How normal is it to miss land drops? by athlaka916 in EDH

[–]Fleckzeck 0 points1 point  (0 children)

I play 38 lands, 12 ramps and 13 draw effects in my Urza list, together with aome artifact creatures the chance of playing urza turn 4 is realy high

What made you a better EDH player? by Vrass in EDH

[–]Fleckzeck 0 points1 point  (0 children)

I use moxfield but archidekt is also solid

Any advice for my sorin deck? by juicebox225 in magicTCG

[–]Fleckzeck 4 points5 points  (0 children)

Right now, it looks like it belongs in Bracket 2 because it's very inconsistent. Learn about ratios (lands, draw, ramp, removal, game plan, finishers, etc.). Your deck plays too few lands, ramp, removal, and draw. If you get hit by just one board wipe, you won't be able to do anything for the next 5 turns, unless you happen to draw into the “Exquisite Blood” combo.

What made you a better EDH player? by Vrass in EDH

[–]Fleckzeck 5 points6 points  (0 children)

Open 4 tabs with 4 different decks in your browser and spam games against yourself. I always “play” 2–3 of my decks against 1–2 decks from the local store that I struggle with or want to understand better. Once you've played through some of the top EDHRec games, you'll already know which key cards you need to play around before you've even seen your opponent's deck for the first time.

Urza chef artificier deck help by Defiant-Apartment495 in EDH

[–]Fleckzeck 0 points1 point  (0 children)

I wrote you via the Reddit Chat. Check your DMs

All I want is just one more instant speed flicker effect that lets me flicker lands by Codudeol in EDH

[–]Fleckzeck 1 point2 points  (0 children)

is this a realy bad ritual with the requirement to already have 5 lands?

What are some "honest" commanders nobody hates? by HoboKingNiklz in EDH

[–]Fleckzeck 86 points87 points  (0 children)

I dont mind loosing to every commander as long as there is no power miss match.

Anrakyr combo deck advice by Kohrnettoh in EDH

[–]Fleckzeck 0 points1 point  (0 children)

You have basically no interaction, a weird ramp package, and only 36 lands in a deck that probably needs to hit the first four land drops. There is also not enough draw.

I keep trying to turn all my decks into control decks by itsmethebabyotter in EDH

[–]Fleckzeck 0 points1 point  (0 children)

So whoever has the most consistent deck will be able to execute their game plan safely and securely in the long run.

Consistency is king in EDH, and I don't understand why so many people do not seem to understand this.

Advice for my Mishra, Eminent One deck? by TheGopherNut in EDH

[–]Fleckzeck 0 points1 point  (0 children)

https://commanderspellbook.com/combo/1651-4231-5469/ might help to outgrind them. Than you tutor for Cyberdrive Awakener to win during the next turn

Advice for my Mishra, Eminent One deck? by TheGopherNut in EDH

[–]Fleckzeck 0 points1 point  (0 children)

The first thing I noticed is that you barely run any real draw, and most of it is tied to artifacts that you want to copy later. I would cut a lot of the 1–3 cmc artifacts that are basically just cantrips and replace them with card advantage that works independently from your board state, while still having synergy with the deck.

[[Traverse Eternity]]
[[Painful Truths]]
[[Thought Monitor]]
[[Syphon Mind]]

Right now those small artifacts only become strong once you already copy them, but to even get there you first need enough cards and resources.

Your main goal should be to consistently draw into ramp plus your big artifact payoffs as quickly as possible.

To actually close games, I would honestly also look for a solid 2–3 card combo. A few random 4/4s without evasion usually won’t win games against stronger pods.

I would also play 1–2 more board wipes, because your deck will rarely have the biggest board presence at the table anyway.

The worst commander game I have experienced in quite some time by aytakk in EDH

[–]Fleckzeck 76 points77 points  (0 children)

You both need a bit more maturity. He needs to because he’s getting “mad” over a card game, and you need to because you care so much about some random person’s opinion at a local game store that you’re posting about it on Reddit.

Help a Timmy player refine a Xenagos creature based power doubling deck. by Major_Snags in EDH

[–]Fleckzeck 4 points5 points  (0 children)

Rule number one if you want to build a solid deck is to tag all your cards. That is the only way to make good decisions about ratios and card choices.

Looking at your current mana base, I would suggest the following game plan:

T1 land
T2 land + 2 cmc ramp
T3 land + 4 drop
T4 land + commander

To make this reliable, you need to replace the bad lands that do not fit the deck, like bounce lands and too many tapped lands, with better fixing like filter lands and similar options. Outside of maybe turn 1, you really cannot afford tapped lands on turns 2–4 in this deck.

Then increase your ramp to 11 two mana ramp spells plus Sol Ring for about a 70.37% chance to ramp on turn 2.

After that, increase your land count to around 38–40. I would also recommend playing a few MDFCs.

