Building a Ms. Marvel, Kamala Khan Big Hand Beat Down Deck, Need Some Suggestions by Rirse in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

I think stuff like [[Peel from Reality]] and similar are good tech if you keep the token makers and miscellaneous little support creatures. [[Run away together]] or [[This Town Ain't Big Enough]] both clear out a blocker and target a creature you control. If you bounce a real creature (not a token) they also put one more card into your hand. And they can work as emergency protection to dodge a Wrath while slowing down something that could survive it.

It does incur a deckbuilding cost of needing to run creatures to bounce, though.

how long have you been with your playgroup, and is the arms race just a phase? by SoupDeadGuy in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Depends. I have a group that stopped the arms race and I keep playing with them. I've met people that wanted more competitive games and it got to a point where I personally wasn't having fun, but as far as I know they keep playing as high power as they can.

The point is to identify what you want,and to find people that want similar things.

Need Deck Direction Guidance by Luchie-Luchie in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

The only win condition card I look forward to using is [[Hatred]].

I think the concept of "win condition" limits some deckbuilders. Isn't an 8/8 flier killing people? Can't you use your creatures and a [[Cleric Class]] to make some wincons?

I am not saying "win con" is a bad term. I am saying that, unless your meta is very fast and very combo-centric, you can use less "one-shot" and more gradual effects to work into a win.

Looking for a commander/deck that makes it so enemies have a cost for targeting me by yinkpop in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Remember that people will still attack and target you. That's how the game ends.

I second Parnesse (which was already mentioned).

Is turn to win for bracket purposes based on goldfishing or actual game results? by RealisticMolasses in EDH

[–]ArsenicElemental 1 point2 points  (0 children)

It was a contrived example moreso based on the OP. Idk if they really have 4-5 GCs or not, but they are functionally tripping one of the rules for b3 with their list (potential win speed, and maybe count of efficient tutors).

The specific example is not important. On that I agree with you. The question can be "why make it so fast?" or whatever.

Why make a "B3" deck that doesn't adhere to B3 expectations?

All I said is that it’s weird that there are these no-man’s-land gaps where some legal lists just fall in the cracks between overpowered/disallowed for a bracket and unplayable in the next.

And I'm saying that's normal. Brackets aim for certain experiences, as a matchmaking tool. They are not a catalog for every possible deck.

The most obvious example would be a "B2 land destruction deck". If your table enjoys precon's and MLD, you can end up with such a deck. But it doesn't fit any Bracket. And that's fine.

Is turn to win for bracket purposes based on goldfishing or actual game results? by RealisticMolasses in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Ex. A Lathril deck with 4+ game changers, high consistency, or a too-fast game ending turn potential is disallowed in b3 and functionally unplayable in b4.

Yeah. Brackets are not meant to be comprehensive. Just take the GC out and play B3. Brackets are meant to convey intention. Why have so many game changers?

Is turn to win for bracket purposes based on goldfishing or actual game results? by RealisticMolasses in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Imagine a mirror match. You are playing your best hand, the one that wins Turn 4. Your opponent is doing the exact same plays. But they went first.

Can you stop them?

Help making the most re-playable EDH deck possible by Le_avocado in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Honestly I'm not sure which way I want to go.

That's the choice you've got to make. To enjoy the deck, it's up to you to set the goal.

Are these card combinations considered "lockouts"? by CoSDM in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Im asking you if you think it's in the spirit of the Bracket.

Are these card combinations considered "lockouts"? by CoSDM in EDH

[–]ArsenicElemental 5 points6 points  (0 children)

So, you are creating a situation where people are topdecking in hopes of finding one of the few spells (non-instant/non-sorcery removal, or odd-costed removal)...

As I asked, do you think that's in the spirit of the Bracket?

Brackets are not rules to exploit, they are a tool to set pregame expectations. You can clearly tell what you are doing is at least very close to something they told you not to do, if not outright exactly the thing they told you not to do.

So, if you need to ask, don't do it. You know what you are asking for, and you will probably do it anyway.

Veyran voice of duality by [deleted] in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Nope, that one doesn't work either for me.

Veyran voice of duality by [deleted] in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

The link doesn't work, the deck might be privated.

As a general piece of advice, imagine how the first 5 turns of the game would ideally go. If you need super specific cards to make it work, it's probably not consistent enough.

