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Well, you never really state what you want to do with this deck, so I said all I had to say on the one piece of information about it you provided - that this is a Dimir control deck.
I have no idea how you want to win; if you know what UB decks in the meta are doing and if you want to go "against the grain"; how do you want to approach the different threats other decks present; how do you stay ahead when you have only 1 for 1 answers and no ways to generate card advantage, etc.
Give me something to work with and I can give you some concrete advice.
June 25, 2018 11:35 a.m.
I notice counterspell and a few removal spells, but almost nothing about this deck really controls the opponent? The wincons are weird - small creatures that are unblockable and get pumped by a bonesplitter. This is highly ineffective wincon for a control deck. You have no means to protect them (besides counterspell) and no means of hitting really hard with them, so they take several turns to win you the game.
Then, there are the weird misery charm, bump in the night inclusion which have nothing to do with control.
TLDR: This is not a control deck, but a bad tempo deck. My opinion is you need to retool the whole deck.
June 25, 2018 6:43 a.m.
Well, you lack the second combo piece of the puzzle.
The 1 mana dude is not worth the investment at all, while the combo piece is 5 mana 4/4 that is almost vanilla. Even if the other piece of the puzzle existed, it would too expensive mana-wise to play.
June 25, 2018 6:32 a.m.
"They are almost universally despised among all mtg players." - where do you get that from? Sure, they were unpopular, because WOTC had no idea what to do with them as a set, but M19 is looking full of fresh ideas.
"I have never once met a person who was genuinely excited for a core set in any way remotely closely resembling the same level of hype that any normal set offers." - sure, but that is not their point at all. If they outshine the non-core sets, they will fail in their purpose to a baseline set. If your average enffranchized player is too excited for them, it makes them less appealing to newer players.
TLDR - If you do not like the set, it is probably not for you. But I imagine you will get M19 singles for your Standard and Modern decks, right?
June 25, 2018 6:12 a.m.
I am looking to pickup a third commander deck. I have nekusar as a combo-ish deck, saskia as a aggro-ish deck and now I want a control-ish deck. I had a wizard tribal Zegana, but she is just awful at closing out the game.
I am currently eyeing Muldrotha, but I will wait for the commander decks for this year to come out before finally settling.
In other news, M19 will be the first coreset prerelease I will attend.
June 21, 2018 10:09 a.m.
If you want to go the combo route - t1 paly Mountain, exile Simian Spirit Guide, cast Ravenous Bloodseeker. Turn 2, cast Assault Strobe on it and attack, discarding 5 cards to deal 22 damage. Oops, bloodseeker gets +2-2, ignore this.
June 21, 2018 8:56 a.m.
Combat damage is dealt at the same time (beginning of damage step), so there will 1 instance of 6 damage directed at one of the dinos. The other dino will modify that to 1 damage.
June 21, 2018 8:37 a.m.
@ALX - I am sorry for commenting off topic, but I hope the discussion of general combo theory has been useful.
Altar of the Brood is better for the combo kill, as it can be played turn 1, 2,3 or 4 and still allow you to combo off on turn 5. With extra mana you freee up this way, you can even play some acceleration or card filtering to play it/find it faster. Additionally, you can use Ancient Stirrings to find 2 pieces of the combo (or a land for the turn).
Assault Formation is the better idea though, as it adds redundancy - you can play more walls like Overgrown Battlement and Axebane Guardian and Wall of Roots that help you accelerate into the combo, while providing a sac target for Blasting Station. Furthermore, simply attacking via Assault Formation with your walls can be a victory condition if you cannot find your combo. Additionally, you will be mono green, which is easier on the wallet and makes your mana better.
June 21, 2018 7:30 a.m.
Catalog9000, my quote was "Sans accelearation, it is impossible to have 12 total mana any sooner than turn 5." - though I am glad you describe ways to ramp up. They change the simple math completely.
For example, if in OPs combo you played a birds of paradise, you would have 3 total extra mana over turns 2-4, meaning you would have the necessary 13 mana on turn 4 instead of 5 - a turn 1 mana dork accelerates the combo by a whole turn.
Additionally, the problem with mana acceleration is that changes the requirements of your combo. In order for OPs combo to work with a turn 1 mana dork he needs to draw 1/4 birds in his deck in his opening 7, which is a taller order compared to simply drawing 5 lands over 5 turns.
June 21, 2018 7:11 a.m.
"and I have even cast-by-=sacrificing 2 copies from my hand to finish games" - what do you mean by that?
