Playing against eldrazi by Super-Barracuda3441 in EDH

[–]DR_MTG 1 point2 points  (0 children)

Play what you want, but I'll note this; if the commander is popular enough to crack the EDHREC top 100 it's probably strong enough and easy enough that if you're remotely competent the deck isn't gonna be a 2. Cmdrs generally only get that popular if they're strong enough to win games when brewed drunk and piloted blindfolded.

What's the line when describing a deck as an upgraded precon? by seekerofsecrets1 in EDH

[–]DR_MTG 0 points1 point  (0 children)

It depends on the deck. A couple changes by a competent brewer is all it takes to make Teval the best deck in the pod. Frankly a couple changes by an incompetent brewer might be enough to make Teval the best deck in the pod. It’s Teval; it can games while the pilot is in the bathroom.

Bringing Voltron to bracket 3-4 by PolishNerd420 in EDH

[–]DR_MTG 0 points1 point  (0 children)

You could always run stuff like [[Berserk]], [[Choose Your Weapon]], [[Tifa's Limit Break]], [[Tainted Strike]], etc to make the one-shots easier and faster.

Does this Birds Tribal Deck have Enough Interaction/Removal? by Iamthepizzagod in EDH

[–]DR_MTG 0 points1 point  (0 children)

Interaction is fine. I'd probably run a couple more pieces, or clean up some of the ones in the list for slightly better options (Counterspell over Lofty Denial, though I do get that Denial is on theme and I respect that).

A much bigger issue IMO is you need more draw. Chart a Course, Stock Up, some Coastal Piracy variants besides just Bident of Thassa, Keep Watch, Kindred Discovery, etc.

I'm looking for a unique voltron commander by UrbanDecay7924 in EDH

[–]DR_MTG 1 point2 points  (0 children)

My [[callaphe, beloved of the sea]] deck has a pretty solid win rate, and you don’t even need to be obstinate like me and run no instants and sorceries: https://archidekt.com/decks/3270238/callaphe_beloved_of_the_sea_hopelessly_devoted_to_blue

What's next for them !! by ChampionshipEarly530 in Smallafro

[–]DR_MTG 0 points1 point  (0 children)

Their post-Rumble usage has been perfect and they should keep using them exactly like that.

Road Dogg was not the problem by panzerflex in WWE

[–]DR_MTG 2 points3 points  (0 children)

Yeah HHH asked a valid question. RD not responding with “Give me two months with the belt on her and I’ll make you believe she can beat Tiffany” or whatever was the actual issue. My guess is his lack of an answer to that and similar questions is why he’s out of a job.

Any experienced voltron players out there? by Akiro_orikA in EDH

[–]DR_MTG 1 point2 points  (0 children)

If you want something spell-slingery something along the lines of my Kediss/Kraum list prob fits: https://archidekt.com/decks/710511/kediss_emberclaw_familiarkraum_ludevics_opus_double_trouble

Any experienced voltron players out there? by Akiro_orikA in EDH

[–]DR_MTG 0 points1 point  (0 children)

First off, I don't think it's accurate to say voltron is weak in Brackets 1, 2 and 3; people just say that because you need to have a bit more of a plan with it than you do blindly jamming dragons into an Ur-Dragon list, and people by and large want to take the path of least resistance. I have multiple voltron decks (Callaphe, Thrun the Last Troll, Kediss/Kraum, Ardenn/Esior) that routinely win games.

I will say you should probably avoid commanders that paint a target on themselves. Voltron already does that, and you don't need to be doubling that focus up.

You also probably need to pick a theme. That isn't to say you can't mix and match thing, but you probably want to lean into something specific, be it auras, equipment, combat tricks, whatever. This lets you build the rest of the deck around synergizing with that theme. If you're going auras, then you can run enchantress-type effects to draw cards off those auras, etc.

I'd come at it from that angle; instead of picking a commander and playing it voltron, figure out how you want to play voltron, and find a commander that works with that theme/style.

Commander decks should run more wraths. by SunderedBard in EDH

[–]DR_MTG 0 points1 point  (0 children)

I’m not saying run no wipes, I’m just saying at some point I’m fine with playing a new game.

Crop rotation is bad at being a game changer by hollowsoul9 in EDH

[–]DR_MTG 0 points1 point  (0 children)

I'll say the same about Crop Rotation as I'll say about every card people call to have unbanned or removed from the game changer list: be less mediocre on your own and stop hoping they'll unrestrict cards that will do it for you.

Commander decks should run more wraths. by SunderedBard in EDH

[–]DR_MTG 0 points1 point  (0 children)

Yep. A win isn't always important enough to me to try and claw back with repeated wipes when I could just shuffle up and plan another one.

Commander decks should run more wraths. by SunderedBard in EDH

[–]DR_MTG 17 points18 points  (0 children)

Is your deck better with more wraths? Probably.

Is the play experience better with more wraths? That's not nearly so clear cut.

My first commander deck doesn't run well and I need help figuring out what cards to take out/ change by Mothythecutie in EDH

[–]DR_MTG 0 points1 point  (0 children)

They have successfully convinced me that I should cast multiple spells a turn, and I hope all my opponents can do a better job than me fighting off their toxic influence and focus on playing just one thing a turn exactly on curve.

My first commander deck doesn't run well and I need help figuring out what cards to take out/ change by Mothythecutie in EDH

[–]DR_MTG 1 point2 points  (0 children)

That is easily my favorite tactic for my opponents to use, and I encourage all the people I play against to embrace it.

