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Messages - Raketenudo

Pages: [1] 2
1
Commander Discussion / Re: CMC tribal. What are you picking and why?
« on: February 17, 2023, 08:17:51 pm »
So, I've already been going into this direction, at least a little bit (in Commander).
Inspired by the tiny leaders format, I wanted to know if you can go BIG with CMC<=3.
I've come up with Katilda Humans, running a lot of token producers and then some big X spells. It has it's main MV at 3 though, as, just as you said, powerlevel goes up a notch there.

Thing is, while the MV1 humans are important to spped this deck up, they're not essential.
I'd go with MV2, play Katilda alongside a lot of strong humans, token producers and then some big X spells and just see where it goes from there.

Link to my Katilda Deck:
https://deckstats.net/decks/135548/2727590-tl-katilda-big-mana-human-trib

2
Deck Comments / Re: 3 Cards Blind Card List - Comments
« on: August 02, 2022, 08:26:58 am »


    Fountain of Cho allows you to hardcast Chancellor of the Annex. Other storagelands can similarly be used to cast other expensive cards.

    Chancellor of the Annex and Providence can be pitched to Solitude. Chancellor of the Dross can be pitched to Force of Despair, Sickening Shoal, Grief, and Unmask. Chancellor of the Forge can be pitched to Pyrokinesis or Fury.

    If the player with Chancellor of the Forge is on the draw, then the opponent can't kill the token with pitch-cast Force of Despair since it's their turn.

    Force of Will costs 1 life which will sometimes lose you the game. Solitude giving the opponent life is sometimes similarly problematic.

    If one player has Chancellor of the Dross while the other player has Providence, then the amount of life the Providence player has depends on who's playing first. If the Providence plays first, then they end up with 26 life. If they play second, they end up with 23 life.

    Mishra's Workshop can be used to cast artifacts, but not activate them. It also can't be used to pay for Chancellor of the Annex.

    Gitaxian Probe can be used to win immediately with card:Lab Maniac. It can also be used to break a Chancellor of the Annex bubble as the first spell.

    The Chancellor of the Forge token has haste, so it can attack on the first turn. This one damage sometimes matters.

    Cavern of Souls stops both Force of Will and Chancellor of the Annex.

    Force of Despair doesn't care about shroud or hexproof.

    Black Lotus is a spell, which matters for Chancellor of the Annex

    Blackmail can discard lands.

5
Deck Comments / Re: Penny Stuffy Doll - Comments
« on: March 02, 2022, 03:48:53 pm »
Damn, I LOVE this Idea - Stuffy Doll Combo has always been one of my favourites. One of the first things I did this season was checking if Doll, Tunter and Guilty Conscience were in - bad luck with the white aura though. I did not think about this one though - great job!

6
Deck Comments / Re: (Non-existent) Angus Mackenzie - Comments
« on: January 29, 2022, 12:53:05 pm »
Heym this deck looks absolutely ridiculous - positively!
Would you be so kind and tell me a little about the strategy?
The way I understand this deck, its stax and prolonging the game with the intention to end in a draw via Pariah + Stuffy Doll or "Turbo" Divine Intervention.
Am I right, that this deck is not playing to win, but to draw the game?
Cheers

7
Deck Reviews / Re: [Pauper] PAUPER UB Stax
« on: August 16, 2021, 10:27:24 am »
Damn that's just mean.

8
Deck Reviews / Re: [Cube] Designing Draft Archetypes for Commander Cube
« on: August 11, 2021, 01:45:05 pm »
As I'm a little bored right now, ill do a write up of the underlying design philosophy.

My main inspiration comes from Brandon Sanderon's Cube as seen on Gameknights and Commander Legends.
I want to achieve a cube that supports many different Archetypes and makes it easy to include nice synergy in your deck.

But first, how to draft.
The cube is designed to be drafted in 4 rounds of 16-card packs, with 2 picks per pack. to support up to 8 players, the cube will consist of 512 cards (16x4x8).
This makes it easy to design the cube, as my central question for card choices is, how many cards of this do I want to see, on average, per pack.
Commanders - 2 Cards
Single Colors - 2 Cards (10 Total)
Artifact - 2 Cards
Multicolor - 1 Card
Land - 1 Card


So I've chosen to base the cube around 2-color Archetypes. Each Archetype will be represented by 2 different commanders of that archetypes color identity, as well as a combination of mono colored commanders.
Each monocolor will feature 1 Commander corresponding to each Archetype that color is included in, 1 "open" commander and 1 artifact commander - 6 in total per color.
To facilitate interesting Play and Decks, each monocolor Commandr gains Partner with other monocolored Commanders.
To better define and bring out the Archetypes, each 2-color-combination will get 2 Commanders directly supporting the Archetype.
Then there are 10 3-color-Commanders, 1 for each shard and wedge, that will not support those archetypes but are rather meant to bring out creativity while drafting.
Last but not least there are 4 commanders in WBURG, which are basically just there for fun (like Sisay as Head of "Commander Tribal").

