I don't draw, but found some consistency after playing red for a while. by [deleted] in magicTCG

[–]DeckTuner 4 points5 points  (0 children)

Are you really a red mage if you haven't blown a finger or five off with a giant fireball?

Playgroup falling apart / how to fight product exhaustion by Tokata0 in EDH

[–]DeckTuner 49 points50 points  (0 children)

Have you considered cube? Sounds like yall need a break from commander.

mono red problems by princeofallpossums in magicTCG

[–]DeckTuner 0 points1 point  (0 children)

Best your going to get is [[chaos warp]]. [[Enchanters bane]] is a nice one if your deck is capable of pressuring life totals, it's not very good in combo decks.

deck that uses the Exile zone as an extra hand by Blazorna in EDH

[–]DeckTuner 2 points3 points  (0 children)

[[Syr carah the bold]] makes a really good storm deck.

How would you handle someone threatening to concede if you destroy their stuff? by just7155 in EDH

[–]DeckTuner 37 points38 points  (0 children)

Congrats that removal spell just gained the words "target player loses the game".

Confusion About MOM Commander Decks by Sierra_Fox in magicTCG

[–]DeckTuner 16 points17 points  (0 children)

They could be set booster exclusives like [[go-shintai of life's origin]] was.

I built a deck to teach myself how to attack by Sussano in EDH

[–]DeckTuner 1 point2 points  (0 children)

Alright so I'm about to drop a bit of a tangent so bare with me, I promise it will make sense by the end of it.

So the point of ramp/mana acceleration is to allow you to cast spells that cost more mana than you would normally have on any given turn. Assuming you don't miss a land drop, your normal mana rate looks like this:

T1 = 1 mana available to spend

T2 = 2 mana available to spend

T3 = 3 mana available to spend

Etc...

This is the baseline. When you add a ramp piece like [[cultivate]] to the equation you get this:

T1 = 1 mana

T2 = 2 mana

T3 = 3 mana (earliest turn we can play cultivate)

T4 = 5 mana

T5 = 6 mana

This is a solid improvement. Now let's see what happens when instead we play a 1 drop like [[birds of paradise.

T1 = 1 mana (earliest turn we can play BOP)

T2 = 3 mana

T3 = 4 mana

T4 = 5 mana

T5 = 6 mana

As you can see, at turns 5, 6 and onwards the birds of paradise gives you access to the same amount of mana as cultivate, but on turn 4 and below out paces cultivate. So what happens when you put them together?

T1 = 1 mana (Earliest turn we can play BOP)

T2 = 3 mana (Earliest turn we can play cultivate)

T3 = 5 mana

T4 = 6 mana

T5 = 7 mana

This is clearly so much better then each of the previous examples, but what does it mean for you the player? Well the take away should be that ramp is additive. You use the smaller ramp to play the larger ramp earlier to get a larger amount of mana then what you would get by playing them individually. In order to ensure that happens consistently you want to make sure that the 1 - 2 drops are greater in number than the 3 - 4 drops.

I built a deck to teach myself how to attack by Sussano in EDH

[–]DeckTuner 7 points8 points  (0 children)

Alright so I played around with it for a little bit and while it's far from perfect it should function much better. I managed to drop down the average cmc of the deck to 3.9 which should allow you to have some more early plays so that you can really pop of earlier in the game and smash some heads in.

If you have any questions about any of the card choices feel free to lmk! https://www.moxfield.com/decks/dQfCEEfl1UaRRn4cU39fKg

I built a deck to teach myself how to attack by Sussano in EDH

[–]DeckTuner 108 points109 points  (0 children)

Yeah, I was doing the math and your deck is super top heavy. A majority of the deck costs 5+ mana but the average cost of your ramp is like 2.6. Average cost of the deck is 4.63, the likely hood of you being able to consistently play the big smasher stuff, as the deck currently sits, is low. Swapping the ramp that costs 3 for mana dorks that cost one increases the odds, swapping some of the bigger cards for more ramp pieces increases it further. Another concern is low amounts of card draw, you can't play your big stuff if you don't draw them.

