I have a horrible tendency to look at fun cards and interactions, and then throw them all into a pot of goodstuff, and have decision paralysis trying to cut :(. Would love to have help both with some cuts here, as well as some general advice on deckbuilding to try and separate out attachment to fun and good cards to ones that would be good for the deck itself.
For this deck, I want to focus on the superfriends, but have enough creatures and other answers to assist with removal and stax effects to make it less attractive to swing at me while I am building my board state. (Note the lands are variable, just there to fill space).
No Dryad of the Ilysian Grove and Solitary Confinement? Spark Rupture does in fact turn Planeswalkers into Legendary Creatures which works great with your Commander to make them all essentially copies of Birds of Paradise. Relic of Legends seems like it would be solid in here If you don't have your Commander out on the battlefield especially If you run a lot of untap effects to get more value out of it.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Then id remove all creatures exept 2-5.
Its a planeswalker deck, i can understand if you keep atraxa and deepglow skate and maybe sphinx, but id cut the rest.
Also, you got to decide for yourself how you want to win the game, because you have a few counter doublers like vorinclex, that will straight up win you the game the moment you get an planeswalker into play.
If you dont play agianst the same opponents every week, that will be a decent wincon.
But the moment you win in a way like that once, people will remove your commander on sight or just focus their removal on you.
Also, you run 7 boardwipes in your sorceries. And there are a few boardwipes on planeswalkers. that doesnt make sense
This deck currently is like that meme with the person riding a bycicle and putting a piece of wood between the spokes.
Getting your creature count down to 5 ish makes boardwipes way better.
But will also generate more hate on the table, same here, if you play with the same people every week, dont run boardwipes.
You run a few pieces that dont do anything in your deck, ghostly prison and propaganda for example, they only stop people from attacking you, not planeswalkers.
Id also suggest cutting most other enchantments you run, play more interaction, this way you have something to do once your commander pumps out planeswalkers every turn.
How an prismatic bridge deck should work in my mind:
Play prismatic bridge, every turn after that you get a planeswalker, you activate your planeswalkers, play a land, pass the turn
And just play a bit more instants.
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For this deck, I want to focus on the superfriends, but have enough creatures and other answers to assist with removal and stax effects to make it less attractive to swing at me while I am building my board state. (Note the lands are variable, just there to fill space).
1 Esika, God of the Tree
Creature
1 Tezzeret, Artifice Master
1 Spark Double
1 Arena Rector
1 Esika, God of the Tree
1 Dockside Extortionist
1 Seedborn Muse
1 Mila, Crafty Companion
1 Narset, Enlightened Master
1 Shalai, Voice of Plenty
1 Tidal Barracuda
1 Deepglow Skate
1 Carth the Lion
1 Lae'zel, Vlaakith's Champion
1 Atraxa, Praetors' Voice
1 Kazuul, Tyrant of the Cliffs
1 Sphinx of the Second Sun
1 Vorinclex, Monstrous Raider
Enchantment
1 Overburden
1 Collective Restraint
1 Tainted Aether
1 Paradox Haze
1 Greater Auramancy
1 Prismatic Omen
1 Wheel of Sun and Moon
1 Inexorable Tide
1 Oath of Nissa
1 Authority of the Consuls
1 Sphere of Safety
1 Blind Obedience
1 Oath of Teferi
1 Estrid's Invocation
1 Doubling Season
1 Mirari's Wake
1 Sterling Grove
1 Brokers Ascendancy
1 Resourceful Defense
1 Extravagant Replication
1 Propaganda
1 Privileged Position
1 Urza Assembles the Titans
1 Rhystic Study