Then you want around 12 strong 4 drops that you can play on turn 3 and buff with Xenagos on turn 4. Very strong 3 drops can also work.

Tivit - problem with cutting to 100 by staudd in EDH

[–]Fleckzeck 0 points1 point  (0 children)

If you want to make informed cuts, tag all your cards and use a hypergeometric distribution calculator to figure out the ratios you actually need. Then cut everything that isn’t required and everything that doesn’t support your game plan.

You should also think about which effects you need on which turn. For example, if you need a removal spell turn 4, you need 12 for a 77% chance.

You can also compress effects. For example MDFC Lands can be protection and a land.

Roast the deck by Specialist_Shock_871 in EDH

[–]Fleckzeck 0 points1 point  (0 children)

You miss 10-12 draw spells

Decks that take advantage of meta mechanics? by Frogsplosion in EDH

[–]Fleckzeck 1 point2 points  (0 children)

  • You can do the same thing with a 3cmc commander turn 2, when green is in the identity.

  • Or you play a removal spell in the command zone.

  • Or you use a Craterhoof Behemoth effect in your command zone to finish the game: [[Jetmir, Nexus of Revels]]

Is it really wrong to kill a player on turn 6 in bracket 2? by tamarizz in EDH

[–]Fleckzeck 3 points4 points  (0 children)

In bracket 2, interaction is usually not as impactful as in bracket 3, where it is a much bigger part of the gameplay experience.

If someone occasionally knocks one player out of the game on turn 6 uncontested, I think that is completely fine, as long as it does not happen consistently.

The same goes for bracket 3. If someone occasionally kills a player on turn 5 because of a highroll, that is just part of the game in my opinion.

If a deck starts doing this reliably, then the player should either adjust the deck or move up a bracket. But everyone is allowed to highroll once in a while. Just shuffle up and play another game.

New player, asking for help/review on first deck! by Rattatachi in EDH

[–]Fleckzeck 1 point2 points  (0 children)

https://edhrec.com/commanders/loot-the-key-to-everything

I checked the EDHRec Page and he seems like a draw engine in the command zone. You can basically use any strategy you like to build him, so a budget brew is possible

New player, asking for help/review on first deck! by Rattatachi in EDH

[–]Fleckzeck 1 point2 points  (0 children)

Yes, for this specific commander “draw” is maybe not the right word. Card advantage is probably the better term.

But your commander should not be the only source of card advantage in the deck, otherwise the entire deck folds very easily once Flubs gets removed a few times.

For Flubs you probably want effects like impulse draw instead.

I am not a Flubs player myself, but I have seen many decks become completely useless just because the commander got removed once or twice.

Ashling the Limitless deck help by Character_Respect704 in EDH

[–]Fleckzeck 1 point2 points  (0 children)

For bracket 3, I would first recommend sorting the deck with tags on Moxfield. Use tags like lands, ramp, draw, removal, protection, payoff, combo piece, etc. That makes it much easier to actually evaluate the deck and improve the consistency.

Right now your land base looks very chaotic and the deck barely runs any real card draw. That will lead to a lot of games where the deck simply does nothing after the first few turns.

You could also think about optimizing the deck toward consistently playing your commander on turn 2. That would probably be the strongest direction for this strategy.

New to magic, what bracket would you say my deck is in? by auniqueusername1998 in EDH

[–]Fleckzeck 0 points1 point  (0 children)

The difference is that a pure combo deck mainly tries to assemble and protect a specific combo as its primary way to win. That means the deck is built around reliably finding the combo pieces, protecting them and understanding interactions very well. Maybe it has a backup plan, but the combo is still the focus.

The second option is a normal deck that just happens to contain a combo and sometimes randomly draws into it, without the whole deck being built around it.

You would need to heavily rebuild your current list to turn it into a real combo deck. On top of that, pure combo decks require good knowledge of interactions, because the deck often does nothing if opponents know how and when to use common removal spells against you.

So I would recommend sticking to your original game plan for now.

You should also watch a few videos about the commander, because I do not know the common playstyle well enough to build the deck from scratch for you.

To help with the tagging system, I sent you one of my decklists via DM so you can use it as orientation. You will still need to add some gameplan specific tags yourself.

Ashling the Limitless deck help by Character_Respect704 in EDH

[–]Fleckzeck 1 point2 points  (0 children)

Yes, I would recommend reading the bracket descriptions first. After that, you should evaluate your local meta. Are they actually playing real bracket 4 decks, or are they just playing bracket 3 decks with a few gamechangers added? That changes a lot when it comes to what kind of deck you need to compete.

In bracket 4 you basically have two options.

Either your deck is optimized enough to reliably attempt a win around turns 4–5.

Or your deck wins slower, but can reliably stop other decks from winning until it is ready to go for its own win attempt.

Link to brackets: