deckstats.net
You need to be logged in to do this.
The buttons above will open in a new window. Please return to this window after you have logged in. When you have logged in, click the Refresh Session button and then try again.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - PoogeFactory

Pages: [1]
1
Deckstats Feedback / Feature Request: Type and Subtype counts
« on: December 13, 2023, 10:48:49 pm »
It would be nice to have a counter somewhere that shows how many cards I have of a each subtype. Having counts for subtypes like auras, equipment and vehicles would be pretty helpful for the decks that prioritize those, but I'd also love to see creature types.

Fully tribal decks might not need it so often (as the majority of their creatures will likely have the type), but some cards that can benefit from small tribal synergies (i.e. Path of Ancestry or Cavern of Souls) often show up even in non-tribal lists, and can be a bear to manually count. Those numbers would also be especially helpful for cards that affect multiple creatures types (i.e. Master of Dark Rites) or for batches that naturally involve multiple types (i.e. sea creatures like Kiora, Sovereign of the Deep, human/dinosaur like Forerunner of the Empire or something like Winota, Joiner of Forces), where a player might want to "double-dip" into several tribes, making it helpful in deck construction to have accurate counts of more than one creature type.

Secondly, I would also like to request accurate counts for card types. There is already a "Card Type Distribution" graph, which functions well, but it often doesn't always have full counts of certain types. I know it's intended, and don't wanna come off like I think it's a bug or anything (a percentage graph has to show 100%), but the graph counts every card as one singular type, even when a card has multiple types. So while the graph is useful as a visual indicator of the rough distribution, it would be nice to have somewhere with the actual numbers. Just to give an example, in this deck of mine, the graph says there are only 29 enchantments, when I know by counting that there are actually 38 (9 are not counted because they're enchantment creatures, and the graph prioritizes creatures). That's a significant disparity, so what I'd like to request is somewhere that says the actual numbers of each type.

If there's already an option for either of these without manual counting, I apologize for the long post, and would appreciate being directed to those options :) Thanks for reading, and have a great day.

2
What kind of advice are you looking for?

More angel tokens? Click here. This should have pretty much all of em, and as an unintended bonus, it has changelings too, which also count as angels.

The best angels you don't have? Emeria Shepherd/Karmic Guide could give you some reanimation. Angel of the Ruins would be awesome since you're a little light on lands and removal. Steel Seraph is a nice option early and late game, and supports the lifegain cards you have in here. Mirror Entity is a straight up wincon, especially with the counters from Giada on top.

General deck advice? First, I would add at least 5-8 more lands. Maybe you could cut some of the non-angel cards (like Raise the Alarm and Alliance of Arms) for those? Maybe cut one of the higher cost ramp cards like Gauntlet of Power? Also, I'd add more white sources. Maybe cut Mirrex and Dark Depths since they're off-theme and one doesn't give mana. I assume you'd added Dark Depths for the combo with Thespian's Stage/Vesuva. It works, but it won't happen often in your deck since you have no way to find those cards. I would save that combo for a deck that has Green or Black. Definitely cut Evolving Wilds; all it can find is Plains, so just put a Plains in it's place.

Then add more removal. I assume your main goal is to get angels on the field, but that won't work if your opponents are doing stronger things that you can't stop. Maybe remove Demystify and Erase for more flexible stuff like Generous Gift and the new Stroke of Midnight. They'll destroy almost anything, instead of just enchantments. Rebuke could be replaced with Swords to Plowshares, Path to Exile or Lay Down Arms. If you can find space, maybe even add all of em. All EDH decks need removal.

Lastly, at a glance, Isochron Scepter, Legion's Landing, Eyes in the Skies and Custodi Soulbinders don't seem on-theme or synergistic. And if you take only one piece of advice from me today, take this: remove Armageddon. It's a fair card, but it makes people VERY angry. I'm guessing you wanted to blow up lands, then use Crucible of Worlds and artifact ramp to rebuild faster than your opponents. Again, I think it's a fair strat, but often it won't work out that way; you'll only end up prolonging the game by a lot, and your friends might not be your friends anymore :P

There's much more I could say, but a few of these things should help a little. Good luck.

3
Deckstats Feedback / Feature Request: Creature type count
« on: May 27, 2021, 09:03:04 am »
In short, I'd like to request that the site add a list of all creature types included in a given deck; just a small list somewhere (probably on the details page) that has all the types with a count for each. It would probably be prudent to put a total creature count there as well (that info is available elsewhere, but with many creatures having 2-3 types, having the total right there would be helpful).

Many tribal decks like Elves/Goblins might not need this feature at all, but having the count helps with tribes that have to supplement low numbers of playable in-tribe cards with out-of-tribe cards. Also, decks relying on cards like Gishath, Sun's Avatar, or the new Grist, the Hunger Tide might want to keep above a certain percentage to determine their likelihood of 'hitting.' There are also a few decks that use batched tribes (like the sea monster batch that needs to keep track of Leviathans, Serpents, Krakens, and Octopuses). And even outside of that supported batch, I've definitely seen decks attempt two tribes in a single deck, and being able to quickly check the balance could be beneficial.

