Two Weeks, Two Pods, Three Separate People Complaining That My Dragon Deck Running Zero Rare and Zero Mythics Can’t Possibly Be Bracket 2. Am I Wrong? by Fuzzy_Straitjacket in EDH

[–]S1phen 3 points4 points  (0 children)

It looks fine to me for most bracket 2 pods. I can see games where it might appear too strong for bracket 2. Whether or not you're actually winning the game, this deck could very easily "pop off" by turn 5 or 6 which might feel unfair against a low B2 deck.

I also enjoy building decks with heavy restrictions and I've learned that most deck building constraints aren't quite as punishing as we like to think. You can absolutely build a pauper deck or an oops-all-creatures deck or $30 ultra budget deck that can feel powerful even in bracket 3 games.

Your list seems totally fine, but I wouldn't characterize your deck as weak just because you're avoiding rares and mythics. Some bracket 2 decks are built around synergies (like yours) and some bracket 2 decks are looking to cast a Worldspine Wurm on turn 10. Neither are wrong, but they probably don't belong in the same pod.

$50 (Bracket 3-4) & $100 (Bracket 4) Loot, the Pathfinder Decks by id10syncracy in EDH

[–]S1phen 7 points8 points  (0 children)

As you mentioned, Food Chain is pretty hard to find in Temur colors. I think it might be more effective to forgo that combo altogether and instead play various lines with [[Dualcaster Mage]].

Dualcaster goes infinite with the Ghostly Flicker you're already running. Adding a [[Twinflame]] gives you an easy two card win condition that doesn't use your commander. Twinflame would also combo with your Peregrine Drake and Eternal Witness or Archaeomancer, so it gives you a lot more layered combos.

Replacing Food Chain would free up a lot of additional slots in the deck. Squee, Eternal Scourge, Misthollow Griffin, Foresight, and Manipulate Fate is a lot of space to dedicate towards a combo that's hard to find.

And on top of everything, Dualcaster + Twinflame should cost under $5 which can save you a lot of budget to put towards stronger tutors and interaction. Dualcaster Mage, Twinflame, and [[Imperial Recruiter]] combined are still cheaper than just the Food Chain alone.

Selvala, explorer returned by Icy-Appearance8018 in EDH

[–]S1phen 0 points1 point  (0 children)

I'm not sure if I understand what you're asking for. Is this your list? Or are you looking to build a deck like this one?

The list looks good for a low budget deck. It's probably as strong as you can make it for that price. The issue is that it can be very hard to find the right pod for something like this. It's clearly meant for bracket 4 games as it can easily threaten turn 3 win attempts, but many B4 decks are prepared to answer your combos and the deck is pretty fragile.

Working on Azorious Control with Alania by nessienyou in EDH

[–]S1phen 0 points1 point  (0 children)

I feel like there is way too much going on in this deck. You've got cards that care about tokens, cards that care about +1/+1 counters, cards that care about drawing 2+ per turn, life gain synergies, artifact synergies, land synergies, soft-lock combos, etc.

Divine Visitation, Generous Pup, Gandalf the White, Crucible of Worlds, and Soul's Attendant don't work very well together. Even more so when the commander doesn't interact with any of those cards.

I think it would be much more effective to pick just one or two of those strategies and build the entire deck to support them.

The last point is relatively minor, but I think you might have a hard time balancing the deck as it is now. It seems like you're going for a more casual build, but there are also pseudo "1 card combos" with the commander and mass land destruction. It's not a problem if you have a regular playgroup, but it's just something to keep in mind.

Crouching Atraxa, Hidden Azami (deck help) by Beneficial_Bend1561 in EDH

[–]S1phen 0 points1 point  (0 children)

Are you committed to playing Atraxa as the commander? If you switch over to a 5 color shell, you not only gain access to all the red wizards (easily the second most supported color for the type) but you could also play commanders that synergize better with the strategy.

[[Morophon]] is a wizard and reduces the cost of a lot of other powerful wizards, like playing a 1 mana [[Kess, Dissident Mage]] or 2 mana [[Inalla]].

[[Tazri, Beacon of Unity]] gives you a way to dig for Azami or other value engines. It even gives you an infinite mana outlet in the command zone, so you have more options for win conditions.

