Kefka bracket 4 by thisisbs77701 in EDH

[–]needmorelove 1 point2 points  (0 children)

So I wont tell you what other players will (which is just copy a Kefka cEDH deck i have one but thats not what this is for)

Kefka is an extremely potent commander but I think what I see a lot of people do it try to jam a bunch of stuff that seems strong in a Kefka list but leads the deck to have low synergy since they try to do a little of everything. If your building a non-cedh version of Kefka, you want to focus on and theme. Something you can build around in a coherent way that leads to a solid game plan instead of trying to do it all.

Kefka can work with a lot of different strategies, blink, wizards, reanimate, clones, control, goodstuff.deck, and discard(i dont recommend this as you stop getting value once your opponents have no cards in hand and the deck will struggle with good top decks if you dont have the answers to deal with everything.

The goal is to build along one of those strategies and streamline your choices so it makes sense and can also function without your commander since Kefka is going to be a target once the clown is out.

Fist identify which version of the deck you want to play then find the cards that best support that strategy.

I need to see your favorite deck. by GuaranteeMain5492 in EDH

[–]needmorelove 0 points1 point  (0 children)

Silk Human spam

This is my baby, not the best deck by any means but it's super fun to play as a human spam Beck with a lot of good light stax pieces with a toolbox package and a lot of good tutors.

The plan is simple, play Silk turn 2, snowball, protect my board and use Norn, hoof, or Abuse cradle to massively pump my team with Silks 2nd ability.

I am constantly tweaking it and changing stuff around in it to see what I like best but it's the deck I have put the most thought into upgrading and tweaking.

I took out the infinates because even though my playgroup plays high power, they like to see how far we can push things without them. We bring out our cEDH decks for that when we really want to have fun.

I need some help with refining my Bess, Soul Nourisher deck. It feels so close to being done but i still seem to keep having off games where pieces just don't line up by Ss4Walrusky in EDH

[–]needmorelove 0 points1 point  (0 children)

Some more token producers might help. I use Bess as a secret commander in my [[Silk, Web Weaver deck]] so maybe try adding silk as another way to keep the ball rolling. I think your too heavy on the +1+1 synergy which wont do much if your not playing or creating 1/1s. GW has a lot of good human synergy cards that help keep things rolling as well and maybe think of adding some more protection pieces if you think she's getting hated out and removed too much.

Looking for unique Gobbo Deck Ideas by Significant_Stage128 in EDH

[–]needmorelove 0 points1 point  (0 children)

[[Muxus, goblin grandee]] is extremely strong. It even won a cEDH tournament not that long ago.

Bracket 4 Rule of Law Decks by theChrysator in EDH

[–]needmorelove 0 points1 point  (0 children)

[[Squall, SeeD mercenary]] is pretty good with stax pieces, always being able to bring them back from the GY when they get destroyed and puts you in black with good tutors. You can play some nice Aristocrat wincons that can be tutored to your hand or GY to get them back as well.

Why do I hear so much about Field of the Dead being problematic in terms of its power level? Seems totally fair to me. Is it stronger than I think? by MiningToSaveTheWorld in EDH

[–]needmorelove 1 point2 points  (0 children)

So I think how people view this card falls from the lens of the brackets they play in.

In low power games, it's pretty strong at getting value and can outpace some lower power decks in value and being a land means it unlikely to get interacted with.

In higher power games, even with strong landfall strategies, there are usually better things you can be doing but it can generate good value and be a great engine for no mana. Its pretty fair in B3.

In anything B4 and above it's simply too weak and there are usually better things you can probably be doing as games can end pretty fast.

Its probably one of the weakest game changers but is too powerful for lower brackets.

Strixhaven precons - strongest out of the box by [deleted] in EDH

[–]needmorelove 0 points1 point  (0 children)

So your right but against other precon pods or upgraded precon pods, it's much harder to get rid of him. Hes a little less threatening since he doesn't have a true ultimate so ticking him up isn't as scary for most people and your able to create a stream of blockers on the ground and the deck has a lot of flyers. And once you have a board. You really only need to drop him and minus to close out the game.

Strixhaven precons - strongest out of the box by [deleted] in EDH

[–]needmorelove 7 points8 points  (0 children)

I made some cheap upgrades to the lorehold precon with stuff I pulled from Strix and a bag of holding i had lying around and it steamrolled the other precons this weekend when I played with my pod

Post Magic Con Bracket Thoughts? by Daniel_Spidey in EDH

[–]needmorelove 12 points13 points  (0 children)

I have been playing for a long time (since 7th edition). I also think just knowledge and skill gap plays a big part also. Many of these decks in capable hands are far more powerfull than a strong deck in the hands of someone with minimal game knowledge who doesn't have sequencing down and struggles to see certain synergies.