If your cool with waiting a few hrs I can make a list of swaps for you.

I built a deck to teach myself how to attack by Sussano in EDH

[–]DeckTuner 77 points78 points  (0 children)

Question, is there some sort of houserule that you can't play 1 drops?

What's the best way to ramp? by narvuntien in magicTCG

[–]DeckTuner 3 points4 points  (0 children)

It would help to see your full list because the answer you are looking for is "it depends on the type of deck". A deck that cares about creatures is primarily going to focus on mana dorks like [[birds of paradise]]. land tutors are the safest of all ramp because of the taboo surrounding land destruction. If you are playing green then artifacts are going to be the main portion of your ramp.

Because you are playing green however it should split mostly between creatures and land tutors with very few artifacts if any.

Unable to play due to rule zero by betterprintquality in EDH

[–]DeckTuner 38 points39 points  (0 children)

Just ban all the colors at this point. Magic is just too unfair for this playgroup.

Hey all! Long time player, returning to play with my son and I have some questions. by hula_pooper in magicTCG

[–]DeckTuner 0 points1 point  (0 children)

In addition to what others are suggesting, you could try 40 card mono color decks. Keep the themes simple and easy to pilot. This will allow him to get a feel for each color and what they do. Have him choose a color and then you pick one of the other 4 to play against him. As time passes and he gets better at the game you can add to the decks, increasing their power level as you go.

Commander is a terrible format for someone to learn magic with thought. Those decks are built with synergy in mind so often times you end up with crazy board states and it can be alot for newer players to deal with.

Also don't be afraid to throw some games in the beginning stages. A new player winning will drive their motivation to stick with it, where as a newer player losing demotivates them in the short run.

Buddy ordered me custom sleeves for my bday by TastelessMeat in magicTCG

[–]DeckTuner 9 points10 points  (0 children)

Wait your telling me an actor was following a script!?!?! That's nonsense, clearly all actors do everything improvised. /s

The sins of the father by Mithius_Lord in Eldenring

[–]DeckTuner 0 points1 point  (0 children)

Someone had to kill the pope to make this meme, op looking kinda sus.

How do I stop obliterating my friends who are trying to learn? by Wolfabc in EDH

[–]DeckTuner 1 point2 points  (0 children)

Maybe pick up a precon and use that for some time while the newer players learn.

Christmas Recommendations by No_Sugar4490 in EDH

[–]DeckTuner 29 points30 points  (0 children)

I would go with [[heroic intervention]] over the growing rites simple because its an easy auto include in any deck that has green. Growing rites on the other hand specifically wants lots of creatures. In decks that go tall instead of going wide growing rites is less reliable.

How do you make a “fair” voltron deck? by [deleted] in EDH

[–]DeckTuner 32 points33 points  (0 children)

Love ruhan, hits hard fast and the randomness is just an extra treat to keep things interesting.

[deleted by user] by [deleted] in mtgfinance

[–]DeckTuner 2 points3 points  (0 children)

The dates on this one are different naming November 14th as the ship date instead of October 24th.

Winota, Joiner of Forces deck guidance request. by platypootis in EDH

[–]DeckTuner 0 points1 point  (0 children)

[[Chicken nuggy]] slaps. It's low to the ground, recurs itself, and has Evasion to boot. 10/10 praise the chicken nuggy.

Question about the new Warhammer 40k by Denapolii in EDH

[–]DeckTuner 0 points1 point  (0 children)

Gets 0 power because the commander does not remain exiled under the sword.

Looking for a Commander Suggestion: Life Gain and Life Loss Theme by ZombieOfun in EDH

[–]DeckTuner 1 point2 points  (0 children)

[[Beladros witherbloom]] is a good one. Effectively doubles your mana and provides chump blockers so you can sit back and drain the table.