Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Destroy target creature with flying.
2 weeks ago
What you just said is not relevant. Just because you’ve been playing the game for a long time doesn’t mean you understand everything about it.
The guy who taught me the game has been playing far longer than I have. However he is still stuck in kitchen table magic. He plays Plummet in his green decks because he’s scared of fliers, and STILL hasn’t learned a better way to deal with them.
My point is, just because you’ve been around for awhile does not make you any more of an authority to the game, nor does it mean your opinion holds any weight.
4 months ago
First of all, welcome to the club, trueblue102231!
I saw your help request thread, and as others have mentioned, you have a lot of single copies of cards. You also have 63 cards in here. These two factors together will dilute your deck and make it harder to get the cards you need when you need them.
Right now, this deck can go in one of two directions, either EDH/Commander or a constructed 60 cards deck. I don't know how much you know about the different formats, so if you see something here you already know, go ahead and skip it.
Commander, also known as EDH, is a format where each deck has exactly 100 cards, and you can have only one copy of any given card on the deck, aside from the basic lands Plains, Island, Swamp, Mountain, Forest, and Wastes. You choose a legendary creature to be the commander, and you can't have any cards with a mana symbol that doesn't appear or the commander. As an example, if you use Grumgully, the Generous as your commander, the deck can't have any , , or symbols in the deck.
Commander is a more casual format, usually played in four-person groups, and can fit any budget. It's one of the most popular "meet and play" formats. As long as all the decks in the group are at about the same power level, you'll be able to find a good match almost anywhere.
For a 60-card constructed format, you're going to want to focus this some more. Pick the cards you want to use the most and get 4 copies of each. You've got a couple of Lightning Bolts and a full set of Kird Ape, so that's a good place to start. Getting down to 60 cards is important, since each card above 60 is a card that's not the best option in a given scenario.
Some of the cards here are too conditional or restricted to be really useful. Plummet has a very limited range of targets, Graypelt Hunter doesn't have any support in this deck, and Woodland Druid is outclassed by other cards, for three examples. If it doesn't see regular use, it's probably safe to take out.
Constructed casual is a good place to start. Competitive formats range from a couple hundred USD for Standard through around $1,000 for Modern to $10,000+ for Legacy, so if you're sticking to a budget, stay with casual--there's no shame in that.
Whichever format you choose, focus your deck around how you want to win. Every card in your deck should be directed to helping you win or stopping your opponent from winning, and is a very fast, aggressive color combination. If you look for creatures with abilities like haste and trample, and spells and effects that deal damage and make your creatures more powerful, you can overrun your opponent quickly.
Above all, have fun!
4 months ago
Yeah as said above, post a deck link up so we have something readable to work with, the text-wall is pretty impossible to review.
From loosely trying to decipher what’s here 3 things stick out:
too many cards run as 1-ofs. As mentioned above, most cards in a deck should probably be playsets to have any kind of consistency and deck cohesion.
it’s really hard to tell, but my gut tells me you’re running too few lands, and/or are running too high a mana curve.
there’re some obvious cards here that are bad and should be replaced. Plummet has no place in any deck ever, and there appears to be a bunch of cards that you just don’t have support for - like running Amulet of Vigor with mostly basic lands.
But, get a link to the list posted up and that will let people actually be able to read it, and give you more in-depth advice.
7 months ago
MuricanSheepdog Np, just trying to help out someone starting. The main things to focus on are the cards with effects that won't help towards the main strategy. Some cards to replace would be, CREATURES: Arborea Pegasus, Dire Wolf Prowler, Elturgard Ranger, Hill Giant Herdgorger (The problem with him is that even though it does get you 3 life, for 6 mana and a creature with no other abilities is a bit too much mana to cast compared to some others cards that can gain life), Planar Ally (not sure how much you want dungeon crawling to play into the deck, but with most of these cards, you could honestly build another deck centered around it instead of putting it into this deck), INSTANTS: You Hear Something on Watch, Plummet, Repel the Vile(even if these are removal for cards, some other cards do what they do better and are still less than a dollar in price), SORCERIES: Compelled Duel, ARTIFACTS: Delver's Torch,Treasure Chest(This may seem like a really good card, but for 3 to cast and 4 to activate, making it essentially 7 mana to either gain 3 life and draw 3 cards, or lose 2 mana in total, the card seems like it has more of a chance to whiff rather than help in its effect,((don't worry, I would have fallen for that too))). Since you said your struggling to get mana, some "ramp" I would put in the deck would be Rampant Growth, Reclaim the Wastes, Roiling Regrowth, and Crop Rotation. Those should get you lands out quickly to play your commander sooner. Some artifacts I would also put in would be Commander's Sphere, Sol Ring, Moonsilver Key (this can search out Sol Ring from your deck), Moss Diamond, and Marble Diamond. Those are the ones off of the top of my head. Sorry if it's a bit long, I didn't want to make it 2 comments. If you still have any questions, feel free to ask away again, and I'll be happy to help out. :]
8 months ago
Create X green 1/1 Saproling creature tokens. Then, choose one or more (each mode must target a different creature, and choose each mode only once):
- Put a +1/+1 counter and a reach counter on a Saproling you control.
- Put a deathtouch counter on a Saproling you control.
- Put a lifelink counter on a Saproling you control.
- Put four +1/+1 counters on a Saproling you control.
Then, if at least eight counters were distributed this way, draw a card.
Improve Plummet in a way that makes it standard playable without breaking it or making it an auto-include!
1 year ago
1 year ago
The problem with Everflowing Chalice is that the mana is not green, and you have a lot of creatures. You might look at reducing some of them or some of the chalices - 4 might be too many, although it wouldn't be bad if you're focusing on Animation Module & the Champion. I think I would drop Courage in Crisis for something like Plummet or Vines of Vastwood or Naturalize or Beast Within.
1 year ago
you should be up front with "all" the information you have on the life gain deck from the start, rather than waiting for people to offer advice and then revealing more informtion that negates that advice.
TriusMalarky had no way of knowing the lifegain deck had fliers.
RNR_Gaming had no way of knowing the lifegain deck used +1/+1 counters.