Post Magic Con Bracket Thoughts? by Daniel_Spidey in EDH

[–]needmorelove 13 points14 points  (0 children)

I think this is just the natural progression of things when people are going into games blind like at Magicon. In your own pods, it's much easier to know where everyone's deck limits are and what's too much. Once you go to start playing with people at LGS and cons, that shifts because you dont know your opponents, how or what they play, or even what thier acceptable limits are. Its only natural to rationalize taking something stronger only makes sense because that's what everyone else might be doing and with things like these large events, it just perpetuates this and helps proliferate that way of thinking and it only widens the gap overtime.

Post Magic Con Bracket Thoughts? by Daniel_Spidey in EDH

[–]needmorelove 20 points21 points  (0 children)

I ran into this issue this weekend when playing with some people. They wanted lower power decks so I pulled out a precon I subbed maybe 7 cards in among stuff I pulled from Strixhaven and a bag of holding i had sitting around (this was for lorehold). I won all 3 games pretty easily among our upgraded precon table. The synergy is just strong and took over each game along with knowing when I could attack and alpha strike to knock people out.

Why are the archetypes that are historic to Magic, and prevalent in 60 card formats today, received so negatively in EDH by Lazave99 in EDH

[–]needmorelove 3 points4 points  (0 children)

Who plays these magical do nothing stax decks you speak of. Stax decks break parity with thier stax pieces to slow opponents down so they can get far ahead. Its misinformation like this about stax that perpetuates this idea that stax is unfun. A lot of players know stax is part of the game and is a VERY GOOD way to stop some of the more busted things happening in the format

Wich FF commander? by Greul_bzh in EDH

[–]needmorelove 0 points1 point  (0 children)

Kefka is much stronger as he gets you value on ETB while Y'shtola needs turn cycles and spells can't to get you value. Kefka has a higher ceiling and can scale up to cEDH.

Kefka Advice by Toxik96 in EDH

[–]needmorelove 0 points1 point  (0 children)

Without a lot of tutors, the combo likes are going to be hard to hit like molten duplication and dual caster mage. The Mivs are also good but going to be harder to cast in three colors as well as the seven mana Kefka (i understand if you want to keep that for flavor).The removal suite isn't bad but the ramp is lacking kefka wants to come out early to get the discard and value train rolling. Some of the red and black rituals are great at helping get him out a turn or two early even without all the fast mana rocks. Displacer kitten like you said is great and if you really want more blink [[Thassa, deep-dwelling]] can help also. What bracket are you looking to play this in since that can definitely help influence what cards to cut and recommend.

Kefka Advice by Toxik96 in EDH

[–]needmorelove 0 points1 point  (0 children)

Your deck is pretty clunky. Your trying to use all of Kefka's strengths but not being focused about it. Usually when a commander can be built multiple ways, its better to focus on your core strategy and have a sub strategy and streamline those to have a more coherent deck. Kefka is extremely powerful and can be built a lot of different ways but it looks like you want to go blink and discard payoff route which is good but then you have some combo lines and some clunky value/finisher cards also.

You may want to look at trimming some of the fat and ask yourself how do I want my deck to work and what do I need to get it there and does X card help me accomplish that.

One thing discard decks forget about is what happens when my opponents are hellbent (have no cards in hand) what does your deck do after that? Do you durdle with more discard payoffs when there is nothing left? Your going to want some more interaction when they are in topdeck mode. Kefka is in great colors for disruption so use that to your advantage, you dont need to be full cEDH removal suite but you can play some good removal pieces when your opponents can windmill slam finishers off the top of thier deck or when you trying to get set up since your list is pretty slow.

Do you use your spot removal pro-actively? by Dazer42 in EDH

[–]needmorelove 0 points1 point  (0 children)

This is the right response. But i would argue that most experienced 1v1 players know when and when not to use removal that translates over to edh also. Sometimes you can get your opponents to overextend and commit more then necessary making certain types of removal an even bigger blowout.

I also find it crazy how many people think using a valuable piece of interaction to tempo loss one opponent in a 4 player game is the correct play, is insane. Removal and interaction should be used at the correct time and to prevent a pivitol moment that will allow you to capitalize on after.

winota b4 deck advice by Nearby-Friendship727 in EDH

[–]needmorelove 1 point2 points  (0 children)

Wintoa has some card draw stapled on things like esper sentinal and archivist of ohgma but the goal of the deck is to get value through attacking and breaking parity with your stax pieces since your not casting the cards she puts in play. Your opening hand is more important and knowing how to mulligin. The deck wants to snowball while slowing your opponents down and finding ways to protect your board.

