I don't think precons are really looked down on, but they certainly are of lower power level than the average deck you see - they tend to lack direction right out of the box, and have cards that have seemingly nothing to do with the commander. This can be a good thing in the sense that if you say you're playing the precon, you might get a surprising amount of people not targeting you during a game because you're not perceived as that big of a threat. And anyway, playing the precon (or any deck) is the best way to find out which direction you want to take the deck afterwards, changing a card here and there when you can.
As for which precon, pretty much all of them over the years have been decent for what they are, though obviously warrant some seriously look in what to change, in particular regarding the manabases of the 3+ color decks. (A lot more ETBT lands than you'd usually care for.)
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Nov 20, 2018I don't generally mind playing against most anything, but at the same time... don't be surprised if I don't praise you for pulling out a Stasis lock or Tooth&Nail combo. Or if you turn the game into 20-minute solitaire with 5 extra turns, don't get sour if people whip up their phones and tell you to say when you're done.Posted in: Commander (EDH)
Most fun games are ones that go back-and-forth, so I build with that in mind.
I avoid singular wincons, and am not a fan of infinite combos (if I accidentally create one with whatever's on board, that's a different thing).
I vastly prefer fast turns, and I think I've only used extra turn effects as pretty much 'draw + extra combat' in decks that lack red.
I only allow myself narrow tutors that search for relevant-to-idea cards (equipment tutors in Zedruu primalily for Sunforger, for example).
MLD I ever had in one deck back when I started as 'win con', realized how not-fun it is to play against it, and dismantled it.
I try to not limit other players' ability to directly play the game.
Deadeye Navigator I sometimes forget is not actually banned, since we inhouse banned it years ago with my wife.
Only two decks that center around stealing effects, because when I play them I need to be super-careful to not accidentally steal anyone else's cards when packing up the game(depending on sleeves et al, ofc). Keeping track of such things can get tedious fast.
Handful of other obviously powerful cards mentioned here and there in this topic. Synergy engines are more my forte.
I also tend to build far more for theme and fun interactions than win-%, ending my decks with far less 'staples' than a lot of decks I see. I win less, but when I do it feels kind of great because my decks aren't tuned to the max.
From the cards in the article, Wound Reflection and Paradox Engine are ones I've run. Paradox Engine is in an otherwise low-power deck that just happens to have manarocks central to its' idea, but it's also just one deck out of 33, and can't tutor for the card. Wound Reflection I think was in an enchantment-centric Mogis, God of Slaughter punisher/voltron that never really worked anyway.
Nov 20, 2018Hope of Ghirapur equipped with all of the sword-ish objects. Powerful? Nah. Fun to make people react to evasive commander damage starting to rack up from turn two? Yup. And it's certainly recastable a few times in the face of removal. Back up plans are various thopter/myr/golem creators, and handful of other artifact creatures handy at carrying equipment.Posted in: Commander (EDH)
Oct 21, 2018Err... tough question. Refer to my signature for a current swathe of favourites, I reckon.Posted in: Commander (EDH)
If I had to pick one... *conjures up a d33 and rolls it*... Jarad? Guess that works.
(On a sidenote, I still need to get onto making Jarad into undead Jafar (from Aladdin) with the quote 'It seems that Aladdin's role is played by tall, ugly and mean person'. For reasons.)
Oct 21, 2018Landfall/lands-matter. There are a lot of cards that care about lands switching locations between hand, battlefield and graveyard, and Damia is a glorious engine when combined with Sakura-Tribe Scout and the like. Play lands, sac lands, discard lands, get them back to battlefield/hand, rinse and repeat all the way to value town.Posted in: Commander (EDH)
Sep 17, 2018Thousand-Year StormPosted in: Commander (EDH)
I am tentatively very excited. Mostly because I am wary of situations where this would cause me to solitaire for too long... but then again, I'm too impulsive for that to happen too easily. Cast first, then ask if it was wise is my usual approach.
Seems pretty good for Jarad, though might not make the cut just because of the mana cost - the deck has enough bombs and not enough fuel to get to them, usually. Other decks might not have enough Undergrowth count to be of value. Hmm. Will have to think about this, cause spider cool.
Sep 16, 2018Starting to heavily look like I will shift my Yidris from generic spellslinger to a really spammy variant that cares about them instants/sorceries in my graveyard:Posted in: Commander (EDH)
Beacon of Lightning
~deals damage to target creature equal to the amount of instants/sorcieries in your graveyard.
