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Hall of Mirrors Pool (EDH / Commander)

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    Make as many reflections as possible. A cheap deck (paper under $50, MTGO under 10 Tix) intended to have fun, not to be competitive.

    • Copy/Clone (Goal: 8)
      • Copy is more efficient than cloning.
      • Bouncing and reflecting Alirios cost at least 4. If copying cost more than 4 without some other benefit, it is not worth it.
      • Copying has the added benefit of being able to send Alirios back to the command zone if we have no other options and can cast him next turn.
    • Bounce (Goal: 16)
      • 1: Bounces Alirios or defense
      • 2: Bounces Alirios and defense
      • 3: Bounces Alirios or defense, plus draw
      • 3: Bounces Alirios or defense, plus a creature
      • Anything costing more than 3 becomes difficult to cast Alirios that same turn. This is basically a lost turn (unless we get a hefty creature with the bounce).
    • Flicker (Goal: 4)
      • If less than 4, more efficient than bouncing.
      • Potentially less risky since it is like a bounce and cast all in one.
      • No potential for defense though.
      • Any single use costing more than 2 may not be as valuable as a bounce.
    • Pump (Goal: 8)
      • 3-4 mana to create a 3/2 token each turn is not a battle of attrition we are going to win
      • Adding a 4/2 or 4/3 each turn (retroactively as well) gives us a bit of a chance.
      • Combined with defensive bouncing, gives us a fighting chance on the defensive end of combat to dissuade aggressive acts whilst we reflect.
    • End Game (Goal: 8)
      • If we've survived this long, go all in.
      • Make a grand, ridiculous play, that's likely to be stopped, but spectacular if pulled off.
      • If we can eliminate one player or survive to be the last to be eliminated, that's a win.
    • :Draw (Goal: 8)
      • Avoid wasted turns spending all mana to draw a lot of cards that can't be played (because we ran out of mana).
      • The goal is to interact with Alirios and create a reflection at least once per turn and set up the next interaction for the next turn.
      • We'll need 3-4 mana on any turn to reflect.
      • Any draw spell over 3 mana probably doesn't fit.
      • Draw spells should draw 2-3 cards.
    • Mana Rocks (Goal: 8)
      • Mono Blue with many easy casting costs requirements (mostly single U, including Alirios).
      • Pick colorless options if more efficent.
      • Enters tapped may not be important. Just set up for next turn as long as we played Alirios (check this is true).
      • 2-3 cost for 1 or 4 cost for 2?
      • Rocks or Dorks?
    • Recycle (Goal: 3)
      • Prefer permanents to spells, since they may be harder to counter when actually used.

    This deck does not appear to be legal in EDH / Commander.

    Problems: A commander deck should contain exactly 100 cards, including the commander.

    Turn: Your life: Opponent's life: Poison counters:
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    If I play a card times in my 220 card deck, how likely am I to draw it times?
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