1 No Mercy
1 All Will Be One
1 Ghostly Prison
1 Liliana's Talent
1 The World Tree
12 Plains
7 Island
4 Swamp
4 Mountain
6 Forest
1 Exotic Orchard
Artifact
1 The Chain Veil
1 Meekstone
1 Chromatic Orrery
1 Rings of Brighthearth
1 Luxior, Giada's Gift
1 Gilded Lotus
1 Ichormoon Gauntlet
1 Chromatic Lantern
1 Arcane Signet
1 Fellwar Stone
1 Sol Ring
1 Strionic Resonator
1 Gold-Forged Thopteryx
Instant
1 Comeuppance
1 Repeated Reverberation
1 Cyclonic Rift
1 Nature's Claim
1 Teferi's Protection
1 Enlightened Tutor
1 Semester's End
1 Swords to Plowshares
Sorcery
1 Deploy the Gatewatch
1 Skyshroud Claim
1 Eerie Ultimatum
1 Demonic Tutor
1 Damn
1 Farewell
1 Damnation
1 Supreme Verdict
1 Primevals' Glorious Rebirth
1 Urza's Ruinous Blast
1 Sorin Markov
1 Teferi, Temporal Archmage
1 Narset Transcendent
1 Garruk, Apex Predator
1 Ajani Steadfast
1 Jace, Unraveler of Secrets
1 Sorin, Grim Nemesis
1 Tamiyo, Field Researcher
1 Vraska, Relic Seeker
1 Vraska the Unseen
1 Elspeth, Knight-Errant
1 Teferi, Hero of Dominaria
1 Teferi, Time Raveler
1 Nicol Bolas, Dragon-God
1 Ugin, the Spirit Dragon
1 Jace, the Mind Sculptor
1 Freyalise, Llanowar's Fury
1 Chandra, Torch of Defiance
1 Kaya the Inexorable
1 Kasmina, Enigma Sage
1 Geyadrone Dihada
1 Teferi, Who Slows the Sunset
1 Tamiyo, Compleated Sage
1 Rowan Kenrith
1 Nicol Bolas, God-Pharaoh
1 Tamiyo, the Moon Sage
1 The Eternal Wanderer
1 Wrenn and Realmbreaker
1 Elspeth, Sun's Champion
Esper Sentinel might be good for card draw If you get enough Stax on board. Rites of Spring and Shard Convergence would be solid for getting WUBRG Basics in hand. Energy Field is a nice combo piece with Wheel of Sun and Moon If you can get it going. You could also run Defense Grid or Mana Web If you REALLY want to be mean with Stax in here. I'd probably also swap Overburden out for Mana Breach and Tainted Aether for Warped Devotion.
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
Maybe cut 3-10 of them that dont impact the game alot.
i suggest cutting any of these planeswalkers
-Kasmina, Enigma Sage
-Wrenn and Realmbreaker
-Ajani Steadfast
-Elspeth, Knight-Errant
-Geyadrone Dihada
-Narset Transcendent
-Teferi, Who Slows the Sunset
-Sorin Markov
I stopped looking at higher cmc planeswalkers then the 1s above here.
They dont offer any removal/protection to other planeswalkers
Then id remove all creatures exept 2-5.
Its a planeswalker deck, i can understand if you keep atraxa and deepglow skate and maybe sphinx, but id cut the rest.
Also, you got to decide for yourself how you want to win the game, because you have a few counter doublers like vorinclex, that will straight up win you the game the moment you get an planeswalker into play.
If you dont play agianst the same opponents every week, that will be a decent wincon.
But the moment you win in a way like that once, people will remove your commander on sight or just focus their removal on you.
Also, you run 7 boardwipes in your sorceries. And there are a few boardwipes on planeswalkers. that doesnt make sense
This deck currently is like that meme with the person riding a bycicle and putting a piece of wood between the spokes.
Getting your creature count down to 5 ish makes boardwipes way better.
But will also generate more hate on the table, same here, if you play with the same people every week, dont run boardwipes.
You run a few pieces that dont do anything in your deck, ghostly prison and propaganda for example, they only stop people from attacking you, not planeswalkers.
Id also suggest cutting most other enchantments you run, play more interaction, this way you have something to do once your commander pumps out planeswalkers every turn.
How an prismatic bridge deck should work in my mind:
Play prismatic bridge, every turn after that you get a planeswalker, you activate your planeswalkers, play a land, pass the turn
And just play a bit more instants.