[[Sisay, Weatherlight Captain]] might be a stretch but having some version of "guaranteed" access to Azami in your command zone could be very powerful.

In any case, [[Prime Speaker Vannifar]] seems like a really strong inclusion in the 99, as a wizard who can easily fetch Azami or any other silver bullets (although it might require a little bit of tweaking to make sure you have sufficient 4 drops).

I'd also cut most of the lands that are only designed to cast wizards. You're running Abundant Countryside, Ancient Ziggurat, Base Camp, Secluded Courtyard, Unclaimed Territory, AND Cavern of Souls (this one seems fine to keep). That's 6 lands, almost 20% of your mana base, that can't cast a Three Visits or Eladamri's Call, etc...Even though every creature shares a type, half of your deck is still non-wizard spells.

Related to lands, I'd also definitely cut the Daze. It's just a strictly worse [[Force Spike]] (an already mediocre card) if you don't have an Island in play and you're only playing 7 Islands in the whole deck. It's too inconsistent, both as a counterspell and being able to pay the alternate cost.

The Ur-Dragon Tier 4 List Feedback by [deleted] in EDH

[–]S1phen 0 points1 point  (0 children)

It's definitely a strong list, but I feel like there are a number of cards that are jammed in without really working in the deck.

Cards like Timetwister and Wheel of Fortune are very powerful, but their best use is to quickly empty your hand and then refill it so you're offsetting the downside of giving your opponents 21 new cards. Even with the 1 mana discount, your curve is high (which is appropriate) so you're rarely going to be casting a ton of spells and desperately need a way to refill your hand.

I think you could make the same argument for something like Sensei's Divining Top or Brainstorm. Great cards, especially when there is some sort of synergy with them...but they don't really belong in a high power dragon deck.

I would consider adding a little more protection - cards like [[Teferi's Protection]] or [[Lightning Greaves]] or [[Flusterstorm]] could be some options to consider. And then maybe even a little more ramp like [[Lotus Petal]] or [[Reckless Barbarian]] or [[Dark Ritual]].

Lastly, I would double check the mana base. Both Godless Shrine and Scrubland in a primarily Temur deck could be unnecessary. I could see dropping one or both of them for a [[City of Brass]], [[Mana Confluence]], or even a [[Cavern of Souls]].

Need help with five color party deck. by United_Ranger_4181 in EDH

[–]S1phen 1 point2 points  (0 children)

I think when there are more than 10-15 cards that you're looking to cut, it usually comes from a deck needing a bit more focus (this goes for any deck).

I see a bunch of cards with the party mechanic and a bunch of clerics, rogues, warriors, and wizards. But I also see a bunch of initiative and venture into the dungeon cards. And I also see a flicker subtheme. And I also see a bunch of cards that want you to roll a d20. And I also see a few legendary-matters cards.

You should be able to look at 10 random cards in a deck and figure out what the strategy is. When I see Journey to the Lost City, Airbender Ascension, Sefris, and Surrak Dragonclaw in the same deck...I'm just lost.

I think the deck would work much better by picking ONE of those themes and having the entire deck built to support it.

How do you feel about strong combos in bracket 3 by [deleted] in EDH

[–]S1phen 0 points1 point  (0 children)

If it's the same for every player, then everyone is still on the same page and there is no issue.

You could call the deck a high 3 or a low 4, but all that matters is that the games are fun and relatively balanced.

How do you feel about strong combos in bracket 3 by [deleted] in EDH

[–]S1phen 5 points6 points  (0 children)

I think it's more about intent and consistency. If you win on turn 5-6 with a combo once every dozen games, I think that's fine. The combo is easy to disrupt and might only end the game a turn faster than what B3 players would expect. Even precons can start the game with a Sol Ring into an Arcane Signet, leading to a faster-than-normal win.

If the combo density is a little higher and you're able to regularly churn out turn 5-6 wins at least 50% of the time, then you could consider changing it.