I've wanted an Ire of Kaminari for generic use for a while. Even though it only hits creatures and is a sorcery, I am happy. (I mean, Stuffy Doll exists...)
EDIT: I've done derped, and somehow completely forgotten Spite of Mogis exists. Hoo boy.
Sep 14, 2018Incremental synergistic on-board presence snowballs.Posted in: Commander (EDH)
That is to say, decks that slowly get more and more things that benefit from doing the same kind of stuff over and over again. When a thing dies and get ten different triggers from different cards, I'm in my zone. Or when I cast an instant or sorcery spell, it better be either copied seven times to Sunday (Jeleva) or benefit half my nonland permanents (Yidris). Or piling ALL the +1/+1 counters on an indestructible hexproof trample dragon and her friends (Dromoka).
I don't go half-measures when I reach for a theme, and yes, Planar Cleansing and its' ilk are the bane of my existence. I have decks that play counterspells almost solely because wraths exist.
Sep 14, 2018So far this set looks really delicious.Posted in: Commander (EDH)
Definitely my two decks that are getting the most toys so far are Yidris Spellslinger and Jarad grave-size-matters. Not too surprisingly, heh.
Aside from those, a lot of good cards here and there. I reckon I will once again end up with good 40 to 50 total new added cards(keeping with "new card only goes to one deck").
Sep 11, 2018Wellp. Izoni goes straight into my 'amount of creatures in my graveyard matters' - or I suppose, it's 'Undergrowth' deck now. Potentially even to lead it, depending if I want fuel or win condition more on my command zone (Izoni or Jarad). Though if I switch to Izoni, a few Overrun effects are probably the order of the day.Posted in: Commander (EDH)
Sep 10, 2018Posted in: Commander (EDH)Quote from Arkhaic »Putting in a another vote for Ramos, Dragon Engine. I've seen many completely different deck strategies for him, he just excels at so many things.
I'd also recommend Kynaios and Tiro of Meletis. They definitely do not need to be a group hug deck, I've seen them build as a land-matters deck, land-destruction deck, card-advantage deck, and my version is built completely around theft cards (e.g. Zealous Conscripts). Your opponents play more cards from the benefits Kings provide, you just steal them all away, sac them to Claws of Gix or keep them with Sundial of the Infinite. The Kings giveth, and the Taxman taketh away.
Just to add to that, I've had two incarnations of K&T recently:
- Hand-size matters - in both regards. I play Maro's, and blast y'all with the occasional Sudden Impact or Spiraling Embers. Bulwark is bonkers.
- 'Wall of Beefcake': Defenders/pillowfort coupled with every red 'ping each opponent' effect. Not as effective, but very fun if it gets rolling. (Zhur-Taa Druid or Lobber Crew can deliver a lot of damage over a game, because while they do damage, it's just little enough that people don't want to waste removal on them...)
Sep 10, 2018One of those cards that keep popping up as 'yeah, I kinda want to find a slot for this' when I'm deckbuilding. Often it ends up being that I would like the effect, but don't care that it's on a big semi-expensive flying meat pie... or I want the dragon but don't care for the effect that much, in which case there certainly are hotter stuff to be had.Posted in: Commander (EDH)
Sep 7, 2018Posted in: Commander (EDH)Quote from philosifer »
Also ive found that i have different personalities when it comes to playing vs brewing. im a total johnny when brewing but like playing as more of a timmy. my favorite decks to brew are things like eggs and combo, but playing them is kinda meh. But my favorite deck to play is my ball lightning tribal deck that just comes out fast and hurls chunks of damage in the form of big creatures. its super cool and fun for me to have a 6/1 hasted double strike hit someone with a saskia on board, but the brewing wasnt as interesting.
...that's actually a pretty apt description of what I do. I spend a TON of time crafting intricate things, but in actual play I just like keeping it relatively simple, a snowball of incremental board state or just hitting hard when I can. My turns rarely take long because I do the first thing that I think is a decent thing. (Yes, I lose to onboard tricks a rather shameful amount.)
On topic: not really an archetype but a deck type in general: I have recently tried to stray away from any builds with just a singular win-condition. While I allow builds that get stupid with a particular card (Sunforger, Astral Slide, Fable of Wolf and Owl etc.) the deck has to be able to function without it. Same goes for commanders, hence voltron is a plan B at best. With one exception - Zedruu's main plan is actually voltroning, but it's still not the only plan of the deck.
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