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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
( can be paid with either or 2 life.)
Target creature gets +2/+2 until end of turn.
2 days ago
Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.
If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.
- (They may all get shuffled in, I'm not sure.)
Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.
Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.
Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.
We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.
But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.
Redundancy is how you win games.
4 weeks ago
some other stuff I noticed:
Fynn does not scale with pumping.
Mutagenic Growth is likely better than ruthless instincts.
I would focus more on pumping your creatures and protecting them from removal than just playing creatures on curve. a 2/4 for 4 is not very good in modern. a blighted agent + Scale Up with countermagic up is quite good. you're playing red only for temur charm, lightning bolt, lightning strike. i would look into going straight blue/green and replacing some of the red cards with Spell Pierce, Apostle's Blessing or Flusterstorm.
also - replacing natures claim with Gemrazer could be pretty spicy. the mutated creature keeps infect.
2 months ago
Nice deck design! This covers some ground most of these pauper faerie decks don't, which is great to see.
Diabolic Edict seems pretty weak since it can't target, maybe replace it with another Go for the Throat? Artifact decks aren't super popular at the moment so the ability to target seems a lot more powerful to me.
Echoing Decay is really a sideboard card, since it's main use is for matchups against decks that make a lot of tokens. In your main deck, it often ends up hitting only 1-2 creatures, which isn't that powerful.
What do you think of those cards?
2 months ago
This link here is an example of what current modern infect decks look like. Specifically, the deck aims to win the game as fast as possible, ideally on turns 2 or 3. The deck doesn't want the game to go long because that will most-certainly mean defeat.
Added to the above, even non-aggressive modern decks still generally don't want to be playing more than 3-4 cards costing 4-mana, with nothing above this cost (you've got a whopping 20 cards costing 4-or-more, which will cause your deck to be miserably slow). Modern infect decks typcically don't want to play anything costing more than 2-mana (Though some more recent decks have been playing Phyrexian Crusader to help versus some matchups).
So, firstly I'd strongly suggest ditching all your slow and sluggish cards - all of Core Prowler, Evolution Sage, Vorinclex, Monstrous Raider, Ajani, Sleeper Agent, Tamiyo, Compleated Sage, and Fuel for the Cause, Brokers Ascendancy, Hadana's Climb Flip, Inexorable Tide, and Oath of Teferi. All of these cards are faaaar too slow and will just give your opponent too much time to get a stable boardstate and lock you out of the game. I would also suggest ditching Unbounded Potential, just because it's a weak spell, and adding a 3rd colour just needlessly complicates what you're doing given your awkward landbase (if you play just 2 colours you can probably just run basics and not slow yourself down running taplands).
Cards to consider adding in include Become Immense, Vines of Vastwood, Mutagenic Growth, Might of Old Krosa, Blossoming Defense, Distortion Strike, Scale Up, and Rancor. When playtesting your deck, you want to be aiming to reliably deal 10 infect within the first 2-3 turns.
2 months ago
So I’ve played allot of budget blitz and this is how’d I build it on a budget
This will give you a really fast, consistent deck that’ll win you games. It definitely has the power to take down fnm with some good draws. Without fast/shock lands playing 2 colors is just to risky for an agro deck.
Everything is in the $5 budget, Manamorphose and soul scar are borderline but they’re just such a solid cards.
I hope it does well for you! If you decide to stick with your list, I’d definitely add dart, Darcy, tarfire and light up the stage. It’ll increase the overall power level considerably
2 months ago
i think your current creature selection require far too much mana to be useful. Ideally in a prowess deck you want to be as-low-to-the-ground as possible, so you can apply pressure early and secure a fast win. I’d suggest ditching all your creatures that cost 3-or-more mana. Replacements to consider include Monastery Swiftspear, Soul-Scar Mage and Sprite Dragon. If you’re able to afford Manamorphose, then Stormwing Entity becomes a good pick also. You probably only want your creature count to be around 18-19.
I don’t know why Unstable Mutation is here.
For some more useful spells, i’d suggest Gut Shot, Lava Dart, Lightning Bolt, and Mutagenic Growth. I’d advise on not using cards like Counterspell, as they generally don’t help your creatures get anywhere useful (its a potential sideboard card).
4 months ago
I think you could still benefit from Kiln Fiend in this deck. I would definitely play it over Jhessian Thief, since the mana cost and the "prowess" potential is more powerful. It would also make Of One Mind much easier to cast.
While not free, Lava Dart triggers prowess twice and deals damage anywhere.
Faithless Looting is an excellent card draw spell that will be much more reliable than Of One Mind.
Temur Battle Rage will definitely speed up your clock massively.
I would think about cutting back to 2 copies of Izzet Charm, Removing all the Flame Slashes and Of One Minds as well as the Cartouches and Clouts. If you bring your mana curve down, you could also shave 1-2 lands.
If you do cut lands, you might want to replace Boilerworks with basics or something like Volatile Fjord. This will make opening hands with 1 land easier to keep.
4 months ago
I have a feeling that making Monastery Swiftspear Pauper legal is going to be a regrettable decision a few months from now. That card is way too strong to be a common!