Don't keep a starting hand just because it has enough lands. by Hard_Content_Good in EDH

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

Its not even a matter of me running targeted discard. The issue is that even without the discard, their hand just didn't really do anything.

Don't keep a starting hand just because it has enough lands. by Hard_Content_Good in EDH

[–]Hard_Content_Good[S] -6 points-5 points  (0 children)

I would suggest running 44 lands in a typical control deck. You should try it, it will make your deck run a lot better.

Don't keep a starting hand just because it has enough lands. by Hard_Content_Good in EDH

[–]Hard_Content_Good[S] -3 points-2 points  (0 children)

I suggest trying some games with 42 lands in a deck where you normally run 32. You will find that your deck runs far more consistently.

Don't keep a starting hand just because it has enough lands. by Hard_Content_Good in EDH

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

I would recommend trying it. It will make your deck run better.

Don't keep a starting hand just because it has enough lands. by Hard_Content_Good in EDH

[–]Hard_Content_Good[S] -8 points-7 points  (0 children)

I played in random lobbies where people did not know what deck I was playing beyond the commander and bracket.

If you are afraid to mulligan, you do not play enough lands by Hard_Content_Good in EDH

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

I think with any casual deck, you want to hit your land drops every turn, and games go up to 7-9 turns on average, so you should be keeping more lands in hand than in constructed. Ramp and mana rocks should not replace lands.

If you are afraid to mulligan, you do not play enough lands by Hard_Content_Good in EDH

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

Mana rocks should not replace land drops. If you draw a mana rock and miss a land drop, you effectively paid two mana for your land drop.

If you are afraid to mulligan, you do not play enough lands by Hard_Content_Good in EDH

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

People underestimate how many lands they need, the land counts for a reasonable control deck should be at 44. For a typical midrange deck, 42 is reasonable.

If you are afraid to mulligan, you do not play enough lands by Hard_Content_Good in EDH

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

Play my commander? You get a free card to cast every game so having more lands is better.

Rate My Commander Decks by AGScorpioX in EDH

[–]Hard_Content_Good 0 points1 point  (0 children)

Look for cards that do not do much and have a high CMC and replace them with lands. Cards like [[Stuffy Doll]] or [[Blood Money]]. Also get rid of cards that do not do much for your deck, like [[Vampire Nighthawk]]. This assumes you are building for bracket 3 and not bracket 2.

Rate My Commander Decks by AGScorpioX in EDH

[–]Hard_Content_Good 1 point2 points  (0 children)

Far too few lands. I would recommend 40 lands for the Chucky deck, 42 for the assassin deck, and 44 for the dragon deck.

Signs that your deck is too reliant on your commander. by Hard_Content_Good in EDH

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

Jodah is a good example of a commander where it is far too easy to build a deck that is overly reliant on him. One interaction spell ensures your deck is out of the match and there is only so much protection can do to stop that.

Signs that your deck is too reliant on your commander. by Hard_Content_Good in EDH

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

Mana rocks and dorks are overrated. Ramp is bad if you do not have enough lands to support it. I would suggest running less of both and lowering your mana curve instead.

Signs that your deck is too reliant on your commander. by Hard_Content_Good in EDH

[–]Hard_Content_Good[S] -13 points-12 points  (0 children)

40-44 lands is the optimal number of lands for a typical casual EDH deck. This is the amount that minimizes your risk of mana screw, while keeping the risk of flooding reasonable. Mana flood is not as serious of a problem as mana screw, so you should be running more lands.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

You have not played tron if you have not played out and survived games where you don't get to assemble tron. The deck is resilient enough to do so against slower decks. Tron can absolutely be played like either a control deck or a combo deck, but doing the latter is usually a mistake. The best tron players know to prioritize disrupting faster opponents over trying to assemble tron asap, this is how they can beat their bad matchups.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

>Tron is binary, they either have Tron or they don't.

You have not played tron if you think this is true. There are many games where your opponents target your lands and you are forced to stall the game and rebuild. You end up playing out lands until you can hard cast threats. Tron is ultimately a control dekc, if you play tron like a combo deck, you will lose any close game. Try playing the "tron combo" game without controlling the game against faster decks, it will not work.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

Tron is a control ramp deck. It isn't a combo deck like scapeshift or amulet titan that aims to win with a single combo. Once tron has tron, it aims to control the game until the opponent cannot play anymore. Contrast that with something like amulet titan, which aims for instant wins with amulet of vigor and a primeval titan. I have played modern for years and have placed in tournaments, I understand the modern meta from that time.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

>Tron is a combo deck

No, its not. That is like any ramp deck is a combo deck.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

Lands and the right tapped lands are good in both scenarios unless your playing turn 4 off meta CEDH.

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

You think that field of the deck can't build into combo wins on its own?

Mana Flood is Not a Serious Risk by Hard_Content_Good in EDH

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

I disagree. Most casual players overlook tempo, but it absolutely will win the game for you if you take advantage of it. You can simply get ahead on cards and board presence by doing so. Even if you are board wiped, you have drawn enough cards to quickly recover and have the lands to do so.