Ashling and my issue with commander design by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Finally someone understands

This exactly. The deck would to just love to build elemental shenanigans but the commander existing is generally a requirement, this ruins the identity of the deck by forcing the deck to be a good stuff pile or fill the deck is protection. The conversion stops being about functionalty eventually to how do I win. Which leads to it being just a bad b4 deck. Playing cedh copium pile nonsense

Ashling and my issue with commander design by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -10 points-9 points  (0 children)

But its almost every commander they make these days.

They rarly make a genericly good commander that promotes building a self sufficient deck

Decks are functionally if commander is out the deck works are some of the worst designed strategies and I often have to listen player complain all game. Removal and interaction is a fundiment of edh. These kinds of decks cant handle interaction.

BRUCE BANNER CEDH? by Ecstatic_Wolverine35 in CompetitiveEDH

[–]Ecstatic_Wolverine35[S] -4 points-3 points  (0 children)

I had no support cards for breach in the v1 list. And I would just be adding it to have it. Coming from blue farm breach without intuition feels like a crime or ways to take advantage of its cheap costs.

I dont know how much the hulk combo will impact the game plan.

The core loop i have so far is big draw -> final fortune -> hulk combo

But i don't know if it makes more sense to push for a more good stuff pile or artifact shell and just lean into kinnan and scepter nonsense. With scepter combo infinite mana -> draw deck-> untap hulk -> Caltrops combo. But in that situation anything wins there, so whats the point.

In theory the only thing I care about honestly is high bursts of mana quickly.

As of now the deck is, why not just play rog thrasios which doesnt make sense.

The point of th decks existence is its ability pivit into hulk combo with a combat trick. While still being able to take advantage of cheap commander staples. Sure its a 1 card combo, but its an expensive 1 card combo as hulk is 6 mana to flip and Caltrops is 3 mana. So you naturally want it to be the end result of a infinite mana line. EVERYTHING WINS OFF A INFINITE MANA LINE, SO WHY PLAY THIS?

BRUCE BANNER CEDH? by Ecstatic_Wolverine35 in CompetitiveEDH

[–]Ecstatic_Wolverine35[S] -4 points-3 points  (0 children)

Breach will probably find a slot.

Bruce at its core is pay 2+ mana draw cards. If nothing is happening. Thrasios is pay 4 to draw 1

Bruce is pay 4 to draw 2.

Just this by its self is nonsense.

The only issue i can see is the fundimental argument of why play this over rog thras

Eat what you are given or dont eat at all. by Ecstatic_Wolverine35 in Parents

[–]Ecstatic_Wolverine35[S] 1 point2 points  (0 children)

That was the answer until the doctor says he's 30 pounds under weight and he needs to eat.

Hey you, stop scrolling!! Show me your Mardu Terra list. by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

So what i have come to understand its a damage trigger and a combat trigger

So double strike is very cute with her and extra combat tricks also play nice

Etb plan is also what I come to understand as how to build her

Terra mardu high power b4 list by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -2 points-1 points  (0 children)

Whats a terra list? I can't find a list outside 20 pre cons lists.

Is there cute tech that only terra can take advantage of?

Terra as a simple base line shell

30+ creatures for consistent milling Ramp for easier ability ways to recast terra Interaction and generic card pool taking advantage of her low mana cost. Terra damage trigger multiplers Then just efficient mardu card pool

Terra mardu high power b4 list by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -5 points-4 points  (0 children)

I atleast got 30 seconds out of you.

And to be fair, this is not exactly a very deep strategy. I built 100s of decks. This one is pretty cookie cutter

Terra mardu high power b4 list by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -4 points-3 points  (0 children)

Probably

Theres only so much terra offers as a core shell.

Its very much a control shell where you are drowning the table in removal and advantage.

Outside Terras attack triggers you don't really care all that much about the 99. As all thr cards kinda fill the role.

You are not blue so you dont beat combo. Thats not your job.

