Quote from metalevolence »Hunter's prowess is super high risk, high reward. It's super ridiculous in xenagos, god of revels, where both the cards and the trample are huge, but probably shouldn't be in anything that considers itself "competitive" because it's so clunky and easily disrupted
There's some decks where it's not easily disrupted, though, and that removes quite a bit of the high risk portion. I run it in Sigarda, Host of Herons where it's much, much harder to remove the creature after I cast it, and a friend runs it in his Dragonlord Dromoka where the same is true. Uril the Miststalker and Thrun, the Last Troll would probably also fall into the category where it's really safe. In those situations Hunter's Prowess, Hunter's Insight, and Soul's Majesty are all pretty gross.
Outside those four though I'd be fairly hesitant to run it.
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Hope to support necropotence cryptic command eternal witness grasp of fate and still intended to land it's red splash. So you make concessions and decide you don't need cryptic command or necro or w/e. As with most decks when your drawing your fetchlands your typically fine however running a large number of basics in these decks will give you many combinations of lands that do not allow you to cast your cards on time similar to Running too many colorless utility lands. If you think thier is not a drawback to playing any card you want and not paying attention to the colored costs at all your going to have issues. Even with fetchlands say your deck is skewed to have many blue cards but you draw a green black fetchland with a swamp and a Forest in your hand but you want to use enlighten tutor turn 1 to fetch sol ring. You now hav to choose between possibly top decking blue spells and being unable to cast them and not casting your enlighten tutor. With enough fixing you will often be fine and it very much depends on your splash but you will run into issues trying to support a a massive variation of different colors he deeper you go into each. Now if your 5 color deck has very few multi same colored cards it gets easier. So while some builds can indeed run perfectly fine and the benefits can outweigh the cons this is not always true. That being said I don't think non basic land hate is that much of an issue and in many of my 3 color decks I don't play around it depending on the hand if I have a counterspell up I want usea and watery grave and volc island not island, in fact playing around blood moon seems bad when I just played opened myself to other hate I find scarier like strip mine. I don't think the mana bases are much different than 3 color mana bases in this format all the same lands are the best lands. If your mono color you run cards like back to basics because they are good if they fit your strategy. As with most things in Magic the answer is "it depends" and whether or not you should use a 3 color or 4 color commander from a optimization stand point will vary from deck to deck based on your goal. At he end of the day I don't think you avoid playing extra colors because ruination I think if you avoid them it's because the commander is not as good or the strain on your mana base is not worth what the splash brings to your deck or a combination of both. Either way the same decks should be using blood moon and friends and I don't think blood moon being a thing is the reason you choose not to play a 4/5c deck.
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