![]() The set printing of any individual card you receive will be random. This is a complete, ready-to-play, 100-card Commander/EDH deck, made of authentic English-language Magic: the Gathering cards. This deck will feel at home anywhere - at any table with any other decks and players - for years to come as a valued part of any collection. I select the highest-quality cards available, including the newest cards that other sellers leave out, to create high-performance decks that truly make the most of their Commander. Most Commander decks are loaded with low-quality filler cards to keep costs down, which comes at the expense of power, performance, and ultimately fun. Making that 2nd mana "pip" possible would require 20+ sources for your 5th turn.If I Only Had A Brain! This "Scarecrow" Tribal deck takes advantage of Changeling creatures to destroy opponents with its Commander Reaper King. If you want to keep the mana cards cheap and affordable (by using mostly basics) you probably shouldn't being using any spells that require more than 1 of a specific color. If you want to cast a green spell that includes 2 green mana on your 5th turn, 12 green lands will only give you a 40% chance. Statistics wise, if you want to cast a green spell on your second turn, you are going to need 12 green mana sources to have a 70% chance of it. 2 mana " Signet"(s) can also help here in lieu of running multi color lands and fetches. This is because you are going to be using green spells to search your deck for the colors you are missing (example: cultivate). If you goal is to avoid putting in all the expensive non-basic dual lands you are going to need to have green represent a significantly higher percentage of your mana sources (probably could also benefit from bumping the count up to around 37). One other thing to examine a bit closer is your mana base. I like the fact that this isn't a $1000+ combo focused monstrosity, it's a breath of fresh air. The Commander comes down at five mana, and due the deck design a large chunk of the Maskwood Nexus Othe things to look at Goblin Engineer (keep targeting your 3 mana Scarecrows) Darksteel Forge Lux artillery Artificer Class “Myriad” “Copy target artifact” “Artifact cost less” Mana Curve: You are really heavy in the three and four mana cost slots and really light in the 2 mana slots. ![]() Even better if you make choices that would exclude your scarecrow artifact creatures. Throwing in a bunch of 4 mana Board wipes is a great way to reduce some of your reliance on him to remove everything that threatens you early game. The cornerstone of your deck (the commander) costs five mana. Your commanders biggest strength is the removal effect, lean into this more. In a five color deck, you have access to all the best options in the game. ![]() Modern pre-constructed decks are typically running more than 8 (one of the newest, scrap trawler, is running potentially 16). I am not sure where your playgroup sits "power level wise", but as long as you don’t go to heavy into those combos and stick to combat damage win conditions, you can still upgrade significantly while still being “fair.” Removal Spells: Outside of your commander, I am only seeing 4 removal spells in this deck (Utter end, Aura shards, Crossroads Candleguard and maybe Sunken Hope). At present, there are only three cards in your deck that synergize with artifacts directly: Unwinding clock, Scarecorwn and Sharuum. Decks that run this commander (that Ive seen) at the upper “tiers” generally get there by using combo loops abusing the fact that scarecrows are also artifacts. The commander is what makes it functional. As a tribe, scarecrows are really weak threat wise. I also noticed that more than $100 of that budget is tied up in just two cards Rhystic Study and Alluren. I have some questions regarding your choices here: #1 Power Level and Budget Where are you envisioning this deck to operate in terms of “power” and Budget? The deck lists the total cost at around $300. ![]()
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