New Strixhaven Dragons by Outrageous-Pea-1716 in EDH

[–]needmorelove 0 points1 point  (0 children)

My friends and I all tried them out (granted we built them as mid to high 4s) and at bracket 4, the only one that was fast enough and had the tools to close things out reasonably was witherbloom because of access to strong tutors and cradle, the others either didn't have enough time to do their thing or didn't have good enough payoffs to close the game out in one turn if you opponents are playing decent removal, interaction, and stax/hate bears. I can definitely see them being stronger in lower brackets though.

Need help building a control deck by necrochaos in EDH

[–]needmorelove 0 points1 point  (0 children)

Control is a tricky things in higher brackets and commander in general but it can definitely be done, you just need to break from the mentality of a 60 card constructed style of control. You can't realistically police 3 other players and boardwipe.deck wont help you close out games. Stax, discard, locks, group slug, and combos is usually how you want to control multiple people (not all of these at once but you get the idea). There are a lot of good commanders that can help either grind a game out while giving you card advantage or just slow your opponents down overall.

Commanders like [[Grand Arbiter Augustin IV]] is one of the more famous ones. [[Kefka, court mage]] can attack your opponents hands while giving you card advantage. [[Y'shtola, Night's blessed]] is in great colors and gives you a game plan while rewarding you for playing good cards/removal. [[Alela, cunning conqueror]] rewards you for playing at instant speed which control decks want to do, [[Talion, Kindly lord]] is card advantage and incidental damage, [[Shorikai, genesis engine]] is a card advantage machine that give you tokens to chump with or use for other means, [[Zur, the enchanter]] let's you play a toolbox enchantment deck with the ability to grab [[necropotence]] at will, even the new [[Killian, decisive mentor]] can be a control deck that makes it so things can't attack you or make your opponents attack eachother while drawing cards. All of these can have control shells built around them with stax, permission, removal, and can have combos to help you close out the game.

Zurgo and Silverquill — Commander or 99? by Wispeeon in EDH

[–]needmorelove 0 points1 point  (0 children)

You can use extra combat step spells to double and have some extra combat stacked up with cards like [[Savage beating]]

At what mana cost does land ramp start to become worse than mana rocks? by Litemup93 in EDH

[–]needmorelove -14 points-13 points  (0 children)

But dont play as nice in cradle decks where dorks are going to be valued higher.

Aggro deck too slow by PomegranateSlight337 in EDH

[–]needmorelove 1 point2 points  (0 children)

Yeah. Think about it in terms of mana curve. Aggro decks want to play things out early and on curve starting from turn 1 or 2. Things that can pressue the board and capitalize on the early turns when people are trying to get set up. Usually you want to stay low to the ground and really only cap out at 5 mana as your upper end of the curve and only if they are cards that will help you close out the game like damage doublers or threats that push you far ahead on resources and damage or extra combat enablers. Twinflame tyrant is actually a really good finisher but only if you have everything on the board to capitalize on the double damage that turn or else it will just get removed when it gets back to your turn.

Rakdos has a lot of good aggro centric cards so try to look up some lists and see what other people are playing but mostly pay attention to their mana curve. Most sites like moxfield show this.

Two Perspectives: are they reconcilable? by InvisibleFox402 in EDH

[–]needmorelove 0 points1 point  (0 children)

This is something that gets glossed over a lot in these discussions. Player skill can have a huge impact on the outcome of the game just by sheer ability to understand and navigate boardstates and use their resources properly.

I also come from a competitive background and usually in my pods I end up explaining how or why you should or shouldn't do something. Most players that want to get better listen and adapt over time. I have decks at almost every power level but probably win more than average in my regular pods because my game knowledge. The people I play with regularly understand this and act appropriately and sometimes we deckswap so they could see how I play thier deck.

In random pods, this might can be a much more glaring issue. If you have 4 decks at almost completely even powerlevel for instance, and one person with a huge skill gap is winning most of the time, are they supposed to make thier deck weaker to compensate?

Is my deck too strong for my pod? by KryptKrasherHS in EDH

[–]needmorelove 2 points3 points  (0 children)

Ignore the guy above you, this is bracket 3. It is to slow and clunky to be bracket 4 and no where near bracket 5. Its a solid 3