Help For Admiral commander
Posted on June 19, 2019, 2:15 p.m. by GhostMajor
Need help building a Zombie/Revival/Theft/Pirate Tribal deck.
Deck link - (All the cards i own) Davy Jones Pt.2
Please feel free to leave comments underneath deck or here. New at commander, any help building would be grateful.
Dude no one's gonna want to help you narrow down that many cards
June 19, 2019 2:21 p.m.
Figured not, worth a shot though. i have no clue where to start really... i always add to much high mana, or not enough strong cards, or something goes wrong every time.
June 19, 2019 2:30 p.m.
GhostMajor first, ask yourself what kind of deck you want. Pirates + Theft, for example will help you cut out the unnecessary cards. I think you're just trying to do too much, Zombies and Pirates, for example, are two completely different tribes with wildy different archetypes. Try and decide what direction you want to take, and make up your 100 from that. You want about 34-36 land, which leaves you roughly 64 spells. When you have narrowed it down to 100, Id be more than happy to help out
June 19, 2019 2:43 p.m.
I suggest you move all your cards to the "deck" list too instead of the sideboard. That way it gets separated by card type and is easier to parse.
June 19, 2019 2:44 p.m.
Chriss, Thanks. ill narrow it down for sure, 300+ is ridiculous.
Nemesis, i tried to avoid it to slowly add cards from suggestions. But i do agree it helps organize them. Ill go ahead an switch them over to the main. Thanks.
June 19, 2019 3:24 p.m.
shuffle it into 3 equal piles, and throw 2 in the trash. Problem solved!
But agreeing with Chris, scrap the zombies and focus you gameplan. It will help trim cards down and will make the deck function as you intend it to, instead of drawing one half of your synergy and the other half that has nothing to do with it.
June 19, 2019 3:32 p.m. Edited.
Boy, what a mess. Where to start? Here'a template to use: 10 card draw spells/effects; 10 mana ramp spells/effects (rocks are the best), 5 single target removal spells, and 5 board wipes. That's a start, at least.
From there, pick a path for your deck and cut anything that doesn't lead t the end goal, or doesn't draw or ramp.
Instants: cut out anything that isn't targeted removal or a counterspell for the time being. Try to pull your single-target removal from here, and pick 5 really good ones.
Sorceries: board wipes can come from here. Black offers great wipes, like Damnation , Toxic Deluge , or even Plague Wind and In Garruk's Wake . Blue has fun stuff like AEtherspouts , AEtherize , and the granddaddy of them all, Cyclonic Rift . Pick a few more that go with your theme and are decent, and call it good there.
Enchantments: you can find great card draw spells here. Greed , Arguel's Blood Fast Flip, Rhystic Study , and others. Find some, put em in, and then decide what you want to go along with the theme of your deck. A single enchantment that makes a single creature unblockable isn't going to be as helpful as you think. There are equipment cards that work better because they can be moved around and have more utility. Prison style enchantments like Capture Sphere aren't going to be that great, either. Removal is better. Scrap all those.
Artifacts: start with 10 mana rocks.
That's a start. Cut the crap out of that list, then give a better description of what you want the deck to do, and we can all help from there.
June 19, 2019 4:25 p.m.
Thanks for the advice guys. IDK how to tag, fairly new. working on it as we speak. Appreciate it all. Great card suggestions btw.
June 19, 2019 4:42 p.m.
bushido_man96 Thanks for the advice, im down 100 cards now. Gets tougher and tougher the more i dwindle down.