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My first take at a PDH version of Malcolm, Keen-Eyed Navigator / Glint-Horn Buccaneer combo deck. Still in the testing process
Combo Win:
In no particular order
Option 1: With Malcolm and either Reckless Fireweaver or Ingenious Artillerist, you just need a spell to make them a pirate and an artifact to enter play to generate infinite damage (as well as infinite Treasure Tokens). Each piece is tutor-able by a transmute card, and you can usually navigate your way to the two pieces depending on which one you have. Note that, while it provides a potential combo kill piece, Viridian Longbow is included because it is a cheap-to-cast artifact that can provide the initial artifact to kick off the damage chain if the board is simply too clogged to generate a Treasure through attacking.
Malcolm, Keen-Eyed Navigator + Reckless Fireweaver/Ingenious Artillerist + Trickery Charm
Malcolm, Keen-Eyed Navigator + Reckless Fireweaver/Ingenious Artillerist + Imagecrafter
Malcolm, Keen-Eyed Navigator + Reckless Fireweaver/Ingenious Artillerist + Blades of Velis Vel
Malcolm, Keen-Eyed Navigator + Reckless Fireweaver/Ingenious Artillerist + Wings of Velis Vel
Malcolm, Keen-Eyed Navigator + Reckless Fireweaver/Ingenious Artillerist + Amoeboid Changeling
Option 2: With Malcolm in play, Freed from the Real and any ping ability grants infinite damage
Malcolm, Keen-Eyed Navigator + Freed from the Real + Hermetic Study
Malcolm, Keen-Eyed Navigator + Freed from the Real + Psionic Gift
Malcolm, Keen-Eyed Navigator + Freed from the Real + Viridian Longbow
Malcolm, Keen-Eyed Navigator + Freed from the Real + Quicksilver Dagger
Note: Per PDH rules, Mystic Remora is banned, and would need to be switched. This is a meta and preference specific issue, but the assumption is that the lack of additional card draw will lengthen the game. As such, in the absence of comparable card draw at common, interaction or removal seems most appropriate. My leaning at this point is to run Vanishing as it can function as a near permanent removal of a commander or other key creature unless the opponent has instant-speed Enchantment removal (meta-specific considerations may alternatively justify running Flame Slash or Blue Elemental Blast or an additional commander protection spell to keep Malcolm on the board). I just also run this deck in normal EDH games when the power level seems appropriate, which is why it is in the list. Along those lines, outside of PDH, Rhystic Study should be included here, but I don't have one and cannot justify doubling my cost of the deck for the one card. If you have it, run it (I think I would replace Thoughtcast, but I have not given it too much thought).
I am also watching my experience for whether it is worth running Dispersal Shield. It is frequently going to be able to counter any spell CMC 3 or less, which should serve as very good coverage against spells that interfere with our gameplan and stop other speedy wincons. I would love to hear your thoughts.
In testing, I have not seen that I am able to build up a large number of cards in hand such that Tolarian Winds can function as a significant source of draw. I want it to work, but I do not see it as feasible in light of the fact that we're looking for three-part combos and we want interaction (if possible) to defend against interruptions from opponents. Theft of Dreams is also a consideration, particularly if we expect to be playing against a lot of creatures. One token deck in a pod easily justifies the inclusion.
Edit 1:
Removed Dizzy Spell and put in Omen of the Sea. Dizzy Spell is just too narrow and too slow, and I think the additional card selection/card draw is more beneficial. What I have found is that on turns 5-6, when we are typically in a position to attempt the win, we have approximately 8-12 mana with the treasures, assuming we have not need to burn too many treasures protecting Malcolm and have been able to connect. Burning 3 mana on Dizzy Spell, particularly on Viridian Longbow, takes too many resources and frequently requires you to send the combo out without protection, but the alternative is giving everyone at the table notice of your combo piece. It is also generally unplayable as anything other than for the transmute, Drift at least is a body that blocks well.
Went down an Island for Ash Barrens. The benefit is the ability to fix colors to get Kediss out and start making three treasures a turn, or as an avenue to get Foil online (holding up a mountain or treasure with the ability to turn that into an unrestricted counterspell can catch many off guard.
I have done some research and found cpdh.guide, which is a great resource, and it looks like this commander pair is quite heavily played. I am trying to evaluate whether I am comfortable going as low on mana as I have seen (typically seeing 33 - though I think I would need to cut Foil in favor of Daze) and whether I should focus on one combo and potentially remove the Freed from the Real + ping line. I have found that Tandum Lookout/Ophidian Eye + ping to be amazing (when Kediss is on board, we draw three and create three treasures) - so I will keep both lines for now, as it adds flexibility and resilience, and it only takes a few slots. Finally, I am evaluating the creatures - decks I have found run spell-slinger staples like Firebrand Archer, Guttersnipe, and Thermo-Alchemist (the last of which I particularly like due to the 3 toughness and its ability to survive most board wipes). My thought with the pirates is to ensure Malcolm triggers, even getting early triggers while Malcolm is summoning sick, and to synergize with Path of Ancestry, which may give 2-3 free scries while fixing my mana. That said, card quality of the pirates is lower than incremental damage from the abovementioned examples - certainly if the combo is disrupted, I think that my creature base will have a harder time closing out the game. That change would require changing most of the creatures in the deck, so I am not rushing to it yet, but something I will continue to think on.
I am considering the following to be added:
Compulsive Research
Deep Analysis
Secrets of the Golden City
Arcane Denial
Daze
Runed Stalactite
Edit 2:
Added Compulsive Research, Deep Analysis, and Izzet Charm to help dig for answers/combo pieces. I am also trying out Burning Prophet for additional card selection - though it can be awkward with some spells. I added the Thermo-Alchemist because I had one. It is still relatively common to get a pirate out before Malcolm, but I think that we are at a tipping point where pirates will be pulled (along with Path of Ancestry) in favor of an all-out spell-slinging approach.
I added the two cycling lands to prevent floods while still running 35 lands. I have been happy with how the mana base is functioning for the most part.
I dropped Red Elemental Blast for the above-mentioned Izzet Charm - It just represents so much more flexibility even though it is a poor counterspell. I will continue to run the Pyroblast for counterwars and blue-specific removal.
I was running both Turn Aside and Intervene, and elected to cut Intervene in favor of Mizzium Skin. Intervene is narrower than Turn Aside (it cannot protect the enchantments that may be essential to the combo win) and Mizzium Skin is a more flexible defensive spell, potentially protecting both Malcolm and a Reckless Fireweaver.
I have eliminated Dispersal Shield. In terms of interaction changes, I am still considering Daze. I don't have another Arcane Denial to slot in, but it does present a good option. I am also considering Mana Leak and Memory Lapse, but both feel pretty medium for two mana.
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