"Thunderous Wrath is amazing if you draw it and have mana -- it's absolutely and 100% terrible to have in hand. I did play with this for a while and, in my experience, it is exceptionally inferior to Fireblast." - it is amazing when you draw it and you have the mana - so, every turn after the first? Additionally, when you admit to hardcasting the fireblasts, how is hardcasting the TW not better?
June 21, 2018 3:07 a.m.
5 lands, without any accelaration, are the same as 12 mana. Sans accelearation, it is impossible to have 12 total mana any sooner than turn 5.
I also explained why it matters - anything outside the mana&cards for your combo is what you use to dig for it or accelarate it or interact with the opponent. In general, the more mana&cards you have left over for that, the better the combo.
June 20, 2018 11:20 a.m.
420Liliana69, 12 mana is far from deceptive. Requiring 4 cards and 13 mana at the least means you can never naturally combo off before turn 5. How mana works with a land drop every turn:
1->3->6->10->15 total mana available at each of turns 1-5.
7->8->9->10->11 total cards drawn at each of turns 1-5.
This means this combo takes 9/11 cards drawn by turn 5 and 13/15 all of your available mana. This leaves next to 0 opportunities to tutor for pieces or interact with the opponent since you have only 2 cards and 2 mana to dedicate to non-combo.
Compare that to something like Restoration Angel + Kiki-Jiki, Mirror Breaker. It requires 2 cards and 9 mana by turn 5. Since half of the combo can be played at instant speed and none of the combo can be played at turns 1-3, you are looking at interactions/deck digging only in turns 1-3, coupled with the possibility to delay the combo as much as you want, making this a very good combo, in terms of resource requirements.
June 20, 2018 10:48 a.m.
Not to mention that you need an additional creature to sac to the first activation of Station in order to start the combo, so the combo requires 4 cards and more than 12 mana, which is a lot.
June 20, 2018 10:01 a.m.
Lets look at the trade off - you have a land base that makes it easier to lose versus fast aggro/burn decks, but gain a 2 mana 5 damage spell on t3. I am not a fan of doing that for just tribal flames. Add in some Wild Nacatl and some Might of Alara and we can talk. Adding 2 more colors for not a lot of gain does not make a better deck.
June 20, 2018 8:15 a.m.
Ontario, Maro has since said that a return to Tarkir is likely, as the plane itself was well-liked, despite Dragons being less successful in market research than Khans. But most of that can be attributed to the fact that Khans was the first set of a block, while Dragons was the third (in fact, the last third set ever).
While I do not know how exactly the SB started (I too think this is a good topic for a PR article), it is the opposite of cheating - SBs allow play to be normalized. Every deck has good matchups and bad matchups.
For example, mono red aggro is traditionally good vs control decks, becuase its threats are faster than a control decks responses. However, with sideboarding, a control deck can bring answers like Murderous Cut that play well versus aggro decks, but not others. Similarly, an aggro deck in game 2 will bring in slower but more resilient threats like Chandra's Phoenix to be able to grind through a control deck's removal. This helps to alliviate archetype mismatches.
Heck, even in Limited a card like Pierce the Sky is not a good card to start in your main deck in Dominaria Limited. However, it is a great card to bring in the deck if your opponent is blue/White, which normally have a lot of fliers.
SBs allow for varied gameplay and are vital part of deck construction.
June 20, 2018 7:48 a.m.
I think it is wrong to define something by what it lacks, rather than what it has. There is no specific name for those, because they are so rarely explored, it is not worth it. Prior to the commander decks, the only precendents were the nephilim.
TLDR: There is nothing on this.
June 20, 2018 7:32 a.m.
Not to mention, changes in rarity. Mortician Beetle was originally printed as rare, but its reprint is at common. Additionally, the requirements for the rarity of something move. Planeswalkers started as rare, but the moment mythic started existing, they were upshifted to mythic. Cards with multiple printings usually have multiple rarities. Lightning Bolt is either a common or an uncommon, depending on the set.
Power level is also not a consideration. Why is Rampant Growth a common, but Thunderherd Migration strictly worse and uncommon? Additionally, power level is deceptive - Ancient Stirrings is a powerful common from zendikar block that commands a 5 dolar price tag, just because it sees play in 1 modern deck, despite not doing much on the surface.
Price is highly subjective too. Force of Will was originally an uncommon and used to be in the triple digits until it was reprinted as a mythic.
June 19, 2018 9:40 a.m.
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