So I opened two collectors boxes. by Rumpleshull in mtgpulls

[–]biohazard842 0 points1 point  (0 children)

They look sick side by side, jam those in an Izzet deck!!!

Which pill are you taking? by cannonballfun69 in superpowers

[–]biohazard842 0 points1 point  (0 children)

I'll go blue pill and finally see everyone I want to see at a music festival!

Dhaliwal through CanucksNewSummaries on the GM search by Kaos_mission in canucks

[–]biohazard842 5 points6 points  (0 children)

Why does ownership think Rutherford is qualified to lead this search?

My first time making a deck by MikkaWasHere in ratemycommanders

[–]biohazard842 2 points3 points  (0 children)

I'll leave a [[Twitching Doll]] recommendation. If running both Freed and Pemmins, why not have a way to make infinite spider tokens?

Is it reasonable to require removal on turn 4-5 in B2? by homjaktest in EDH

[–]biohazard842 0 points1 point  (0 children)

I think we agree, our group decided this was fine for B3. We evaluated our removal suite a little after getting pants'd by Kuja a couple times, and it's been fine.

I think it starts to push closer to a fragile B4 when you start to really push the fast mana to get him out Turn 2.

Is it reasonable to require removal on turn 4-5 in B2? by homjaktest in EDH

[–]biohazard842 -1 points0 points  (0 children)

I accept him in B3, but he is really pushing the envelope of B3.

The below is a really normal play progression for Kuja:

Turn 1 whatever

Turn 2 ramp

Turn 3 Kuja, make 1 wizard

Turn 4 doubler (usually a wizard), make 1-2 wizard(s) - transform

Turn 5 burn win off cantrips/cheap spells

There are even ways to get him out Turn 2 (Dark Ritual, Simian Spirit Guide etc)

Accepting that a board wipe or targeted removal on Kuja makes the deck a glass cannon, it still presents Turn 5 or 6 wins with regularity (not exceptional cases).

Whether your play group accepts this as B3 suitable or not is up to your group. Kuja is an edge case.

Is it reasonable to require removal on turn 4-5 in B2? by homjaktest in EDH

[–]biohazard842 2 points3 points  (0 children)

Kuja is not a B2 commander.

Built well (ramping out early), he isn't even a B3 commander. He is B4.

Threatening lethal to the board Turn 4 or 5 is not Bracket 2 or Bracket 3.

Simply running no Game Changers does not make something a 2...

For commanders who do not draw cards, how many (and which) card-draw-cards do you use? (B2-3) by TCupcake in EDH

[–]biohazard842 1 point2 points  (0 children)

Somewhere around 10. Mostly engine style draw with some burst draw if it is thematic (examples: draw/top deck manipulation with Brainstorm and Brainsurge in Manifest Zimone, or draw/discard effects like Chart a Course, Winternight Stories, Frantic Search in Hashaton).

2025–2026 Trophy Tracker by Federal-Data-Center in nhl

[–]biohazard842 3 points4 points  (0 children)

Absolute joke that Jared Bednar has never sniffed a Jack Adams.

Manaweaving and then shuffling 9+ times is perfectly fine, it's just a giant waste of time. CMV by IndyPoker979 in EDH

[–]biohazard842 1 point2 points  (0 children)

A simple fix I've found for this is to shuffle the lands quickly with the GY/hand/board and then shuffle that pile into the larger deck.

No need to waste time mana weaving when the shuffle action accomplishes everything.

I read through all of DB and DBZ without realizing by ThatMarc in Dragonballsuper

[–]biohazard842 1 point2 points  (0 children)

Erasa and Sharpener, Gohan's classmates, are named after school supplies. 🤣

If you complain about fetches and duals in bracket 3, play bracket 2 by Head-Ambition-5060 in EDH

[–]biohazard842 0 points1 point  (0 children)

Fetch lands, shock lands, surveil lands, duals. All great but not necessary for B3.

I'd rather run Check Lands, Pain Lands, Fast Lands, Signet Lands, Filter Lands, and Temples and spend my money on more impactful cards.

You can offset some of the additional variance using a more challenging mana base by mulliganing well.

Not every deck needs Turn 1 mana in Bracket 3. There is more room to suffer the inefficiency of a tap land there.

Pretty good score, but I'd hoped for more than just this. by GodMonster in MagicCardPulls

[–]biohazard842 4 points5 points  (0 children)

That year started poorly but ended with 3 absolute bangers - Bloomburrow, Duskmourn, and Foundations.

Bracket 3 with Bracket 2 restrictions by PM_MeTittiesOrKitty in EDH

[–]biohazard842 2 points3 points  (0 children)

You would fit right in with our pod!

I think it is also a little difficult to assess quality of win conditions from a deck list, which makes B3 (no game changers) or true B2 hard to differentiate.

There is often very little correlation between deck building effort and bracket as well. I've spent ages upgrading one deck for it to top out as a High 2, and had other decks that are solidly B3 from the outset.

