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Kynaios1 - Group Insanity Hug

Commander / EDH Casual Group Hug RGWU

zamiero


Kynaios and Tiro of Meletis may be a method to learn exactly how to pluck the strings of politics in multiplayer... Plus I get to test out the effect of so many Curses!

Exactly how much incentive do I need to give someone to avoid attacking me?

I may have an answer after playing the deck since Fall 2017. Enclosed is a reminder of what generally tends to prevent attacks (strongest disincentive listed first):

1- Losing an important creature to blocks

2- Not connecting for damage (was blocked but attacker didn't die)

3- Paying a cost to attack me

Costs are consistent in deterring attacks against me in the early game. Mid-game they works most of the time. Late-game they are wildly inconsistent.

4- When opponent suspects I am holding anti-attacker removal or instant-speed blocks that cause them to lose an important creature

5- Gaining resources by attacking someone else (cards, Coveted Jewel, The Monarch, mana, creatures, etc...)

6- Chaos Wand is available hahaha!!! See the comments for full documentation of how to get the most consistent results from this hilarious card.

Please note that giving me resources by attacking me is often NOT a consistent deterrent (Ever-Watching Threshold, Kazuul, Tyrant of the Cliffs sometimes)

Suggestions

Updates Add

Also since we had a brief discussion about Chaos Wand I wanted to share the ideal TIMING and TARGETS of when I will activate it for maximum probability of value. More for organizing my own thought process instead of anything else.

This list is in order of prioritization ("A" is highest priority):

A- Removal Spell on the stack

A1- (Blue player for counterspell/draw)
A2- (Green player for hexproof/draw)
A3- (White player for indestructible)
A4- (Red player for retarget/copy)

B- After Declare Attackers, but before Blockers are declared

B1- (Black player for creature removal/tutors/draw)
B2- (White player for exile-based removal, or making my blockers indestructible)

C- End of turn when opponent has a devastating artifact or enchantment in play

C1- (White player for exile-based removal)
C2- (Green player for removal)

D- Ability on the stack

D1- (Blue player for counterspell/draw)
D2- (Green player for hexproof/draw)
D3- (Whatever deck/colors that has shown it plays spells that neutralize that ability)

E- Opponent casting an instant spell to protect their cards

E1- (Blue player for counterspell/draw)
E2- (Same priority list as "B" or "C" depending on what the opponent is trying to protect - find more removal to resolve before their protection spell)

F- Opponent is casting something game-winning

F1- (Blue player for counterspell/draw)
F2- (Red player for copy spell)

G- Find a specific spell a player is known to favor

G1- (HowarD) Volcanic Offering, Burn Away
G2- (James) Deflecting Palm, Boros Charm
G3- (Justin) Heroic Intervention
G4- (everyone) All is Dust

** I find it better to target the deck that has a LOWER quantity of instant/sorcery so the results are more predictable.

** Notice how NONE of these are to advance my own board state - wand is too inconsistent for that.

** Ideally the player targeted should be able to provide instant/sorcery value even if I don't find the intended spell with the Wand (card draw, land ramp, or removal spells).

https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=447365&fbclid=IwAR13A1RRJ0v5e0dATs-TLbZdNFa1Qmo5BshZLSCmvc3gTcnMKTZSBkEH9RU

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Date added 6 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

46 - 0 Rares

17 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 4.08
Tokens Angel 3/3 W, Beast 3/3 G, Copy Clone, Elemental 5/5 RG, Gold, Ogre 3/3 R, Pegasus 1/1 W, Spirit 1/1 C
Folders Failed Attempts
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