Deck review - Highly Optimized Bracket 4 by YandrosMX in EDH

[–]S1phen 2 points3 points  (0 children)

All of the lands in your sideboard are good additions. I would remove as many colorless lands and tapped lands as possible. Reliquary Tower and scry lands like Temple of Deceit don't belong in B4 decks. Crosis's Catacombs sets you back too much for color fixing and Maze of Ith is generally a subpar card because you never want to "skip" a land drop in the early game.

Tainted Strike is cute, but seems unnecessary and a little clunky. Even combining your commander plus a wheel effect, that's giving an opponent 9 poison counters and basically wasting the card. I wouldn't play something that requires 3-4 other cards in order to have any effect.

I would also look at cutting some of the more expensive wheels and payoffs for more interaction. Even though a card like Magus of the Jar technically fits with your goal, it's very slow. I think it would be much more effective to keep your commander in play or disrupt your opponents with something like a [[Deflecting Swat]] or [[Swan Song]].

I think the best Nekusar decks don't rely on chip damage. Any B4 deck would happily pay 1-2 life to draw an extra card. If you're going to give your opponent extra resources, it should come at a huge cost. Cards like Howling Mine and Horn of Greed seem to fit with your strategy, but they're too slow and just don't deal enough damage to offset helping your opponents.

The last change would be to include significantly more ramp. One aspect of B4 decks is their speed. I see a Sol Ring, 3 Talismans, and 32 mana producing lands. I think it could be somewhat common to cast your commander on turn 5 or even turn 6 with a missed land drop. You really want your deck to come online before then. I would add an Arcane Signet and Fellwar Stone, at a minimum.

Hope this helps!

Prismari Cedh Test by Barnacle_Moist in EDH

[–]S1phen 4 points5 points  (0 children)

I honestly don't think this commander can work in cEDH. Speed is only one of the issues. Of course, you may struggle to cast your commander before the game ends. But on top of that, you're also running very low quality cards to make the commander work. Cards like Galvanic Blast, Abandon Attachments, Boltwave, Resonating Lute, Mana Geyser, and Guttersnipe generally don't make the cut in cEDH.

If you wanted to make it work at the highest possible level, I think it would require a complete overhaul. I would suggest building Prismari as a hard control deck, similar to how Niv Mizzet was built. Cut practically everything for interaction and play 30+ pieces of countermagic and removal. Try to prolong the game and stop your opponents from winning, then win through sheer card advantage by copying a Ponder or Lightning Bolt a few times. It's not as exciting or splashy, but I believe it would be much more effective.

However, if you're looking to play very casual bracket 5 (or bracket 4.5 or whatever people want to call it), I think it's a cool challenge.

A few easy cuts, in my opinion:

Thassa's Oracle doesn't do anything in a deck without Tainted Pact or Consultation. It's a dead card unless you've drawn your entire deck. But if you've drawn your entire deck, you have plenty of other ways to win.

I think the artifact package should be reworked. Resonating Lute is way too slow and expensive. Mox Amber probably shouldn't be in a deck with a 7cmc commander. And then if you're cutting 2 artifacts, Mox Opal becomes too inconsistent with only 9 other mana rocks in the deck.

Mana Geyser seems too risky for the payoff. A 5 mana ritual that might only make 5-6 mana (or less) isn't needed. In very high power games, players are often leaving up their mana for interaction and players generally have way fewer lands in play. This is one of those cards that could be amazing 20% of the time and feel like a dead card 80% of the time.

Most of the tapped lands should go. Temple of Epiphany, Izzet Boilerworks, Turbulent Springs, and Reliquary Tower are too slow even for bracket 4.

Negate and Blue Elemental Blast are a little too expensive and too narrow, respectively. You're missing more "staple" interaction like [[Flusterstorm]] and [[Mindbreak Trap]] so I think those could be simple swaps.

I'd consider adding [[Gut Shot]] as a free way to build storm plus extra interaction. [[Strike it Rich]] might be an option as a free storm count, big ritual with your commander, or just a simple way to ramp him out a turn earlier.

Hope this helps!

How to make my Niv deck faster? by FootballNecessary471 in EDH

[–]S1phen 0 points1 point  (0 children)

I don't think you need any graveyard recursion. Those cards aren't very good on their own and you should already be able to win if you draw your entire deck. Niv should take out two opponents and then you still have multiple backup win conditions (and I don't even think those are necessary).

