'm having a similar issue to writer's block but for building a new deck. I want to try something new and fresh from Dominaria but there are plenty of options to go through. If anyone else has had a similar issue how did you get over it?
Basically, if I have doubts about a commander I give myself 30 minutes max for concretely building the deck. If where that gets me doesn't excite me, then I let it go.
I always try to have each deck play differently from something I already have. No need to make mono red dragons for example, if you already have mono-white angels: big flying beats already covered. Usually it's a particular interaction that excites me, and then I go from there.
I have three commander on my build list that seem fun because their decks will change the way the game is played by everybody:
Braids, Conjurer Adept: Let everyone play their big stuff for free. As soon as it's aimed at me I steal or bounce it.
Kazuul, Tyrant of the Cliffs: Force everyone to attack each turn, and use cards like War's Toll and Mana Web to have them tap out whenever they tap for mana once. If they want to attack you... there goes their mana. Better play everything in the first main phase and forget about interacting at instant speed then. Oh and if you play something in the first main phase... you can't pay to prevent me getting ogres Seems fun.
Maralen of the Mornsong: Mono black control. Just the line "players can't draw cards" shuts so much shenanigans down. Add Erebos, God of the Dead to make it ticking time bomb for your opponents with regards to life. Play cards that get stuff from your library into play or on your hand Sword of the Animist, Burnished Hart so you have acces to more than 1 card a turn. Go big mana and the drain route to eventually win. "But people will just tutor up an answer to Maralen immediately, this will not work!". Yes, people can skip their draw and waste their removal on your cheap to play commander, but once the player on your left realizes he's taking on for the team every time he does, he might stop doing that. After all, he could have spend his turn tutoring up something useful and let the opponent to his left handle it. Feel free to point this out
It's not Dominaria, but I hope it helps
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The secret to enjoyable Commander games is not winning first, but losing last.
If my post has no tags, then i posted from my phone.
-Adeliz, the Cinder Wind -- Izzet spellslinger with a small emphasis on wizard tribal.
-Aryel, Knight of Windgrace -- Knight tribal with heavy emphasis on Orzhov removal+stuff to make my board sturdy against board wipes
-Grand Warlord Radha -- aggro, with emphasis on small creatures that can becomes big like morphs, level-ups, +1/+1 counter abilities, fire-breathing, monstrosity, etc. to not be as dependent on drawing cards to use Radha's mana
-Shu Yun, the Silent Tempest -- aura.dec using Tiana and Diantha
Of these four I should limit myself to one or two. I plan to heavily consider what I pull from the box I bought, e.g. if I get Adeliz/Naban/Naru Meha/Wizard's Retort/etc. I'll probably build Adeliz. Otherwise I'll just sleep on it (several times) or write out some sort of pros/cons list, and if it comes down to I'm just finding it not interesting as I'm brewing, I'll drop it and look at another.
Too many cards is the problem, at least for me. I always have to build around certain cards I want to play (salvaging station, birthing pod, etc) rather than generals to bypass the block.
I am having a similar issue. I cannot think of a way to build narset. I have an idea and mana base us fine. But that is only like 50 cards. I need another 50.
I also am having trouble deciding between firesong and sunspeaker or Aurelia for my Boris deck.
A quick run down of the decks I have.
Gahiji: Make a bunch of tokens and pump them, swing for game.
Mimeoplasm: Reanimator, Goodstuff, no unlimited combos but have a few ways to close out a game like Ballista with Lord of Extinction counters or a 21 power Gaea's Revenge
Mogis: Plain and Simple Punisher deck.
Kess: Control Spellslinger. Wincons are usually the big X spells.
Alehsa: a bit of a problem child atm. has some unlimited combos but not a dedicated combo deck. (Revilark, KArmic Guide, Goblin Bombardment or other sac outlet and purphoros. Not exactly sure what it is, I have some token makers, some removal creatures, but no solid theme.
As you can see most of my decks are red and black So I feel like i kind of want to build a new deck without any of those colors. Two that interest me the most were Tatyova, Benthic Druid and Raff Capashen, Ship's Mage but I'm having trouble trying to make them because it seemed i gravitated towards commanders that acted as win conditions and both of these seem like they are more supportish, so I have no idea how to go about building either of them. But im open to trying any of the new stuff regardless of color,
Tiana, Ship's Caretaker - aura voltron? Or control aura.dec. She'd be tough to build around, but it'd be fun.
Naban, Dean of Iteration Wizard-Panharmonicon could be super fun and pretty decent.
Tetsuko Umezawa, Fugitive - Edric style weenie deck. Could be fun, probably not as strong as Edric but similar style nonetheless.
Traxos, Scourge of Kroog - Brown Voltron that isn't an Eldrazi or Karn? People seem super stoked for this dude. He could be fun.
Yep, those are my picks. I'm tempted by Slimefoot most, partially because I know how nuts he could get. But any of these I see as buildable and/or fun.
-Modern-
WMartyrProcB
BBurnR
-Commander-
I always try to have each deck play differently from something I already have. No need to make mono red dragons for example, if you already have mono-white angels: big flying beats already covered. Usually it's a particular interaction that excites me, and then I go from there.
I have three commander on my build list that seem fun because their decks will change the way the game is played by everybody:
It's not Dominaria, but I hope it helps
If my post has no tags, then i posted from my phone.
-Adeliz, the Cinder Wind -- Izzet spellslinger with a small emphasis on wizard tribal.
-Aryel, Knight of Windgrace -- Knight tribal with heavy emphasis on Orzhov removal+stuff to make my board sturdy against board wipes
-Grand Warlord Radha -- aggro, with emphasis on small creatures that can becomes big like morphs, level-ups, +1/+1 counter abilities, fire-breathing, monstrosity, etc. to not be as dependent on drawing cards to use Radha's mana
-Shu Yun, the Silent Tempest -- aura.dec using Tiana and Diantha
Of these four I should limit myself to one or two. I plan to heavily consider what I pull from the box I bought, e.g. if I get Adeliz/Naban/Naru Meha/Wizard's Retort/etc. I'll probably build Adeliz. Otherwise I'll just sleep on it (several times) or write out some sort of pros/cons list, and if it comes down to I'm just finding it not interesting as I'm brewing, I'll drop it and look at another.
I also am having trouble deciding between firesong and sunspeaker or Aurelia for my Boris deck.
UB Vela the Night-Clad BUDecklist
WBG Ghave, Guru of Spores GBW
WUBRGThe Ur-DragonWUBRGDecklist