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  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Sad to hear the forums are going read only, but bfine70's initiative seems promising! I've not yet bothered with Discord, but MTGS going out will surely motivate me in the future. I've been moving and not having much time for the deck lately, but I just wanted to post my updated list here for posterity and mention a few cards that might be of interest to others:

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Sacrifice Outlets (9)
    1 Sidisi's Faithful
    1 Red Elemental Blast
    1 Pyroblast
    2 Devour Flesh
    2 Perilous Research
    2 Terminate
    2 Vicious Offering
    3 Mind Extraction
    3 Primal Growth

    CoA Recursion (8)
    1 Undying Evil
    1 Kaya's Ghostform
    2 Grim Harvest
    2 Evolution Charm
    3 Soul Manipulation
    3 Reaping the Graves
    4 Breath of Life
    4 Mistmoon Griffin

    Tutors (10)
    4 Mystical Teachings
    2 Merchant Scroll
    3 Vedalken Aethermage
    1 Dizzy Spell
    2 Dimir Infiltrator
    2 Muddle the Mixture
    2 Shred Memory
    3 Drift of Phantasms
    3 Perplex
    4 Dimir House Guard

    Card Draw (11)
    1 Brainstorm
    1 Preordain
    2 Night's Whisper
    2 Augur of Bolas
    3 Read the Bones
    3 Secrets of the Golden City
    3 Compulsive Research
    3 Notion Rain
    4 Deep Analysis
    5 Mulldrifter
    8 Treasure Cruise

    Counters, Spot Removal and Silver Bullets (10)
    3 Capsize
    2 Counterspell
    3 Faerie Trickery
    2 Overrule
    3 Dream Fracture
    4 Rewind
    2 Quasali Pridemage
    3 Geomancer's Gambit
    3 Unmake
    3 Forsake the Worldly

    Combo and Finisher (5)
    2 Rolling Thunder
    2 Cloud of Faeries
    3 Ghostly Flicker
    4 Archeomancer
    5 Izzet Chronarch

    Ramp/Fetch (8)
    2 Sakura-Tribe Elder
    3 Darksteel Ingot
    3 Cultivate
    3 Kodama's Reach
    3 Far Wanderings
    4 Reap and Sow
    1 Crop Rotation
    2 Mycosynth Wellspring

    Lands (38)
    1 Command Tower
    1 Path of Ancestry
    1 Ash Barrens
    1 Evolving Wilds
    1 Terramorphic Expanse
    1 Rupture Spire
    1 Transguild Promenade
    1 Gateway Plaza

    1 Bant Panorama
    1 Jund Panorama
    1 Naya Panorama

    1 Azorius Chancery
    1 Dimir Aqueduct
    1 Golgari Rot Farm
    1 Izzet Boilerworks
    1 Simic Growth Chamber

    1 Blossoming Sands
    1 Jungle Hollow
    1 Rugged Highlands
    1 Thornwood Falls

    1 Bojuka Bog
    1 Halimar Depths
    1 Mortuari Mire

    4 Island
    5 Swamp
    2 Forest
    2 Mountain
    2 Plains



    Vicious Offering: The best new sac outlet since Angelic Purge, and sort of a mix between it and Terminate. It works just like Terminate when you only need to off CoA, but has the upside of being able to handle indestructibles of up to 5 toughness as you blow up the world. It's also kinda useful removal on its own. I think anyone running Tragic Slip should consider it, or consider it over Angelic Purge if you have other exiling removal like Unmake and Forsake the Worldly.

    Kaya's Ghostform: This new sexy toy shores up the biggest problem with the False Demise-type auras that saw play in the deck before, namely the 2-for-1 risk against exiling removal. The downside is that you can't play this on opp's creature to steal it when you blow up CoA, but that was always a win-more play and when this is a whopping 2 mana cheaper, who can complain?

    Augur of Bolas: Yes, I finally went ahead and swapped Sea Gate Oracle for this wizard instead, and I haven't looked back. I run proportionately more instants and sorceries in my CoA build than competitive 60 card Augur of Bolas decks used to, so it's very rare that it fizzles.

    Notion Rain: This is an improved Read the Bones with a slightly worse casting cost. I think everyone should run it. TBH, with so much quality card draw at 3 mana now, there's hardly a reason to run Foresee and Tamiyo's Epiphany anymore.