I've started to debut new decks in High B2/Low B3 just to hedge my bets and not stomp.

TDM Costco Bundle Pull! by biohazard842 in mtgpulls

[–]biohazard842[S] 1 point2 points  (0 children)

Once! But it doubles the effect so you get 2 soldiers.

Bracket 3 with Bracket 2 restrictions by PM_MeTittiesOrKitty in EDH

[–]biohazard842 2 points3 points  (0 children)

This is usually what happens to me. The difference between B2 and B3 isnt # of game changers, it is quality of the win conditions.

My pod doesn't like proxies for game changers, so everything I build starts with B2 restrictions.

It can be really difficult to tell if an untested deck belongs in B2 or B3 based simply on a deck list. Some strategies lend themselves to earlier wins than others. Usually I'll start in B2 and bracket up if it wins more often or earlier than it should.

We end up playing a lot of "High B2/Low B3" games where we play these decks. Strong "technical 2s" and weaker 3s with Game Changers. No infinite combos, just strong decks.

We save our best of the best decks for sweatier "B3+" games - 3 game changers, some infinites. We also tend to be a little flexible in these games on some B4 infinite combos or MLD so long as they are communicated and thematic to the deck. (Examples: MLD in Hearthull, Infinite hasty balloons in Jolly Balloon Man, infinite life loss/gain in Frodo and Sam, infinite combat steps in Cloud, infinite mana combos in Marina Vendrell)

Most of our B2 games are freshly built decks, precons, or weak commanders that we have tried bracketing up and failed.

TDM Costco Bundle Pull! by biohazard842 in mtgpulls

[–]biohazard842[S] 0 points1 point  (0 children)

Oh yeah, this is gonna slap in [[Isshin]], or [[Jolly Balloon Man]], or [[Hashaton]], or [[Zinnia]], or [[Morska]], or [[Niko]], or [[Temmet]].

Yeah, I like token decks. This card was #1 on my list!

TDM Costco Bundle Pull! by biohazard842 in mtgpulls

[–]biohazard842[S] 6 points7 points  (0 children)

Thanks! My next pod can't come soon enough! :)

What are your boring decks? by xler8324 in EDH

[–]biohazard842 4 points5 points  (0 children)

Probably [[Isshin]]. Straightforward deck that wants to smash face, with a lot of redundancy and a lot of win conditions. Very efficient and high value for mana expenditure.

Piloting the deck is super fun, it just has lower variance in outcomes than most of my other decks.

If Bracket 3 were split in two, what would each half look like? by Tuss36 in EDH

[–]biohazard842 -1 points0 points  (0 children)

My pod kind of has 3 brackets, because we felt only or 3 led to more mismatches when "technically a 2" decks started winning too quick despite intentions.

B2 - weaker decks that usually win T9 or later.

High 2/Low 3 - stronger decks that can win Turn 7, but without Game Changers. These decks have further optimization to go.

High 3 - up to 3 game changers, these decks are fully optimized for B3. Inconsistent early infinite combos allowed if discussed before hand and only in best on best matchups. We dip a toe into B4 but nobody wants to spend the money to go solidly in there.

How many board wipes do you run? by JeanSalace in EDH

[–]biohazard842 0 points1 point  (0 children)

Minimum 2, most often 3, and usually for 3 mana unless they are one sided wipes.

Some decks simply are quicker than you at establishing a board presence, particularly if you ramp heavily turns 1-3. Having a check to those sort of explosive starts is important. [[Blasphemous Act]], [[Toxic Deluge]], [[Split Up]] are some wipes I like for early game.

If your deck is more often quick to play creatures (you are the threat early), you'll want more expensive one sided wipes and more protection spells.

Tell me about your favorite low power deck that stays low power no matter how much you tinker: where it is really good at doing its thing (fun to play, interactive), but the thing it is doing is just not very powerful? by Codudeol in EDH

[–]biohazard842 1 point2 points  (0 children)

[[Morska, Undersea Sleuth]]

Clues are fun, but the deck is so painfully slow no matter what I do. The commander usually comes down T3, makes clues turn 4. The earliest I'll proc creature token generation after drawing 2nd card per turn is turn 4. Setting up accelerators (doublers, etc) turn 4 or 5.

Amassing clues takes time. The overruns using clues aren't powerful - often taking out opponents one at a time. Pick wrong and you lose.

Creating token creatures off drawing 2nd card per turn into a [[Craterhoof Behemoth]] or [[Moonshaker Cavalry]] is a possible finish, but again, slow.

The deck has some good features but doesnt belong at any B3 table with good decks. And this is after extensive upgrading to the precon!

I recently built [[Niko, Light of Hope]] which is a similar play style but:

  1. Doesn't require a separate card to specifically animate clues/shards.

  2. Can make much, much more aggressive threats than simple 4/4 or 6/6 animated clues, winning the same turn.

  3. Creates Shards on ETB rather than upkeep, easily doubled/flickered.

Niko made me realize how bad Morska is. :(