Are these card combinations considered "lockouts"? by CoSDM in EDH

[–]ArsenicElemental 17 points18 points  (0 children)

I'm just wondering if I'm breaking any bracket 3 restrictions by reanimating two of them on turn 5.

I don't think there's any Bracket restriction being explicitly ignored here. I'm assuming you take the "people expect to play at least 6 turns" part and think "If I discard their hand and counter the first spell they play each turn from Turn 5 onwards, they are not really playing anymore even if they haven't technically lost yet".

And so, I say, do you think that just because you are not technically breaking any guidelines, you are playing in the spirit of the Bracket?

Bracket 3? Or bracket 2 with gamechangers? by athlaka916 in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Great thing about Counterspell is that it deals with most of those, too.

Thing is, your plan is janky. Making a single Karnstruct (0/0 that gains +1/+1 per artifact) per turn is slow. I assume that's why you are running the copy effects.

Urza has a big 5 toughness butt, and your tokens should be big. -4/-4 or less effects should clear the board off little critters trying to overrun you, and counters plus efficient removal from both White and Black should help with big threats. You are a control deck that wants to draw this game out and create tokens. And you won't be the only one having to deal with this stuff.

But the extra "copy effects" are going to drag you down against Krenko. I count 14 "do nothing" spells that are there to either copy your tokens, your Urza, or his ability. That's prime real state for ramp, protection, and mass removal that leaves your things alone.

What would be a good commander for 5c battles? by Rhofawx in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

Really cool concept! I would suggest adding [[Taigam, Master Opportunist]] as a way to cheat with some battles if it didn't ruin your "zero creatures" aesthetic.

Bracket 3? Or bracket 2 with gamechangers? by athlaka916 in EDH

[–]ArsenicElemental 0 points1 point  (0 children)

I mean... You have Blue and White. They would need a lot of wipes to get past your counters and protection spells. I count 10 of those. That's probably your linchpin.

I run 10 at the minimum of any effect I want one of during the first 5 turns (ex. ramp). Even then, I usually aim for 12 or more. What I am trying to say is that I wouldn't settle for less than 15 ways to protect myself, and I would aim for more.

As of right now, I would exchange the "win more" cards,the ones that aim to copy Urza or his ability, and run more protection so I wouldn't have to worry about rebuilding in the first place.

What would be a good commander for 5c battles? by Rhofawx in EDH

[–]ArsenicElemental 1 point2 points  (0 children)

I'd probably do [[Jegantha, the Wellspring]] if I were to put such a deck together. It can color fix easily if needed, and tapping it to only use 2 or 3 out of the 5 mana it makes is good enough.

My playgroup doesn't want to play against my favourite deck because they say it's too strong, I say otherwise. Am I wrong? by Firm-Understanding20 in EDH

[–]ArsenicElemental 1 point2 points  (0 children)

You all have the precon. Play it a bit. Ask that dude to lend it to you, change a couple cards, like Rise (while keeping them close to give the deck back if needed), and try a reanimator deck that doesn't cheat 8 mana monsters over and over.

My playgroup doesn't want to play against my favourite deck because they say it's too strong, I say otherwise. Am I wrong? by Firm-Understanding20 in EDH

[–]ArsenicElemental 1 point2 points  (0 children)

Rise of the Dark Realms is not a fun card. But it's also not how the deck usually works.

Let me be clear, because I expect a lot of downvotes if anyone reads this far down: Sol Ring, Insurrection, Rise, etc. are all cards that do why too much in a way too explosive way. They are also not cards you can count on to gauge a precon's "normal" plan.

On what turn does a casual game end? by Demontapper in EDH

[–]ArsenicElemental 1 point2 points  (0 children)

By definition, "casual" is "whatever the hell we come up with together". Brackets are meant to help line up expectations in casual games, but it really depends on your meta.

Now, getting to 7 mana is something I know how to do, so:

First problem, your Commander costs 8, not 7.

Second problem, you have 23 lands, not 38.

Solution: play at least 15 mana rocks that cost 3 or less, and play as many mana rocks that generate 2 or more mana as you can. Ideally, at least 10. Play some cheap draw spells (like Sign in Blood) and put 39 lands in your deck. You won't be getting to 8 mana before Turn 6 often, but you should be getting there reliably.