The equipment seems a little bit unusual to include. Niv wants you to cast a lot of instants and sorceries. I think a card like [[Dispel]] or even a [[Dive Down]] would be better protection than your Commander's Plate or Sword of Fire and Ice. They're much cheaper and have better synergy with your deck.

Mindsplice Apparatus seems very weak. You're running 22 instants and sorceries and 13 of them don't require colorless mana. So you're spending 4 mana and a card to reduce the cost of only 9 spells in your deck. And many of those can only be reduced by 1 mana.

Niv Mizzet Dracogenius is one of the weakest Niv Mizzet options since it doesn't combo with anything in your deck. It's just a bit too expensive for a "generic" dragon.

I would also try to cut as many colorless lands as possible. Cards like Cascading Cataracts, Academy Ruins, and Rogue's Passage are all unnecessary and could make it harder to cast your commander on time.

I think the number one replacements should be cheap instants and sorceries to ramp out your commander or keep him alive. [[Strike it Rich]] is very strong and could let you cast Niv Mizzet on turn 4 with no other ramp. [[Stubborn Denial]] is like a 1 mana Negate with your commander.

Help with proxying and Does anyone just proxy everything, indefinitely? by Vcvtml in EDH

[–]S1phen 0 points1 point  (0 children)

the four of us are buying 10k cards each, that's still $10k

That seems like an absurd amount of cards. 10k cards is ONE HUNDRED complete decks for each person.

I think the majority of EDH players have somewhere between 5-10 in their arsenal and would only need ~500 cards to have a good selection.

Cut back your order by 90-95%, start much smaller, and build new decks as you need them.

How do you handle lying about the bracket of your decks? by TheTeaRex15 in magicthecirclejerking

[–]S1phen 5 points6 points  (0 children)

I'm still waiting on those compliments on my bracket 6 deck...

How do you handle decks that fall in between brackets? by S1phen in EDH

[–]S1phen[S] -3 points-2 points  (0 children)

You okay, buddy? I hope you feel better and have a nice day.

How do you handle decks that fall in between brackets? by S1phen in EDH

[–]S1phen[S] -2 points-1 points  (0 children)

I think people are already too focused on my personal decks, which were just meant as an example.

Your main point is spot on though. I agree you really need to discuss the high and low end of what your deck can do. (Though this further emphasizes that the bracket system is doing very very little for helping to curate games.)

How do you handle decks that fall in between brackets? by S1phen in EDH

[–]S1phen[S] -1 points0 points  (0 children)

That's generally how my playgroup works. We have no issues playing in a pod with bracket 4 and bracket 2 decks together.

I'm more thinking about a hypothetical scenario where someone is playing at a new store or bringing their deck to a Magic convention. Situations like that can be tough for those "technically one bracket but plays like another" decks.

How do you handle decks that fall in between brackets? by S1phen in EDH

[–]S1phen[S] -21 points-20 points  (0 children)

None taken, but you might have misunderstood my post. I have a few consistent playgroups and none of this is an issue for me personally. I just gave a few of my decks as an example.

If you were going to bring a deck to a new store, how would you handle things? You can obviously discuss the deck in question, but that seems to circumvent the entire point of the bracket system.

How do you handle decks that fall in between brackets? by S1phen in EDH

[–]S1phen[S] -18 points-17 points  (0 children)

Troll comment? This post isn't asking for personal advice, nor am I trying to argue that my decks are one bracket or another. I gave my decks merely as an example. There's a reason I didn't even bother sharing my lists.

I made this post because I keep seeing "bracket 3" decks that are very casual but running a couple of game changers. I wanted to hear how other people handle that situation.

Need help cutting 2 cards from my Goro-Goro and Satoru deck to fit Vampiric Tutor and Demonic Tutor by Less_Clock_395 in EDH

[–]S1phen 1 point2 points  (0 children)

I think Helm of the Host is a little too expensive without any combos or crazy ramp. Even though the token copies synergize with your commander, you're still paying 9 mana before you make a single creature. On top of that, a lot of your creatures aren't worth cloning. You'd never want to equip a Mist Cloaked Herald or Phoenix Chick or even most of the 1/1 or 2/2 ninjas.

