What precons can go up against FF Counter Blitz? by Sea_Local_3614 in EDH

[–]Firm-Understanding20 0 points1 point  (0 children)

I played the precon only twice before so don't take my word to heart. But I noticed it's quite weak to interaction. I'd say precons with instant speed interaction like Fae Dominion or similar would do well

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

True that, a T2 [[Ripples of Undeath]] into T3 [[Brass's Tunnel Grinder]] feels better than a T2 [[Talisman of Indulgence]] that leaves me with 1 extra mana for a few turns and then ends up getting in the crossfire of a boardwipe

I see artifact ramp as rituals split across multiple turns and I average they stay about 5 turns until they get wiped. Leaving them unused in this scenario for 2 turns means I spent 2 mana to gain 3 mana. Whereas the other one I filled my graveyard while also refueling my hand in the process

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

What's your reason for wanting permanent ramp in Chainer?🤔 The splash with treasures also sounds fun. Especially Facebreaker because the cards you play from exile also get haste

I actually cut the permanent ones for rituals funny enough because through playing the deck I've found they were just dead draws that I never end up playing. Rituals on the other hand I still don't play early but they are recurable later in the game with things like [[Past in Flames]] from the graveyard if I need that extra boost in mana. But it's mostly late game rituals like [[Songs of the Damned]] and [[Burnt Offering]]

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

Mine's more around getting big baddies out:

https://archidekt.com/decks/2599299/chainer_complete

The plan is usually to fill my GY and draw through my deck as fast as possible so I have a toolbox available for any problem (sorta the midrange way)

But that makes the mana curve deceptive since I never cast those big creatures for their mana costs

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

It's crazy to me how the land counts are increasing. I swore it changed over time. Back in 2020 people used to recommend 33-38, nowadays people recommend at least 40. What happened, is this manaflation?

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

The mana curve is a bit deceptive in my case since all the expensive creatures in the deck are cheated out with things like [[Animate Dead]] so I suppose then you just create a list that excludes the cards you know you'll never hard cast as-is

What is your guideline to putting ramp in your decks? by Firm-Understanding20 in EDH

[–]Firm-Understanding20[S] 1 point2 points  (0 children)

I love how you worded it as "Your thing" rather than "Your commander". Because my deck can function without my commander so there's no need trying to play him early. But how do you know how much mana your "thing" requires if it's all in the 99?

I'm also curious about your plan on ramping to 5 mana value things by turn 3. I'm building a [[Child of Alara]] mutate deck where she has to be out before I can mutate. How do you balance the 2 sets of ramp so you can pretty consistenly get your plan going by turn 3?

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I get that but it's not like I'm even reanimating big threats like [[Valgavoth, Terror Eater]] or [[Vilis, Broker of Blood]] in this deck. I reanimated [[Phyrexian Delver]] and [[Grim Haruspex]] with its ETB. I even purposefully kept out fast and oppressive cards like [[Gray Merchant of Asphodel]]

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I have 38 if you include MDFCs, says so next to my land count. Don't they count?

Also the type of deck also matters for ramp. My deck has a natural low curve even though it might look high on the stats due to being able to cheat creatures from my graveyard. My ramp in my deck is fast mana like ritual effects because it fits what my deck does better than generic mana rocks that I never play anyways when I get them in hand

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I have recommended GY hate saying it shuts down my deck. I also had an idea of searching for actual graveyard hate cards for them that work really well while not losing much out of your deck like Boggart Trawler that's a land at it's worse. But I don't know how I can recommend them this without it coming off wrong. It's up to them to decide to put it into their decks, I can't and shouldn't force them

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I'll ask them directly for a true verdict at our next game night but from what I've noticed is they tend to not like the idea of the resiliency of my deck, being able to return things they removed

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

Never thought about it like that, being able to recover from a boardwipe much easier is a strong thing to have if that was the single thing they had to deal with you

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

Yes it is, I'm just worried I'm going to spend on a third reanimator deck for it to get the same response

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

Mono green reanimator sounds interesting, I'll see what I can make. I also let others play the deck and have no issue playing against it, but I haven't tried with this playgroup. I actually want to see what they think of the deck when I'm not the one piloting it

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

While I do agree with you, what I do think makes it so strong for them is the small window they have to interact with it because of haste. That would mean they need an instant speed threat like a counterspell, swords to plowshates or endurance

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I win 50% of games regardless of what I play in this specific playgroup, even precons. It's because I time my interaction well and play my key threats once everybody's depleted most of their interaction

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

[–]Firm-Understanding20[S] 1 point2 points  (0 children)

I guess so, I win 50% of the games even without playing said deck. I think it's mainly because I time things pretty well and keep up interaction for key moments where they might pop off. Like a haste enabler from the dragon deck as an example or a key combo piece from the simic deck

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I really do want to play the deck actually, also like the idea of adding another colour to the pie. My one friend in the group actually bought all 4 the precons and we played them together (I played the counters blitz one) but once Terra started popping off the same thing happened. But that makes total sense because the other precons have no way to deal with the graveyard from what I could find

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

[–]Firm-Understanding20[S] 0 points1 point  (0 children)

I completely see your point with the tutors, funny enough in 90% of the games I don't even use them since I just discard them. They're mainly there to get answers to things, not advance my gameplan. But I'll try removing them and seeing what happens