Format compatible avec la plupart des logiciels Magic, y compris Magic Workstation et Cockatrice:
For MTG Arena:
For Magic Online (MTGO):
Autres
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Révision affichée: 277. There is a more recent version of this deck.
This is a list of staple cards for my pod's EDH format to aid with deckbuilding (budget permitting.) This is by no means a comprehensive list or meant to substitute for your own homebrewing; it's more of a reminder of cards that are pretty safe to include in the appropriate color(s) if you're looking to fill in a decklist.
We play on Cockatrice on Saturdays, starting around 1:00pm PST, usually for 3-4 hours (2-4 games typically). Games have 4 (sometimes 5) players, often with folks rotating in and out. People are always free to spectate. If you're interested in joining, DM me on Discord at Laggy#0637.
The pod rules follow below.
General tutor functionality is banned (library-wide searching or functional equivalents) - this includes commanders (Scion of the Ur-Dragon) and targeting opponent's libraries (Praetor's Grasp.)
This creates greater variance with decks, so that they don't play the same every time and emphasizes the nature of 99-card singleton deckbuilding.
Doing an infinite interaction (generating infinite mana, life, damage, ETBs, etc.) is banned. Near-infinite combos are legal.
By removing infinites as a default win condition, this makes slower (non-combo) decks viable and raises the average mana curve of games.
Land destruction effects (cards that destroy/exile/bounce/sacrifice/steal lands) controlled by other players do not affect your own lands.
This prevents players from being shut out by Armageddon and friends, and lets them keep a safe mana base so that they continue to be able to play cards and participate in the game. Do note this does not prevent all possible avenues for land destruction; for example, playing Mycosynth Lattice and Vandalblast is a legal combination.
In Cockatrice, price check your deck via Deck Editor -> Send deck to online service -> Analyze deck (deckstats.net) and aim to be below $500 (use tcgplayer.com prices). You are allowed some discretion in handwaving down prices for cards that are obviously inflated due to supply/popularity reasons rather than power if the deck is not particularly strong for pod standards. On the other hand, if you're including cards whose power justify their price and/or your deck is a strong archetype, err on the side of being strict.
A deck's budget is often a decent representation of its power level, and this sets a reasonable cap on how many expensive generic goodstuff cards you can include.
The following cards, while not strictly tutor or land destruction effects mechanically, do similar things in practice (allows one to search their whole library, reduce their library to fetch a specific card, turn off the majority of lands in most decks, etc.)
The following cards are deemed both too generically good and having outsized impact on deckbuilding variety and game state.
Fast Mana Rocks
Lands
Fetchlands
There are no free mulligans. All players (including first) draw on their first turn.
We use the London mulligan rules:
Concession due to a player's perception of imminent loss is not considered bad sportsmanship. Punishing an opponent attempting to put you into an unwinnable position by conceding is expected behavior. Players are encouraged to concede when it seems reasonable to speed up game pacing, e.g. when a control/stax deck has locked down the board convincingly.
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Nom | Main | Tour 1 | Tour 2 | Tour 3 | Tour 4 | Tour 5 | Tour 6 | Tour 7 | Tour 8 | Tour 9 | Tour 10 | |
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Please add some cards to the deck to see card suggestions.
Score | Nom de Carte | Catégorie | Mana | Rareté | Salt |
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