    Geomancer's Gambit: The 3 mana LD spell that we've been waiting for. Now this deck handles all permanent types with good consistency and without running subpar and clonky cards like Scour from Existence or Wrecking Ball. Did you notice you can even use this on yourself as a red "Evolution Charm" (it costs 1 more, but puts the new land back untapped, so it evens out).

    Mana base: The mana base continues to fascinate me. I'm very happy with the present balance of having sufficient amount of sources while having enough basics, making the most of your first two turns etc. You could certainly make an argument for running more panoramas, or a few more more basics, or more U/G ETBT duals, the G/W/R cycling lands or even a Trinket Mage package with artifact lands. Each configuration gains something and loses something, but you probably won't notice much difference unless you play many games, because of the inherent flexibility of gold sources and fetches.

    Looking forward to continue discussing the deck on new forums! Smile
    Posted in: Variant Commander
  • posted a message on [360][Unpowered/Rarity Distribution][Budget]Rarity Cube
    Hi! I've co-crafted two cubes before, but this is the first time I'm making one for myself. I would very much appreciate feedback, if you'd care to read about my design parameters and take a gander at the list below.

    CONCEPT
    The overall idea is to make a cube with the same rarity distribution as you'd find in modern boosters. This means 1 rare, 3 uncommons and 10 commons per every 15 cards (the basic land slot normally found in boosters has some special considerations - see below). If you make suggestions, please respect the rarity of the card (lowest available rarity anywhere applies).

    On the next level, we find 10 archetypes - one for each guild (tri-color and greater are banned for symmetry reasons). The rares and uncommons have not been picked based on maximum power level, but rather to support the archetypes and round out mana curves etc. As a guideline for the cube's power level, I've excluded cards like Skullclamp, Sol Ring and Overrun for being too much of an "I WIN"-button. There is also a $10 cap on cards both for budget reasons and to exclude disproportionately powerful rares. I don't really want rares that are significantly more powerful than cards like Isochron Scepter or Curse of Predation.

    The basic land slot normally found as the 15th card in boosters posed a design problem since there are no basic lands within the cube and we traditionally want packs of 15 to draft with. My solution here was to include cards from various expansions that have all occupied the land slot - notably conspiracies, "draft matters" cards and timeshifted cards. These cards (24 slots total) break the normal rarity distribution rules in the cube. For ease of filtering/overview, I have tagged them all as "timeshifted" on cubetutor, so you can easily located them.

    Also note that in a typical selection of 24 packs, you'd have an additional 4 foil cards, roughly distributed as 2 commons, 1 uncommon and 1 rare (in the place of 4 commons). This further distorts the rarity distribution, so that there is actually a total of 25 rares and 73 uncommons in the cube, in addition to the basic land slot special cards.

    ARCHETYPES
    There are 4 cards per guild, 1 rare + 1 uncommon + 2 commons. For the most part, these cards support or imply a certain concept within the guild (there are exceptions: Kitchen Finks in the Selesnya uncommon slot actually supports the bounce/blink archetype found in several other guilds, more than the tokens archetype typical of Selesnya, because it's just such a good card for the cube and there is already plenty of token support in the mono colors).

    The cube does not support the archetypes combo, reanimator or (gasp!) ramp. I wanted green to be about something else entirely than ramp, so it serves various roles in the midrange decks that it forms a part of. (This is not to say the cube is free from combos, ramp cards or reanimation spells - but there is no critical mass or archetype support).

    The archetypes include:
    AGGRO
    Boros: Basic undercosted creatures and versatile removal, with the possibility for more of a tokens based go-wide strategy if so desired
    Rakdos: Unleash-based aggro with some suicidal elements, sacrificing either card advantage or life total for kill speed
    Izzet: Tempo/spells matters, prowess etc.

    MIDRANGE
    Selesnya: Tokens with some wrath protection support.
    Golgari: Using graveyard builders to support delve and threshold is intended, but not necessary to draft the color.
    Gruul: High-toughness creatures to go with Pyroclasm/Firespout and bounce in the form of Horned Kavu and Temur Sabretooth to reuse those Wall of Blossoms and Fire Imp. Doesn't mind splashing white for more bounce/blink effects.
    Simic: Flash creatures and instant spells. You'll notice that green has a larger-than-expected instant section.

    CONTROL
    Azorius: ETB-creatures control with lots of bounce and blink effects.
    Dimir: Similar to azorius, but more draw over creature density, and using utility reanimation to compensate for lack of white blink/bounce.
    Orzhov: Does it annoy you when your opponent has non-land permanents in play? Lots of removal, a few wincons with blink or reanimation for protection.

