I normally fight with myself to get it down to 62-64 spells. Just playing with a larger deck to get a better idea of what could be removed. ] for ] is a must if you don't already have that in there. I'd personally aim to fit at least 10 ramp and draw, probably more like 12. It's a bit loose and doesn't tie in with artifacts much, but it's an idea.įinally I think this deck also cares much more about ramp and draw than a typical deck, you just want to be able to churn through it and dump artifacts on the board, so 8 for each is probably not enough. Saheeli makes thopters of course, and there are a few x-spells that make tokens: ], ], ]. In particular I like ] and ], but you also have classics like ] and ] that can win you the game on the spot with enough mana. I like the idea of one category (maybe also the win condition) being big X spells, because they scale indefinitely with saheeli's ability. So probably a 9x7 formula would be better, with a bit more room for something like 12 ramp effects somewhere in there (bringing the success % to 80%) 9 gives you ~70%, which sounds like a much better number. Having 8 "copies" of an effect gives you ~65% chance to find the effect in the first 5 turns, not accounting for mulligan and draw effects. So I used an hypergeometric calculator and run some numbers. Feel free to suggest me a better flair if neededĮDIT: The post definetly got more attention than I thought and some replies made me question the method myself. I marked the thread as "discussion" as the topic can be very open ended and "deck help" wants a decklist. You start with your commander and 35 land slots, choose 8 different kinds of effects you would like to see played in your deck, and then pick 8 individual cards for each of those effects, yielding a clean total of 64 spells." "The 8x8 Theory is a mathematical approach to deckbuilding for the EDH/Commander format. Well, 6 actually as ramping and drawing are basically a givenįor people unfamiliar with the 8x8 theory to get started on an edh deck, I'll quote from here: Choosing a win condition and the 8 main effects that we want to see in the deck. The first part of the brew should just be building the backbone of the deck. So I decided to go back to square 1 and ask your help in brewing. However from my testing it is usually best even for that strategy to just have Johira at the helm, chaining mana rock into draw into another mana rock until by sheer ramp you should be able to deploy any threat without being limited to one per turn. On the surface the gameplan is easy: just flood the board with stuff or play a nice Mycosynth lattice and have fun casting big timmy stuff. ] however is resulting deceptively challenging. Hello, people, I'm brewing and testing like crazy around the new artifact commanders.
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