As there is only a very limited ammount of multicolor non-commander-cards, each will be a direct payoff to the archetype it supports, and no "general goodstuff multicolor".

In monocolors, I take great care to make sure most cards support multiple archetypes (like a flying lifelink reature, or a sacrifice outlet that produces tokens...) to ensure having enough synergy aviable in all colors. Also there will be more Payoffs for the supported archetypes.

Lands are 100% fixing and kept at a low powerlevel (evolving wilds).

Artifacts contain mostly fixing, equipment, utility and artifact tribal payoffs.

More Design Philosophies:
  • Ramp is kept to a minimum - except green, as its a vital part of green's identity. You want ramp? play green.
  • There needs to be a good ammount of interactive cards - about 2 in each pack, or 64 in the whole cube, to enable the game to balance itself, if someone gets a god draft or I make a mistake while building the cube and get in way unbalanced.
  • Usual color identities will be kept in tact. White gets AOE and Exile, Green Ramp and noncreature removal, Red Random effects and damage, Blue Carddraw and counters and Black creature removal.
  • Artifacts will be supported along all colors, but will most likely end up as one of the least viable archetypes - will need to be playtested and improved.
  • Each Archetype is supposed to feel meaningful distinct from other archetypes. Altough there are 2-color commanders "meant" for each other, it needs to be possible to create a good deck using more-or-less random assembled commanders
  • As in my mind it is very important (or at least very feel good) to open up some commanders in your first pack of the draft, and mybe even some power, you get a "mulligan" on your first pack, if yu don't like it or it has bad/too little commanders. The first one is free, and from then on you can take mulligans only if the pack contains no commander at all (but still only on the first pack)
  • Some Cards might contain "Sticker" (a mechanic i borrowed from Brandon Sanderson) to give some additional rules to a card. For Example, Sanctum of all is included with a Sticker that says "Can be your Commander. After the draft, efore deckbuilding, choose one: remove Sanctum of all from your card pool OR remove half of the cards you drafted (chosen randomly) from your cardpool and add all 10 different shrines.
  • Power level and mana curve is something to be watched closely. My first cube contained mostly "OP" cards, wich often came at high mana costs. With this one I'll try to tone it down a little - Mana curve should average around 3 to 3.5, and most cards should average around uncommen to rare.

9
Deck Reviews / Re: [Cube] Designing Draft Archetypes for Commander Cube
« on: August 11, 2021, 12:39:41 pm »
Hey jlutzxinc, thanks for the reply and suggestion.

Hand control is something I already discarded, as discard is seen unfavorably in our playgroup.
Unblockable matters is a good idea, ill look a little bit more into it. As I don't mind to "errata2 some cards, i could also imagine to have UB go full Ninjutsu and just errata some ninjutsu commanders to have Commander Ninjutsu, although I might include Commander Tax there for balancing reasons.

Doing a bigger switch around like you suggested with Golgari-Lifegain / Orzhov-Exile is also a consideration. As it stads right now i could replace any colors theme and do some switching around and still have a working theme combination, as many themes have support in multiple pairs (eg. +1/+1-counters, token, ramp, lifegain)

Here is a list of my so far "must have" themes:
  • Flying
  • Lifegain
  • 1/+1
  • Token
  • Ramp
  • Spell Matters
  • Equip
  • Sacrifice
  • Graveyard


And here are some other themes I'm also considering right now:
  • Blink
  • Politics
  • Unblockable/Ninjusu
  • Power Matters
[/list]

10
Deck Reviews / Re: [Cube] Designing Draft Archetypes for Commander Cube
« on: August 11, 2021, 08:47:46 am »
Oh, and you can take a look at the current List of included Commanders here:

https://deckstats.net/decks/135548/2185595-commander


Maybe some more on possible Archetypes:

- Artifacts is included with a Monocolor Commander per Color, as i want the Archetypes to actually revolve around the Color and not rely on picking up cards outside their color (colorless Artifacts). Exception here is Boros Equip wich will however play a lot with red and white colored equipments
- I would like to pass on tribal archetypes.
- I tried Blink in UW and WB, but it kinda failed around white, as there seem to be no viable mono white Blink Commanders.

