Let me know when this is updated. I know we made some changes to it that I don't see here.
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Yeah, part of the reason I finally started sitting down to build this, lol
Hey! This looks like a great start and I'd be excited to see it play. A few things I notice even before seeing it on the battlefield are: 1. Your mana curve is too high/land count is too low. Most game of commander will only go to turn 12 or so, meaning that you don't have all that many turns where playing 5+ drops is even possible, much less advisable. Often times it can be better to play two three mana cards with 6 mana than one six mana card. Similarly, I would recommend something like 38-40 lands in a normal mana curve deck. With this as heavy as it is, I think youre going to struggle with so few lands. 2. The deck feels unfocused; like its trying to do too many things at once. Both your commanders do token things, but you have very few token generators in the deck. You have a few cards that make tormod work, but then you also seem to have some cards that add +1/+1 counters, and still others that seem to fit in a kind of "graveyard matters" combo deck. Because you're doing so many of these things, you will inevitably wind up doing none of them well. Try and figure out the one or two things your deck is trying to do and if cards don't fit in that game plan, look to cut them. Hope this helps! If you have any questions or want any additional help, PLEASE text me whenever or message me in the discord.
Seems like a good start! Biggest piece of advice I notice quickly is you have a lot of non-planeswalker cards designed to give you access to toolbox effects like lifegain, mill, and extra mana. I would look to try and cut those for planeswalkers that have similar effects. That will increase the overall synergy within your deck. Ignite the Beacons can be a good way of gaining access to these tools. Id also look to drop some of the least effective high cost cards and replace them with cheaper cards. You have a lot of 5 and 6 drops that I think will serve you better as more effective/faster cards. Lastly, there are a couple superfriends staples I dont notice. Oath of Teferi, Doubling Season, Pir/Toothy, Winding Constrictor to name a few.
You misunderstand. This account, aikinsh, is mine. IRL I go by Howie. Jcoux and JBFCrasher are IRL friends of mine. The comment youre talking about was posted by JBFCrasher on behalf of both of us on one of JCoux's decks.
? No I don't.... Howie uses the name aikinsh.... jcoux, JBFCrasher and I are all part of the same in-person play group. We've just been creating decks together using this site.
Thanks for looking out for me, my dude, but its copesetic. We built it together in person.
Yeah, its a buddy of mine. We build decks together at my house sometimes, and he just wanted a copy of the deck we built for him on his account. His handle is JBFCrasher I think.
Hey, this is Howie. If you follow me, it'll make it easier for me to share deck ideas and such with you!
any recommendations?
How's this for a first draft?
here's the first draft
This seems like a fun idea, i've been thinking about brewing up around this guy for a while.Notion Thief seems super good in this. So do Brallin (the red skyshark rider guy from the new commander set), Sire of Insanity, Rielle the everwise, and Surly Badgersaur (basically Waste Not on a dude)
Detection Tower and Lotus Field might be good adds?
This seems like a fun idea. I love weird deck restrictions like this. Quick question, though, how do you get Field of the Dead to Trigger?
oh, yeah dope
I might also look to cut fabled heros. They are too slow to come out (with no ramp they are coming down on turn three with no mana up for protection, can't swing until turn four, not a deadly swing til turn five or six.) Icon feels slow for the same reasons.It might be worth looking at Hero of the Pride if you have a lot of extra creatures. Also comes down a turn sooner.
You can use God's willing and/or center soul to give it unlockable (kind of, pro color stops blockers of that color), but that leaves you open to be removed. Hence the suggestions of more defensive spells. Also maybe try aqueous form?
Seems like you're running low on spells that actually trigger your heroic.... I only see Gods Willing, which is usually best used defensively, Launch the fleet (hard to use well) and Hidden Strings (super cool idea). Consider Dive Downs and/or Center Soul? having more deffensive tools lets you use the gods willings more offensively, without leaving yourself open. Center Soul is particularly cool because it can be used defensively either on your turn or your opponent's, but then rebound gives you another heroic trigger and an offensive use on your next turn, while allowing you to use the mana to develop other things or hold up protection
Literally starting building it when I saw the spoiler this morning lol
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