    THE LIST
    http://www.cubetutor.com/viewcube/120276

    NOTABLE INCLUSIONS
    Land selection: I've included the pain lands in the three aggro colors. Rare slots are at a real premium in the cube, but I feel these are well spent. In the non-aggro colors, you'll find ravnica karoos instead. I also included the refuge reprints as they are common rarity and pretty OK. Gemstone Mine turned out to be a time-shifted card, which saved me an uncommon slot! I don't have room for the tri-lands, but I did manage to fit the vivids (they also have more synergy with karoos).
    Semi-colored colorless cycle: Oketra's Monument, Crystal Shard, Scrapheap Scrounger, Shrine of Burning Rage and Pendelhaven form a mini-cycle that are best with their respective color but can be played in others too. Subtle symmetries like these make my heart sing for some reason Smile
    Mystic Enforcer: A bit of an odd card in the cube. As a timeshifted card, he saves me a "true" rare slot and has a subtle synergy with selesnya tokens - the token creating spells all build threshold. With threshold, he is hard to remove and evades even most of the cube's sweepers. He's also eminently splashable in golgari.
    Avatar of Woe: Another timeshifted rare. Hardly the most pressing card to run as black's 3rd rare (each color has 3 rares and 10 uncommons, and one of those will be timeshifted), but it is cards like this that enable me to spend 3 rare slots on pain lands. Basically smearing a sufficient amount of semi-powerful rares across the cube makes draft picks like Curse of Predation less swingy, and the timeshifted cards help greatly with this.
    Sovereign's Realm: Pretty much the only realistic way to play 4+ colors in the cube - at the price of hymning yourself. I also like this for not hogging mana fixing and being self-sufficient.
    Advantageous Proclamation: Included to better support mono-colored decks, or decks with small splashes for a second color. More variety for the drafters!

    NOTABLE OMISSIONS
    Green-producing mana elves: The cube curves out at 6 CMC. I don't want to support ramp and reanimator with 7+ CMC bombs, so instead I prioritize mana-fixing elves. If you're in golgari, producing even more green mana when you can already cast your elf is less useful than gaining a black source - hence Elves of Deep Shadow over Fyndhorn Elves.
    Signets: For the same reason as mana elves. Also, I want to promote the bicolor archetypes, and TOO much good fixing makes tri-color decks come too easily. I envision splashing for a third color as an added benefit mostly for green decks.
    Double Stroke: Just makes already good spells even more swingy, which is exactly what I don't want. Same with many other problematic conspiracies that I've deliberately omitted.

    WHAT I WOULD LIKE HELP WITH
    Mono-colored commons: 37 each and 10 archetypes to support makes it very hard to get an overview of what's optimal. Am I missing any good cards for my archetypes?
    Rares and uncommons: Are there better cards out there in these rarities to support my archetypes? Or are perhaps some archetypes over-supported by rares and uncommons, such that I should run others that are generically more attractive picks or more versatile?
    Higher order design recommendations: For example, if you think that archetype X is just a pipe dream that won't pan out and make for unhappy draft experiences, don't hesitate to suggest it (even if it will ruin weeks of thinking and planning Wink

    Thanks for reading this far!
    Posted in: Cube Lists
  • posted a message on Help evaluating selesnya token commons
    I see. Well, I guess that makes me more sure of keeping Sprout Swarm, but I'm still not quite sure if Scatter the Seeds merits a spot, even though tokens is the main selesnya archetype in my cube. I'm leaning towards keeping it Smile
    Posted in: Pauper & Peasant Discussion
  • posted a message on Help evaluating selesnya token commons
    Oh, sorry I was unclear. I asked about commons, because those were hardest for me to overview - I do run a peasant cube though (actually not quite: I run a rarity distribution cube, which is 24 rares, 72 uncommons and the rest common at 360, but that's a bit beside the point - what matters is that uncommons and rares come at a premium and archetypes need common rarity support to work).

    Thanks for the Link. My problem is evaluating the "cubable" section within itself. For example, you list Raise the Alarm and Gather the Townsfolk in the same "cubable" category. Since I don't have room for all that is cubable, which ones do I pick?

