Alright I couldn't help myself, I get obsessed by new commanders who demand a lot of thought and theory-crafting.
I've appended and posted a new deck called "Astral-Living-Genesis" and really the only thing to do is read the full description in the original post, by clicking here.
It's a very spicy brew, and honestly I surprise myself sometimes by the depths I go.
/respect-knuckles
I've been testing and tweaking a 4 color cycling deck with a similar idea. I applaude your ingenuity.
I feel like deckbuilding philosophy to help newer players, discussions and examples of deck archeytpes for intermediate players, and advanced theory and gameplay for seasoned players would be something for everyone.
The deckbuilding philosophy would address the general basics of how many lands, ramp, card draw, etc. an average deck should have. Pros and cons of having too much or too little could be a good topic of discussion. The deck archetypes could have examples of tuned decks of those type and point out which card choices make it a specific archetype. E.g. Edrics playstyle where all the 1/1s for 1 with counterspell and time warps allow you to play tempo and here's why....
Advanced theory and gameplay is semi open but you could find examples of cards that use crossover synergy to optimize card slots in your deck. E.g Pir's whim is ramp and removal.
I think we could all enjoy that and find benefits throughout.
There are usually +1/+1 counters kicking around on your Merfolk so you might draw 2-3 when this enters play, but you might never, ever get to use the Adapt ability. This is...okayish?
You only ever get 1 card. No matter how many counters or creatures.
Yes. Targeted Removal in BW looks like:
Path, Swords, This, anguished unmaking, utter end.
That seems good.
All of that. Yup I already had a 4 color cycling shell in EDH. Now to make it 5 and jank ppl out.
Same
/respect-knuckles
I've been testing and tweaking a 4 color cycling deck with a similar idea. I applaude your ingenuity.
The deckbuilding philosophy would address the general basics of how many lands, ramp, card draw, etc. an average deck should have. Pros and cons of having too much or too little could be a good topic of discussion. The deck archetypes could have examples of tuned decks of those type and point out which card choices make it a specific archetype. E.g. Edrics playstyle where all the 1/1s for 1 with counterspell and time warps allow you to play tempo and here's why....
Advanced theory and gameplay is semi open but you could find examples of cards that use crossover synergy to optimize card slots in your deck. E.g Pir's whim is ramp and removal.
I think we could all enjoy that and find benefits throughout.
Read the flavor text O.O
/slowclap Wizards
You only ever get 1 card. No matter how many counters or creatures.