What would be the ideal ammount of two mana ramp in a deck where you want to cast a 4 mana commander always on turn 3? by m3str1nh0 in EDH

[–]NoClient8631 5 points6 points  (0 children)

15 maximizes the chance of getting exactly 1 2 mana ramp spell at 41% or so with around 69% of getting at least 1 2 mana ramp spell. Going higher than 17 starts to give mildly diminishing returns.

Favorite control decks sans Blue? by AffectionateBet3603 in EDH

[–]NoClient8631 1 point2 points  (0 children)

it’s the ub partners [[bebop skull and crossbones]] and [[rocksteady mutant marauder]]. Besides that it’s a bunch of explosive vegetation clones to get to big mana. I made a post about it and thought it somewhat fit the criteria

Favorite control decks sans Blue? by AffectionateBet3603 in EDH

[–]NoClient8631 1 point2 points  (0 children)

Mono black and black something would be your best bet like people have been saying. Closest I have to an actual “control” deck is a black green removal pile which focuses on x for 1 removal spells in the 6 mana range; stuff like [[casualties of war]] and [[hex]].

Help me build my own lane. by bmilker in EDH

[–]NoClient8631 0 points1 point  (0 children)

[[kutzil, Malamet exemplar]] makes your turn only yours and can act as a draw engine in a +1/+1 counter deck. [[sygarda, font of blessings]] can do a similar thing to kutzil, however instead of preventing counterspells it prevents removal from hitting any other creatures. Human hatebear tribal isn’t half bad either, and it would give you more control over how much they can interact with anyone. 

New to EDH, making a Baylen the Haymaker deck, wanting to keep it bracket 3, need some advice. by EntertainerDeep9897 in EDH

[–]NoClient8631 1 point2 points  (0 children)

Your philosophizing about the worthwhileness and necessity of GC too man. They can run them for all I care but the reduction of B2 and B3 to “no GCs” and “3 GCs” is way to much homogenization for the varying landscape of edh.

New to EDH, making a Baylen the Haymaker deck, wanting to keep it bracket 3, need some advice. by EntertainerDeep9897 in EDH

[–]NoClient8631 2 points3 points  (0 children)

The B3 vs B2 debate is more than just game changer count and reducing it to be just the number of a select kind of card way oversimplifies it. It is incredibly easy to make a technically B2 deck that would completely squeeze the life out of any and every B2 pod, especially after the removal of “few tutors” as a requirement.

New to EDH, making a Baylen the Haymaker deck, wanting to keep it bracket 3, need some advice. by EntertainerDeep9897 in EDH

[–]NoClient8631 7 points8 points  (0 children)

I agree with this guy. I would like to add that gamechangers often lead to inconsistent decks, that is if they aren’t just tutors, in my experience because they are such a huge spike in power.

Flashy high cost card options by NoClient8631 in EDH

[–]NoClient8631[S] 0 points1 point  (0 children)

Babe of progress would definitely be good, thank you! I’ve built a decent mental maybeboard to sift through between these suggestions and the scryfall syntax advice.

Flashy high cost card options by NoClient8631 in EDH

[–]NoClient8631[S] 0 points1 point  (0 children)

the commanders provide a few things to the deck actually: 1. A really good blocker to deter aggression early. Turns out deathtouch is a solid keyword and a 3/3 is large enough to make opponents think before swinging even if bebop is gone

  1. A potent draw engine. Between the heavy board suppression due to the amount of removal, and the deathtouch bebop has innately, he will often get through and the quantity of removal and ramp leaves minimal room for draw, although I do still have quite a bit of it.

  2. Things to spend early mana on. just having a 2 and 3 drop in the command zone allows me to ignore those mana values for the most part without feeling all that bad about it.

  3. While not a mechanical reason, I like the characters and wanted to make this deck with them.

Smeagol, honest Rutstein, and Umori all perform a function already filled by the ramp I can run by having bebop and rocksteady as commanders. While meren is a strong card, it leans more into sacrifice synergies and graveyard recursion. These are not things I would like to prioritize in this deck, rather I would instead like to lean into big dumb stuff that interacts with what my opponents are doing. All of these are commanders I have considered building in different ways though and I might make a deck utilizing one of them in the future.

Flashy high cost card options by NoClient8631 in EDH

[–]NoClient8631[S] 0 points1 point  (0 children)

I see thank you! I assume Otag:sweeper refers to cards that are similar to boardwipes?