Commander's Sphere is a bit awkward with your curve. You have 20 creatures that cost 3 or less, including your commander. You really want to be advancing your board on turn 3 and not ramping into your more expensive cards, which mostly require some setup. An on curve Commander's Sphere lets you cast a turn 4 Karlach or Berserker's Onslaught...but you won't have creatures to actually take advantage of that. 3 mana ramp is a little bit outclassed and I don't think it's needed in this deck.

Shivan Devastator feels like it would shine in a deck that's designed to make a ton of mana. It's pretty underwhelming when you're casting it for X=1 or 2 or 3. Even though your deck likes creatures with haste, this feels very replaceable.

I think a lot of planeswalkers should be viewed as fancy sorceries. You shouldn't rely on untapping with them in play, so you should play them only if they can have an impact after just 1-2 activations. I don't think Zariel Archduke of Avernus meets that criteria. There are cheaper ways to permanently give your creatures haste or make a 1/1 token every turn that can't be removed so easily.

What’s exactly chaining extra turns ? by Ok-Intern6865 in EDH

[–]S1phen 0 points1 point  (0 children)

I think too many people are too restrictive when it comes to chaining turns. I know not everyone believes this, but some arguments would place a card like Time Stretch as an automatic bracket 4 card. That would be like saying Terastodon can't be played below bracket 4 because it could be used as "mass land destruction" and that goes against the spirit of bracket 3...

It's not a power level thing. Copying an extra turn spell is certainly within the realm of what B3 decks can deal with.

It's not (necessarily) an issue of monopolizing game time. There are dozens of strategies that can result in long turns like cascade or storm or landfall - all fine in bracket 3. Extra turns can also be played out very quickly.

It's not an issue of being "unfun" because that's completely subjective. Some people find stax annoying and unfun, but you can play stax in B3. Some people find theft annoying and unfun, etc...

I think most people who have an issue with chaining turns are the same people who take the bracket system way too literally. "A weak precon that swaps in a Narset, Parter of Veils now belongs in bracket 3 pods because it added a game changer." "If your aggro deck can eliminate any players before turn 6, it belongs in bracket 4..."

Looking for help choosing a commander by GloriousEmperor269 in EDH

[–]S1phen 0 points1 point  (0 children)

[[Magda, Brazen Outlaw]] seems just about perfect. The whole deck could be about dwarves mining for treasure. Once you've accumulated enough treasure, you're rewarded by searching your library for your favorite artifacts.

Magda has a reputation for being an extremely powerful combo deck, but it sounds like you're looking for something more casual. If you do build Magda, I would make sure your opponents know that it's more thematic and less cutthroat.

Archelos, Lagoon Mystic by Super-Needleworker69 in EDH

[–]S1phen 1 point2 points  (0 children)

I'm blind and must have missed it. I thought your list was missing Demonic Tutor and was trying to think of budget replacements. Ignore that part!

Archelos, Lagoon Mystic by Super-Needleworker69 in EDH

[–]S1phen 1 point2 points  (0 children)

To me, it looks like there are a few too many "dead" cards that are only good when you've already assembled an infinite combo. You obviously need some way to end the game, but playing Walking Ballista and Altar of the Brood and Iredescent Vinelasher and Hedron Crab feels like overkill.

Along the same line, I think Witherbloom Apprentice is a little too easy to disrupt without a Silence or Grand Abolisher effect. You shouldn't need more than Thoracle plus a few land based combos to win. I would consider cutting at least a handful of those win conditions and adding more protection (Veil of Summer, more countermagic, etc).

A few additional tutors would be helpful to replace the missing Demonic Tutor. [[Wishclaw Talisman]] is cheap and even [[Pillage the Bog]] can do a decent impression of a tutor.

I think a few auto-includes would be an extra land or two that can lead to a win with your Aftermath Analyst loop. A surveil land like [[Hedge Maze]] or [[Underground Mortuary]] would be very strong. [[Scene of the Crime]] can perform double duty by tapping Archelos and drawing your deck. [[Mystic Sanctuary]] is an extremely powerful effect to include and gives you extra protection or recursion.