|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Common|
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Creature — Wolf
Young Wolf Discussion
1 week ago
1 month ago
So I was able to visit my LGS earlier this evening and get 2 packs, this is what I got (you would be interested in this DiverDown):
Overall opening this pack was pretty cool. It was suspenseful too since I didn't know what most of the cards were (I did recognize a few by art).
2 months ago
Corpsejack Menace needs to come out of the Maybeboard into the Mainboard ASAP. It's one of the most powerful combo pieces there is with Ghave . It's right up there with Cathars' Crusade and Champion of Lambholt . That good.
This deck is really well done. :-)
2 months ago
2 months ago
I adore the Simic.
Side note, why does gruul have a sum total of ONE rare spoiled? All the other guilds have four or five (most of them, five)!
3 months ago
704.5q If a permanent has both a +1/+1 counter and a -1/-1 counter on it, N +1/+1 and N -1/-1 counters are removed from it, where N is the smaller of the number of +1/+1 and -1/-1 counters on it.
704.5f If a creature has toughness 0 or less, it’s put into its owner’s graveyard. Regeneration can’t replace this event.
These are state-based actions - all of these (there a lot more) happen at the same time and happen any time a player would receive priority, ie after a spell's resolution. Normally, it does not matter that a creature a creature has both types of counters at the same time. However:
704.7. If a state-based action results in a permanent leaving the battlefield at the same time other state-based actions were performed, that permanent’s last known information is derived from the game state before any of those state-based actions were performed. Example: You control Young Wolf, a 1/1 creature with undying, and it has a +1/+1 counter on it. A spell puts three -1/-1 counters on Young Wolf. Before state-based actions are performed, Young Wolf has one +1/+1 counter and three -1/-1 counters on it. After state-based actions are performed, Young Wolf is in the graveyard. When it was last on the battlefield, it had a +1/+1 counter on it, so undying will not trigger.
4 months ago
Young Wolf, Nihil Spellbomb, Ugin's Nexus, Midnight Reaper, Filigree Familiar, Glistening Oil, No Rest for the Wicked, Aspect of Mongoose, and Grim Haruspex are all decent cards for this deck, and work well with the Bros and the rest!
4 months ago
This is a good start. I feel like you are starting to look at cards the right way- assessing how to balance their disruptiveness and value, but the deck still feels a little unfocussed.
Lets look at a core concept in magic- card advantage- and build to that.
There are enablers; cards that don't do things on their own (lands, ramp spells, combo pieces, most 1/1s, etc). Proactive cards that are very good when your play them on their own (kitchen finks type stuff, planeswalkers) Reactive cards that are good at trading 1-for-1 with proactive cards (mana leak, fatal push), Card advantage spells (things that mean you effectively have more cards played, even if they don't always read 'draw a card'.)
If you have more relavant answers than your opponent has proactive cards, then they'll mostly find it difficult to hit you. If you have more playable proactive cards than your opponent you'll probably be able to race them. If you have cards that slot into multiple categories in useful ways, you have virtual card advantage, and can pick the appropriate approach for the particular matchup. These are the core concepts that you need to build midrange.
Lets look at what your deck wants to do. A build around Demonlord of Ashmouth and Demon of Catastrophes, with enablers in the form of small creatures and ramp spells, and a few spot answers with light card advantage tools to clear the way. You're prepared to give up cards to demonlord of ashmouth or demon of catastrophies to have a big threat hitting your opponent. This is a really good start that the rest of your deck should build to support. A big threat that goes over aggro and fights through answers.
So general principals- you want enough card advantage to offset your enablers, or to make those enablers useful in other ways. You want enablers that also help you race down other decks with big flying demons. And you want tools to protect those demons.
Budget lists can't afford the 'universally good' stuff, like Collective Brutality or Cryptic Command, so you need to look at larger groups of teir 2 cards with good synergy and large print runs, preferably with deckbuilding restrictions that cut the price further. So lets cover some general options, explain the why, and then leave you to find things to fill out the list.
You want things that make small creatures and make these big things easier to cast. Llanowar Elves(price listing on this is busted) and Elves of Deep Shadow will let you cut the land count some- and they'll let you slam a big demon earlier whilst providing a body to sacrifice. Turn 1 extra mana is strong enough for people to spend their lightning bolt on it- and thats one more thing not pointed at the threats.
While Sylvan Caryatid is a great card, spending an extra mana to 'blank' a removal spell with hexproof is less relevant when your big stuff doesn't also blank removal, and likely isn't worth the extra mana (its great when your threats are stuff like enchantments or combos which are hard to disrupt).
Scavenging Ooze should be maindeck- its a graveyard meta, and its a decent body that likes you sacrificing creatures, lifegain is relevant, and even against decks that play no creatures it hits their snapcaster targets. Its both a threat and an answer. Cards that give you lots of options are good.
Cards that let you play with +1/+1 and -1/-1 counters are good in sacrifice lists- much like Gavony Township makes Kitchen Finks nigh-unkillable, Cauldron Haze and cards like Exemplar of Strength or Hapatra's Mark/Heartmender/Nest of Scarabs with Young Wolf and Safehold Elite or Black Sun's Zenith can really put in work. You just need to be sure to pick cards that all work well together. While individually they are worse than high value cards, as a group they can outperform- and most importantly, choose them to be versatile.
A card that gives an aggressive and defensive option is perfect for midrange. When building the spine of your deck, look for groups like this to fill it out. Having interseting choices makes the game fun.
Most of all, playtest, and have fun playing. Because thats how you get a top-notch deck. I'd take a look at Rite of Belzenlok decks in standard right now, they showcase a lot of the tools you'll be looking for, and its a good card for the archetype (even if its a little slow).
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