Thanks for you time.

4
Deckstats Feedback / Re: POSSIBLE BUG: Mana Cost Overrides
« on: November 17, 2020, 09:25:36 pm »
No problem. Just tested it and everything looks fine on my end. Thanks for the quick fix.

5
Deckstats Feedback / POSSIBLE BUG: Mana Cost Overrides
« on: November 16, 2020, 12:05:26 pm »
Please disregard this if it has been mentioned, but I didn't see it anywhere.

There may be a bug with the cost overrides. To produce the bug, I will go into the deckbuilder, put in a card and change the cost using (for example) "<cost={3}>" at the end of the cardname. When I refresh the deck (hit analyze, save, etc.), the cost change does register. It WILL show up on the tabs with the new cost. However, if I save the deck, then hit Edit to begin editting the deck again, all cost overrides disappear. They disappear completely, not showing up on the tabs or in the editor.

A few extra details just in case they help troubleshooting:
1. There doesn't appear to be any difference between "<cost=3>" and "<cost={3}>" on my end. Both notations exhibit the same behavior.
2. I've use the deckbuilder for years and never had problems before, so I imagine that whatever is causing the issue is a relatively recent change.
3. I also went ahead and checked some old decks that had some mana cost overrides. They exhibited the same behavior (the overrides were there when I viewed the saved deck, but disappeared when I went to edit the decks).
4. Notes using # don't appear to be affected.

6
Deckstats Feedback / Re: Possible Bug: Avg Mana
« on: July 18, 2020, 08:30:34 pm »
I checked on a few decks; the numbers are accurate, and consistent across the pages. And on a side note, the UI definitely looks improved since the update. Thanks again.

7
Deckstats Feedback / Re: Possible Bug: Avg Mana
« on: July 15, 2020, 07:32:44 am »
Sounds great; thanks for this.

8
Deckstats Feedback / Re: Possible Bug: Avg Mana
« on: July 11, 2020, 11:03:41 pm »
One last point I'll make in favor of including the commander in the default calculation, is that excluding it using the <ignore_cost> override is pretty easy, giving the user an easy choice of whether or not they'd like it in. If it is excluded by default, then adding it in is a bit more work.

That said, I won't argue with democracy, so a poll is a fine solution. And by the way, thank you for addressing the issue.

9
Deckstats Feedback / Re: Possible Bug: Avg Mana
« on: July 11, 2020, 05:47:46 am »
Yes, I counted my commander... but whether or not I should count the commander is not something I considered. Thinking about it now, I could see a valid argument for both ways, but in my opinion, I'd say yes. Not all commanders are cast several times (some combo immediately, and others are indestructible) and some are played with graveyard recursion in mind. Thus it's casting cost may never change. And since it gets cast like any other spell, I would argue that yes, it should be included.

Edit: used the wrong words. changed the words

10
Deckstats Feedback / Possible Bug: Avg Mana
« on: July 11, 2020, 01:46:20 am »
Please forgive me if this post is in the wrong place or if this has already been noted; I love the deckbuilder on this site, but I've never posted before.

It appears that there's a slight issue with the average mana cost display for decks. Several times I've had the display show one value on the "Overview" tab (to the right, beneath the total $ cost), then a different value on the "Details" tab (top left, above the graph, where it says "Mana Curve"), and then a different value at the bottom of the "Details" tab (the avg shown at the very bottom between total cards and total cost). After doing the math manually, I've found that the value on the bottom of the "Details" tab tends to be correct.

In case it helps, I linked a deck I was working on recently, that produces the issue. The actual average is exactly 2.6 (no rounding). However it shows up as 2.58 on the "Overview" tab, as 2.61 above the graph on the "Details" tab, and (accurately) as 2.6 at the very bottom of the "Details" tab. I thought one possible factor could be that several of my decks have mana cost overrides on a few cards, but if one of the displayed averages wasn't taking the overrides into effect, the numbers would be even more skewed then they are.

Thanks for your time and also for this site.

https://deckstats.net/decks/64561/855577-swolbriar

11
General Magic / Re: Other cards like Jarad's Order & Final Parting?
« on: February 12, 2020, 02:02:55 am »
For tutoring cards right to the graveyard, Gravebreaker Lamia is the only one I can think of that hasn't been mentioned. Buried Alive/Entomb are probably the best ones though.

As for value, if you specifically want static effects that happen from being in the graveyard, you have them all listed (except maybe Riftstone Portal, though that's not in your colors). That said, things like Dread Return, Bloodghast and Gravecrawler are all fantastic from the graveyard.

There are a few flashback cards that have stronger effects when cast from the gy, like Increasing Ambition, Increasing Savagery and Increasing Confusion.

Pages: [1]