    I will probably be running Sprout Swarm then. I just think that, if Sprout Swarm is such a good card, then Scatter the Seeds must be too - for 5 mana and convoke, one gives you 3 tokens and costs you a card, the other gives you 1 token and doesn't.
    Posted in: Pauper & Peasant Discussion
  • posted a message on Help evaluating selesnya token commons
    Hi all! I've been tinkering with my cube for weeks now, and I'm doing some finishing touches. I've referred to the Evaluate Everything thread and cubetutor's average cubes, but I still can't seem to evaluate the green and white token producing commons (I want tokens to be Selesnya's "archetype", for design reasons).

    I've decided that nothing at or below Krenko's Command level makes the cut, meaning there must be a small upside, as in the case of Raise the Alarm (instant speed) or Gather the Townsfolk (fateful hour, marginal as it may be). Still, I come up with more options than I think even a dedicated token maker would want to actually put in their deck. Here are the common rarity ones I have at present:









    It seems people value Triplicate Spirits over Scatter the Seeds? Is flying that important on tokens that it's worth costing 1 more mana and being sorcery rather than instant speed? Does the value of Scatter the Seeds increase if I also support a Simic flash archetype (which I do)?

    I'm pretty sure I want all of the creatures (except perhaps Scion Summoner). I'm also set on Raise the Alarm and Battle Screech.

    What about Fists of Ironwood, Saproling Migration and Gather the Townsfolk? All sorcery speed, two mana and producing 2 ground bound tokens. Fists requires another target on the board, making it a shady 2-drop, so it's probably weakest. I'm also thinking about removing Gather the Townsfolk, because it's just so much worse than the other white options. I'm thinking about keeping Saproling Migration just to have a good green 2-drop (except Jade Mage).

    I worry that Cenn's Enlistment and Sprout Swarm might be too slow, and that even a dedicated token deck might not run them in the main. But perhaps they are OK as SB cards in the control match-up? Or is that line of reasoning just a way to clog up your cube with unwanted cards?
    Posted in: Pauper & Peasant Discussion
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    Thanks for chiming in Overheat Smile While I don't think we need a so called "graveyard engine" to win, I do agree that it's prudent to have a back-up to Grim Harvest. Perhaps it's so crucial that it should be part of the core? I think the best second fiddle to Harvest is Disturbed Burial. It doesn't sit in the yard and requires no other creatures. Maybe everybody should just run it? Then we can cut the 2 CMC one shot effects from the land packages and make them optional in the flex slots instead, since then everyone will have two good 2 CMC recursion targets for their tutors.
    Posted in: Variant Commander
  • posted a message on Adeliz, the Tiny Pauper
    Here's a combination of two variant formats: TL and PDH! So we have an uncommon commander, an all-commons deck of 49 cards, and all cards are less than or equal to CMC 3. This deck draws heavy inspiration from the UR Kiln Fiend decks in 60-card Pauper, and the UR Prowess decks in Modern. However, it is also kind of a wizard tribal deck, though some non-wizards fit even better with the deck concept and reduce the reliance on Adeliz being in play.



    Sideboard to be decided but will probably contain stuff like Repeal, Flame Slash and Dispel. Comments very welcome! Smile
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    Man, that Forge of Heroes looks amazing. Think about the blink engine working and Adeliz entering (casting or blinking). Fatality. I will have this one in my brew (and maybe an Expedition Map to fetch it), period.


    I think it's good for the standard build, but not for Tiny Leaders. You don't want to delay your game plan a turn just to get that counter, plus there is no blink engine. I'm gonna start a new thread about the tiny build, so as not to further derail this one.
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    I did not mean that any of the cards are weak. Perhaps it would be better to simply remove the control package? From my pov, the only thing that makes it a package is the aethermage + pridemage part (and the former is seemingly moving to core), the rest are just good stuff, and not really better together.


    Indeed. Actually, there is a bit of a "package" when looking at Angelic Purge, because it has so many functions in one. It's not good at anything, so you can run better stuff, but it will take up more space. Since more space is a luxury that goes away with the Drake/Brainspoil package, it stands to reason that these builds will be running Purge. But you might be able to do either if you cut corners elsewhere, like in your flex slots. So it's really a separate "deal".

    One thing though, I think rend flesh is weaker than victim of night, because 2 mana is so much less than 3 - on the other hand, tribal vampire or zombie are more common than spirit and there are a few annoying vampires we might want to kill before blowing up the child (that said, seedborn muse can be important too)


    Victim is clearly the stronger card, however, I think the main reason to run another effect like this is the 3 CMC cost itself. The core already has Terminate (even better than Victim), and 2 other 2 CMC outlets, while there is only 1 at 3CMC (Mind Extraction). So Angelic Purge or Primal Growth has kinda deprecated the need for this slot, but you might end up not running either of those I guess and in that case rend flesh is almost a must. I think Victim is good enough in its own right though that I might include it in the primer, but it gets stiff competition from stuff like Wrecking Ball and Tragic Slip.