As mentioned, having a meaningful distinction between archetypes is rather important to me.

11
Deck Reviews / [Cube] Designing Draft Archetypes for Commander Cube
« on: August 11, 2021, 08:46:20 am »
Hey all,

inspired by Commander Legends, I started my second try to design a Cube meant to draft 60 card Commander Decks.

I took some basic principles from CL and my last (failed) attempt and came up with some basic principles for this cube:
- The Cube will revolve around 2-Color Archetypes, 1 for each pair.
- Each Archetype will have 2 Multicolor Commanders
- Each single color will feature multiple monocolored Commanders, wich all will gain Partner with other monocolored Commanders. There should be at least one monocolor Commander per supported color of an archetype
- The Cube will feature 1 Commander per Color-Triplet. Those should be outside of the 2-Color Archetypes

Now, I at first setteled for the following:
Orzhov   Lifegain
Azorius   Flying
Boros   Equip/Aura
Selesnya   Token
Dimir   Mill
Rakdos   Sacrifice
Golgari   Graveyard
Izzet      Spellslinger
Simic   +1/+1 Counter

However, after playing around with it for some, i got doubts that this will work. Mainly because Golgari and Dimir have very little difference, and Mill as a Wincon is rather problematic (very little use if you splash the mechanic).

So now I'm looking to shift around some Archetypes to exclude especially Mill and have just 1 Graveyard based Archetype. I would love some input on how to switch things around and especially what Archetypes to further include.

Cheers, Raketenudo

12
Commander Deck Reviews / Re: Grazilaxx Blue Weenies
« on: August 10, 2021, 12:44:40 pm »
Hey, i like this Idea, especially as i like Edric, Spymaster of Trest a lot.
However i kinda miss the ability to pack a punch with all your small creatures. I think a card like Dragon Throne of Tarkir, Eldrazi Monument or even Crown of Doom, Vibrating Sphere or Sword of the Paruns could go a long way in this deck.

13
Deck Comments / Re: Ripple Cripple (mathematically optimized) - Comments
« on: August 09, 2021, 02:06:52 pm »
Hey, great idea using simulation to fine tune this deck. Did you take Mulligan strategy into account, and if so, how?
What Mulligang strategy would you recommend?

14
Deck Comments / Re: Tribal Tribal - Comments
« on: October 15, 2020, 04:17:48 pm »
Coat of Arms? Shared Animosity? The Party-Payoffs from ZNR ?
anyway, i love this idea!

15
Commander Discussion / Ideas for Tapland Tribal
« on: October 06, 2020, 04:56:09 pm »
Hey everyone,

the Powerlevel of my playgroup is lower than the powerlevel of my decks. As such, I have a rather high winrate, wich looks nice on the surface, but is actually quite boring. As I'm afraid they will start focusing me down soon, I'm looking for ways to lower the powerlevel of my decks.

This is currently working just fine, but I'd like to build a few specifically bad decks. This is why I came up with the Idea of playing a
Tapland-Tribal-Deck (wich means, all Lands are nonbasic lands that come into play tapped)
The color I'd like to play is Abzan, as i consider it quite low power compared to the other 3-Color-combinations, and because I don't have an Abzan deck yet. But anything would be possible in Color combinations, though green should be a part of it.

The Problem is, there seems to be almost no support for this kind of deck. The only thing that came to my mind is Amulet of Vigor.
So I thought a bit further and came across the Idea of playing Basic land Hate, wich has little support aswell, but there are at least
Sundering Titan, Planar Overlay and the Basic-Land-Type hate cards like Boil, Karma, Choke.

Going 5 Color would also unlock Maze's End, though im unsure if I like that one - it would at least fit the theme though.

So I was wondering, does anyone have any Ideas or recommendations for cards that could be useful in this Kind of Deck?

As I haven't decided on a Commander right now, there are also multiple ways to get a second layer of Synergy into the Deck. I'm currently favoring Graveyard as the Sub theme, as it hase nice support in Abzan and there are quite a few combos I could put in.


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