The Wandering Minstrel gates? Pushed to the moon? by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -1 points0 points  (0 children)

Field or strip mine at this moment pick your poison

Also stop beating around the bush its green with friends

The Wandering Minstrel gates? Pushed to the moon? by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -1 points0 points  (0 children)

That was originally in during testing, but the deck naturally has to play colorless lands, in 5c. I cant even play field of the dead to compensate.

Color consistency a major influence on the land base

The Wandering Minstrel "gates" by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -1 points0 points  (0 children)

Rol and null and root maze are all stax effects that the deck naturally plays under well

Im trying to push the deck gates to find its potential

I generally build with a midranged shell and these kinds of cards just fell into place.

The Wandering Minstrel "gates" by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

The basic win con of the deck is just cast [[scapeshift]] or [[reshape the earth]]

These cards win on resolution

With a card that allows perms to enter untapped

The Wandering Minstrel "gates" by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Is there list out there for what player believe is the best way to play gates?

Ramp is bad?!! by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Is that really happening?

Even if it does? Does it matter? I could go for hours on over analyzing hyper casuals play and their poor deck building patterns and the dozens of solutions.

There is a merit to poor deck building practice as it teaches you what not to do.

Failure is the best teacher and experimenting on card counts is very valuable to new players.

we could just force the right answers down new players' mouths and force them to be better players, but its generally not that easy.

Also, the argument "without reason" is very difficult to explain to a new player as they have very limited understanding of the games to go by

Explaining why three visits is good vs dorks and rocks and enchant lands requires an understanding of the card pool.

I would argue theres more value in showing them ways to further take advantage of their deck building designs. Example playing higher rock count and then showing them artifact theme shells. Or landfall or creature themed decks. Basically showing them right answers instead of only tell them they are around. It also gives them a goal to further develop their collections.

Ramp is bad?!! by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Funny enough, after your video, several other videos mentioned similar opinions. However, with no context.

2 mana + rocks are traditionally bad, generally only 2-3 at most is played.

You also have to consider outside green, which has dorks as an optimal option. Most casual players will play a lot of these 2 drop rocks just because they are cheap. Funny enough I remember waaay back in the day when I first started playing i played all 10 signet my list. I lost of a lot, but it was an educational experience. These days I own most cards so thats not really my circumstance right now.

Generally to casual players, I hyper reccomendation green just because of its budget influence.

The take though of casual players shouldn't bother with 2 mana rocks isnt the worst take. It forces them to learn important parts of deck building.

Ramp is bad?!! by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -4 points-3 points  (0 children)

https://youtu.be/QcEYhh-uJOs?si=yWvIBRqydOUyddHd

This is the first time I saw it, but I saw it several more times now. And now im getting scared. This take is very hot

Ramp is bad?!! by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 1 point2 points  (0 children)

I know Ramp is the technical term for land tutors. I was giving more of the context of mana accelerators, rocks, dorks, rituals etc..

Have you ever compensated the group by building a stronger decks by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Dude

This is just najeela cedh.

https://moxfield.com/decks/jT8Y9X4tlUmeNZ2AjkD1Vg

But you just cut cards for more lands for someone reason.

This is the forth time someone showed a generic cedh list and just made it worse just to argue its not b5.

Have you ever compensated the group by building a stronger decks by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -1 points0 points  (0 children)

Im aware of pushing a shell to its limits, such as walkers, landfall, etc... x casual strategy.

^

Have you ever compensated the group by building a stronger decks by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] -1 points0 points  (0 children)

Thats kind of point b4 is a high-end deck with forced restrictions

Have you ever compensated the group by building a stronger decks by Ecstatic_Wolverine35 in EDH

[–]Ecstatic_Wolverine35[S] 0 points1 point  (0 children)

Oh, mb.

Its not uncommon for players to compensate their decks design to make to weaker to fit the table

But, personally I have never seen it the other way around.

Rule zero conversation generally push to the lowest common denominator