    Do you see any potential on Forge of Heroes on this deck? I don't think so...


    Me neither. Opal Palace is already our weakest gold land and this does even less and fixes no mana.
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    I chose an approach more typical for the pauper U/R kiln fiend decks we all know. Basically, Adeliz is a nice bonus with this deck but not at all necessary to win.



    IMO, wizards that only bring unblockability to the table are too bad in a build like this. We have so many excellent such effects in instants/sorceries anyway. Wingcrafter is the only exception because it's such a good 1-drop, and it doesn't have to tap to give its benefit to another creature.

    Crimson Wisps and Expedite are there for any creatures you top deck after t3. The deck aims to kill at t4 or possibly t5, though a t3 kill is possible (Kiln Fiend). If you have Kiln Fiend or Cyclops, chances are you won't even bother with playing Adeliz.

    I decided against the tap duals as I don't really need more fixing and I want speed. Wilds, expanse and barrens (and merchant scroll) all provide shuffling effects for Brainstorm.

    EDIT: Removed Merchant Scroll and Jilt that was just too cute. Then had to remove Electromancer too for not having enough inst/sorc with colorless in their costs. Put in drifter il-dal instead.

    EDIT2: Drifter il-Dal is bad, but that's beside the point. I've been toying around with the deck and noticed how it's different from UR Fiend in some fundamental ways.
    1) UR Fiend runs 4x Fiend and 4x Cyclops - only 8 creatures in a 60 card deck that respond favorably to vomiting spells and then giving double strike for the win. This deck *can* do that sometimes when the cards align, but more often it wants to amass a certain number of wizards to achieve the same effect. "Same" meaning that for each spell you cast, you want to bump the power on your board with 3, whether that comes from 1 Kiln Fiend/Cyclops, 1 sanguinary mage + adeliz or 2 non-prowess wizards and adeliz.
    2) Since you tend to have more creatures on the board than fiend and spread out the pump among them, double strike effects tend to be slightly worse. Overload effects and things that grant benefits to your entire team are correspondingly better.
    3) UR Fiend plays 4 Ponder, 4 Probe and 4 Preordain - some even run a few Serum Visions. They can afford to run fewer land as they rarely have a 1-drop, and can dig for their 3rd or even 2nd land. Our game plan is ideally to play wizards on turns 1-3 (or tap land on turn 1, and we might even drop adeliz on t4), leaving little room to dig. However, with lots of land, you risk mana flooding if you fizzle on your fundamental turn - from all those cantrip effects you used to pump your team. I think the solution is to play wizards like Sage of Epityr and Omenspeaker, while also running the red and blue lands that cycle for R and U respectively and at least 17 land.

    I'm gonna reflect on these insights and update my build later today Smile
    Posted in: Variant Commander
  • posted a message on Adeliz, the Cinder Wind
    Guys, this looks cool! I was thinking about doing Adeliz for Tiny Leaders, as I think it's the best option for pauper. I think it can be competitive even against full power TL decks if built right. I was thinking something along the lines of UR Delver. Any suggestions in particular?
    Posted in: Variant Commander
  • posted a message on Jalira, Master Polymorphist (WIP)
    Of all the new uncommon legendary creatures we've gotten lately, Jalira, Master Polymorphist was the one that really made me think about the pauper building restriction and how to circumvent it. Here's what I've come up with:

    First we need interesting things for Jalira to cheat into play. I believe these are our best options, and 4 is a reasonable number - that way you have extras in case the first gets destroyed, but realistically you won't be getting many more activations out of Jalira than that anyway in a game.



    OK, now comes the tricky part. We need a creature to sac to Jalira, which isn't Jalira and doesn't count as a creature while it's in our library. Otherwise, we risk activating Jalira and only get something puny in return. What options do we have?

    Token production: Pauper blue is not big on token production. Here's what I could find.


    The last three aren't really helpful. You need to make the token *before* you drop Jalira in order to get a decent game plan - token production that needs precise timing or cost as much as the big dudes we're trying to cheat into play prematurely aren't really interesting.

