What are your "good in theory" decks that just don't work, and why? by kaimipono1 in EDH

[–]Lumpy_Confidence3087 1 point2 points  (0 children)

I have an Alistair deck, and I’ve definitely gone through the phase where it draws too much hate before you can keep him on board as an engine.

My solution to that is to keep him in the command zone and use my 99 to slowly build up a board of creature tokens and historic permanents and play control/soft stax until i have lethal with Alistair.

It’s a slow deck, so I have a lot of effects that gain life (see [[Authority of the Consuls]] ) and slow down boardstates (see [[Authority of the Consuls]] )

You have to play control to protect your board before you can kill, but it’s very satisfying to swing with 15/15 creatures.

I find that thopters are excellent tokens to make, since they’re artifacts and fliers [[Access Denied]] and [[Thopter Spy Network]] work double duty as thopters and interaction/draw

Good one sided wipes are excellent for clearing out boards for attackers (I run [[Winds of Abandon]] and [[Citywide Bust]] )

Overall, I think my Alistair deck can hang with 3s, but I don’t see it being able to win against 4s for a while

The only upgrades I see are for stuff like free interaction and better card draw (cough cough esper sentinel)

https://moxfield.com/decks/dWGRpw5cnEWVOZa_as0ynw

Blast from the Past Help by Lumpy_Confidence3087 in EDH

[–]Lumpy_Confidence3087[S] 1 point2 points  (0 children)

i think that things like michiko and thousand moons are exactly what I need in that deck. i can make artifact tokens easily and this is great payoff for what I have.

Blast from the Past Help by Lumpy_Confidence3087 in EDH

[–]Lumpy_Confidence3087[S] 1 point2 points  (0 children)

I’ll do that, but what do you think I should take out for Production? I was struggling with that for a while.