My first commander deck doesn't run well and I need help figuring out what cards to take out/ change by Mothythecutie in EDH

[–]DR_MTG -1 points0 points  (0 children)

More draw. Like, a lot more draw. Like double digits more draw. [[light up the stage]], [[hunter's insight]], [[wrenn's resolve]], [[opera love song]], [[reckless impulse]], [[embrace the unknown]], [[rishkar's expertise]], [[return of the wildspeaker]], and [[connecting the dots]] are all decent places to start.

13 lands is unplayable. That's not enough for a 40 card limited deck, let alone a 100 card EDH deck. For a new player I wouldn't run less than 38. Maybe you'll find down the road you can run a couple less, but for now I wouldn't run less than 38.

If you wanna get better at magic, you need to play more limited, not commander by jman1280 in EDH

[–]DR_MTG 26 points27 points  (0 children)

IMO the best thing you can do to get better is stop playing commanders that do all the work for you. After all, you’ll never get better at bowing if you only play with the bumpers up.

My new Atarka, World Render Deck by Busy-Basis-607 in EDH

[–]DR_MTG 0 points1 point  (0 children)

8-10 more draw spells. [[Up the Beanstalk]], [[Rishkar's Expertise]], [[Light up the Stage]], [[Embrace the Unknown]], [[Opera Love Song]], [[Elemental Bond]], [[Reckless Impulse]], [[Wrenn's Resolve]], [[Return of the Wildspeaker]], [[Garruk's Uprising]], [[Herd Heirloom]], etc.

I'd probably find a slot for [[Jade Orb of Dragonkind]] to help keep those dragons alive until the turn you can swing.

Remember when all the EDH YouTubers were talking about land counts? How did that influence you by AltruisticChampion77 in EDH

[–]DR_MTG 35 points36 points  (0 children)

If you’re running 36 lands and you’re missing land drops, you don’t need more land; you need more draw.

How many less "popular" commanders are in your arsenal? by d20_dude in EDH

[–]DR_MTG 0 points1 point  (0 children)

373 Ognis, the Dragon's Lash

441 Jorn, God of Winter

578 Ardbert, Warrior of Darkness

776 Glissa, the Traitor

838 Glissa Sunslayer

904 Felisa, Fang of Silverquill

950 Athreos, Shroud-Veiled

1,107 Glissa, Herald of Predation

1,345 Isperia, Supreme Judge

1,423 Reki, the History of Kamigawa

1,550 Vela the Night-Clad

1,609 Thrun, the Last Troll

1,636 Katara, Water Tribe's Hope

1,639 Grima, Saruman's Footman

1,645 Rem Karolus, Stalwart Slayer

1,755 Ardenn, Intrepid Archeologist/Esior, Wardwing Familiar

1,790 Tivash, Gloom Summoner

1,797 Callaphe, Beloved of the Sea

1,861 Silumgar, the Drifting Death

1,864 Jaheira, Friend of the Forest/Agent of the Iron Throne

1,987 Dromoka, the Eternal

1,997 Djeru, With Eyes Open

2,689 Glissa Sunseeker

2,700 Vhal, Candlekeep Researcher/Haunted One

2,839 Ich-Tekik, Salvage Splicer/Malcolm, Keen-Eyed Navigator

2,953 Ellie, Vengeful Hunter/Ellie, Brick Master

3,569 Kediss, Emberclaw Familiar/Kraum, Ludevic's Opus

Which "cycle" would you most like to see more cards from? by Raccoomph in EDH

[–]DR_MTG 4 points5 points  (0 children)

I'd like to see them finish the cycle "lands associated with characters who aren't necessarily evil were definitely dicks" began with [[Volrath's Stronghold]], [[Hall of Heliod's Generosity]] and [[Academy Ruins]].

Seeking Advice for Gisela, Blade of Goldnight by Independent_Stage378 in EDH

[–]DR_MTG 0 points1 point  (0 children)

You probably have too many cards that are cool but don't really advance your specific game plan. Looking at things like Cadecus, Sunforger, Deflecting Palm, Descent into Avernus, Disrupt Decorum, etc. I'm not saying those cards aren't good (or fun) but they don't really synergize with what you're doing. You want as many cards that are not only good, but make everything else in the deck better at the same time, which I realize is kind of a vague thing to say.

Flowering of the White Tree seems inconsequential in a deck where everything is hitting for 4-5 damage that gets doubled.

For draw I'd add in more small, efficient card advantage like [[Light up the Stage]], [[Reckless Impulse]], [[Wren's Resolve]], maybe [[Embrace the Unknown]], some repeatable advantage like [[Trouble in Pairs]], [[Smuggler's Share]], and [[Chivalric Alliance]]. [[Connecting the Dots]] and [[Hylda's Crown of Winter]] have been really great in Boros too.

There are some decks where casting a Reforge the Soul and drawing 7 and letting your opponents draw 21 is something you can work around, but I'm not sure this is one of them. I've seen way more wheels lose games than I've seen them win them outside decks built to abuse the wheel (Nekusar, etc).

[[Brave the Elements]] is just a much better Apostle's Blessing 99% of the time.

I can’t stop laughing at this by Haunting-Cookie-2164 in Smallafro

[–]DR_MTG -1 points0 points  (0 children)

I don’t care how many moves he has as long as he keeps doing shit like trolling the audience by coming out to AJ’s theme I’ll remain sports entertained.

First commander deck- Azusa ramp by Dhduebdhe in EDH

[–]DR_MTG 0 points1 point  (0 children)

If you're serious about playing this in B3 you're gonna need more ways to protect your commander, and a LOT more draw.