    The other option is "sleepers" such as these:


    Finally there's the option of borrowing opp's creature as fodder:
    Ray of Command

    So... basically I'm stumped. I can't find the card quality and consistency for this deck to do what I want it to do in pauper. Any suggestions?
    Posted in: Variant Commander
  • posted a message on [Multiple Card Discussion] Battlebond Partners for PDH
    Not exactly sure what you're idea is for PDH here Upkeep. If, say, Blaring Captain is the commander of the deck, the color identity is black, which means Blaring Recruiter is illegal for the deck. If I'm not mistaken, the same is true for all other combinations.

    Another question for this forum though: Now that we have so many legendary creatures available at uncommon rarity, is there really a need to diverge from standard EDH rules? I propose that PDH simply becomes EDH with an uncommon legendary commander and commons only cards in the 99. You can do a similar subset for Tiny Leaders, though there are fewer choices available.
    Posted in: Variant Commander
  • posted a message on Varolz, the Scar-Striped
    Strategy:
    *Get a bunch of cmc-0 creatures into my graveyard, by way of chumping (Ornithopter), playing for 0 (Endless One), or Dredging them away.
    *Use Winding Constrictor or Hardened Scales with Varolz to Scavenge at a rate of 2 or 3 +1/+1 counters for 0.


    I don't think this would actually work. From Varolz:

    Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)


    OK. So if we take Ornithopter, the mana cost is 0 and the card's power is 0. So with Varolz alone, you're paying 0 to exile Ornithopter and putting 0 counters on Varolz. Now what happens if we add Winding Constrictor to the mix?

    If one or more counters would be put on an artifact or creature you control, that many plus one of each of those kinds of counters are put on that permanent instead.

    If you would get one or more counters, you get that many plus one of each of those kinds of counters instead.


    Ornithopter does not fullfil the condition of adding one or more counters, since it adds 0 counters... What about Hardened Scales?

    If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.


    Same problem. AFAIK, the plan does not work.
    Posted in: Variant Commander
  • posted a message on [[Primer]] [PAUPER] Crushing Dreams on a Budget - Child of Alara (UPDATE 07-2018!)
    I think the updated primer is really nice, that said I do not see why the packages must be the same size. Some of the discussion seems to imply that they should NOT be the same size and while it might help simplify the initial description, that seems a bad reason to make the deck weaker.


    I agree with this, though I wouldn't exactly call Krosan Tusker (or any other options in the primer) weak cards. Cards like this are run in full power EDH decks with less support than we have, after all. The idea with equal size packages was to simplify deck building for new players while also trying to find more consensus among the best card choices for build variants. But I might have gone overboard.

    The Krosan Tusker/Reap and Sow is an example of this. The semantics are important here for us to determine what one thinks it's vital to be in core and each package.


    Though I'd like to hear from the other regulars as well, I'm thinking R&S + Aethermage should be in the core of the deck, bumping it up to 75 cards.

    It helps if each build would run roughly the same number of lands, fix and acceleration, so I'd try to keep the land packages FAIRLY similar. There can certainly be flexibility in slots though, like an option between Mycosynth Wellspring, Expedition Map or Commander's Sphere for a green source for instance.

    I think maybe we shouldn't look at a Combo vs. Control package, so much as a Brainspoil/Drake package of maybe 4-5 cards total. Picking this package will naturally limit your control card slots, making Angelic Purge a more likely pick for such a build, for instance. Are there other such synergistic packages that one might want to include - instead of or in addition to others? The only I can think of is the old Restorer combo.

    We need 1 green source in our first 9 cards, which is equivalent to 11 green sources in our 99-card deck. Mine has 16 counting all lands (12 if I don't count the 4 fetches) so I think I'm OK on this.


    That's not how the math works unfortunately, because cards aren't evenly distributed in your deck. You're looking at probabilities, and you can calculate them using a hypergeometric distribution calculator, such as this one:
    https://stattrek.com/online-calculator/hypergeometric.aspx

    If you input the numbers 99, 11, 9, 1, you will get the probability for getting 1 green source in your first 9 cards if you run 11 of them in a 99 card deck. The probability of 1 or more such sources is 67%. That means one games out of three, you won't have green on turn 3 with so few sources. With 20 sources, the number is 88% instead. In 60 card MtG deck building, the conventional wisdom is that you need 11-12 sources to consistently play a color on turn 1. The equivalent would be roughly 20 sources in EDH. And of course, you can't count green ramp/fix as a green source, since you need green to cast it (but you can certainly count it as a W or R source).
    Posted in: Variant Commander
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