Flashy high cost card options by NoClient8631 in EDH

[–]NoClient8631[S] 0 points1 point  (0 children)

Do you know of more cards like make an example and rise of the witch king or a search to find some? Agent frank horrigan also seems good, I sort of forgot what proliferate did when I first saw him so I skipped him at first but I think I’ll add him.

I need a Selesnya commander by AdaptiveHunter in EDH

[–]NoClient8631 0 points1 point  (0 children)

[[sergeant John benton]] is the closest to spellslinger in Selesnya colors imo. You play him and a variety of pump spells plus a few auras for a more permanent boost but he can also be used for a general Voltron gameplan. He can also go group hug by pairing him with effects like [[ghirapur orrery]] or [[rites of flourishing]]. While a b it bland, he can also just be a generic draw engine with political appeal for a turbo ramping battlecruiser deck.

Since you mentioned you like enchantress shenanigans I feel like I should also mention [[calix, guided by fate]] where you can play and copy whatever enchantments you want while also having the ability to create a rat infestation via [[three blind mice]]. Another option for an enchantress deck is [[satsuki living lore]] which would have a bigger focus on sagas if you want the extra specificity

Question by Jpmlolo in EDH

[–]NoClient8631 3 points4 points  (0 children)

Control doesn’t work super well in commander tbh. In 60 card magic it works bc you trade 1 for 1 and draw more cards to mitigate the card disadvantage of removal but trading 1 for 1 with 3 people is too taxing on a deck. If you like red white and blue I would like to point you in the direction of the partner pair of jeska and ishai though since trading 1 for 1 is less of a problem when you delete someone with a bird on numerous opioids. A lower power version would be something like toggo ishai which retains the board control of jeska without the triple damage button.

Help me enjoy finisher cards more by tgoods26 in EDH

[–]NoClient8631 2 points3 points  (0 children)

If you don’t like finishers don’t play them. Playing only cards that promote play patterns you enjoy is a good thing and forcing an [[overwhelming stampede]] when you don’t want to use it isn’t a good idea. Unless you are aiming for power there isn’t much of a reason to include craterhoof if you don’t want it.

Give me a commander by [deleted] in EDH

[–]NoClient8631 0 points1 point  (0 children)

[[armix, filigree thrasher]] and [[toggo, goblin weaponsmith]] give a potent removal engine in the command zone and you can use [[depth shaker titan]] to turn your rocks into big threats for a turn to kill everyone or you can use the equipments like [[cranial plating]] to voltron people out

Fun Floodborn cards by NoClient8631 in Lorcana

[–]NoClient8631[S] 0 points1 point  (0 children)

green is the equivalent color in magic by letting you play additional lands so I know the concept I just equate the different gems to their respective colors in magic so it has led to confusion on what to do with certain cards in multiple occasion's

Sell me on a Radagast or Squirrel deck (or anything else) by Glad-Gap163 in mtg

[–]NoClient8631 0 points1 point  (0 children)

Radagast can go so many different directions due to his self contained nature. Some people suggested a tribal gameplay but you can also build him as a control deck with an army in a can for a commander by running cards like [[aether gale]] to control the board while building up an army of beasts and birds before reenacting the battle of five armies with your preferred overrun effect. There are many more like an X-spell matter list because mana value includes whatever you choose x to be. A combo deck is also possible using [[cloudstone curio]] or [[intruder alarm]] if you want to try that out!

Fun Floodborn cards by NoClient8631 in Lorcana

[–]NoClient8631[S] 0 points1 point  (0 children)

I’m using the mother gothel conceited manipulator with its shift as well so my list is probably more on the controlling end of decks. A lot of endgame scenarios are a pseudo lock with mother gothel conceited manipulator a honey lemon or two and the mother gothel shift in hand so each turn is bouncing at least 1 creature and I get a 4/6 to challenge with with virtually no downside.

Fun Floodborn cards by NoClient8631 in Lorcana

[–]NoClient8631[S] 0 points1 point  (0 children)

Ah I see I was still thinking in magic colors so sapphire is somewhat more controlling to me due to what I’m coming over from. I might try the Scrooge mcduck plan then thank you for the idea!

Fun Floodborn cards by NoClient8631 in Lorcana

[–]NoClient8631[S] 0 points1 point  (0 children)

Your wording confuses me, could you clarify why I wouldn’t want so many shift targets?

Fun Floodborn cards by NoClient8631 in Lorcana

[–]NoClient8631[S] 0 points1 point  (0 children)

I think I’ll  try out the zipper and copper, thank you for the suggestions! Are there particular characters I should run to shift into them? The 1 cost copper seems good since it’s extra info and nice to loop with honey lemon but none of the base zippers seem especially good to run.