u/E1mstreets

Slimefoot and Squee Help - Too Unfocused?
▲ 2 r/CommanderMTG+1 crossposts

Slimefoot and Squee Help - Too Unfocused?

I’m working on my new favorite commander and obsession [[Slimefoot and Squee]], and I wanted to see what some of the more experienced deck builders thought about what I’ve put together. 

My deck building skills are pretty bad, I usually find a decent list somewhere else and then make adjustments according to what looks good or what I’m trying to do, and then make the deck way worse and unplayable. 

SO I’m hoping to get some help with that here, and hopefully this deck accomplishes my goals. This is my first time building in infinites into a deck, I’ve mostly just been all about combat damage / board state, and it’s a little overwhelming but also looks very fun. 

Deck Goals:

I want the main theme to be a reanimator deck that cheats out threats with S&S like [[Etali, Primal Conqueror]] or [[Rakdos, Patron of Chaos]], and gets value looping really good ETBs or death triggers like [[Plaguecrafter]] or [[Solemn Simulacrum]]. 

I’d like an optional wincon to be to combo with [[Surrak and Goreclaw]], [[Murderous Redcap]], and [[Altar of Dimentia]] to mill out the table

Another optional wincon to be to go infinite with tokens, and then swing with haste b/c Anger is in the graveyard. Using [[Slimefoot and Squee]], [[Sprouting Thrinax]], and [[Phyrexian Altar]]

Another optional wincon can be going infinite with [[Goblin Bombardment]], [[Surrak and Goreclaw]], and [[Murderous Redcap]]

I am trying to keep the "salt" down on this deck so I don't have things like [[Grave Pact]] in here or [[Archon of Cruelty]]. I know I can't control other people but it would be nice to not get groans when I get the win.

I’d also like to keep this bracket 3, but I don’t mind being on the higher side of bracket 3.

I’m just dipping my toe in infinites and combos so I’m not sure if you want a lot of options, or if it’s better to just have 1 combo that has a lot of replaceable pieces? 

Main questions are - Did I accomplish my goals? If the deck is too unfocused & should I scrap a goal? 

Deck list: https://moxfield.com/decks/9IA3lbYSVkqeH77VvMLTaQ

u/E1mstreets — 8 days ago
▲ 3 r/CommanderMTG+1 crossposts

Dina, Essence Brewer - Struggling to get this deck to work

I’m having a hard time getting this deck to work. I really like the concept, it’s a cool mechanic, but I am struggling to do anything earlier than turn 6 or 7 that even resembles a threat. 

I’m pretty sure that I don’t have enough creatures that are low cost / high power, sac fodder type creatures. To get the +1/1 counters rolling from Dina. 

I can get Dina out super early, but with nothing to sac there’s no point. I feel like this deck should be using Dina’s active every single turn without a doubt, even multiple times a turn when I get out untap tools like [[Thousand-Year Elixir]].

The +1/+1 manipulation creatures are just so attractive to throw in there, but the problem is I draw them, and don’t want to sac them. 

I feel like the whole time I’m playing this deck I’m saying to myself “wow that card will be sick when I can get going” and I just never get going. 

Also, I might have put too many Finishers in there, but I’m also unsure about that since I can never get it going. I have stuff tagged on the deck list so you can see how I’m categorizing things.

This archetype of deck is completely new to me so I’m hoping you smart deckbuilders can help me out.

Is it as simple as pulling out utility +1/1 creatures and adding more sac creatures like [[Lupine Prototype]]? 

https://moxfield.com/decks/f2rYkfc1WUacDuQSTJe97g

u/E1mstreets — 11 days ago
▲ 23 r/EDH

I’m looking to optimize and improve the ramp in my [[Ureni of the Unwritten]]

The world of deckbuilding is a very deep pool, and there’s a lot I’m still learning. I found a list that had a really good primer, and then ended up tweaking quite a few things from there.

I noticed after playing a few games that I wanted to improve the ramp/mana and make it more consistent.

I looked at a bunch of decks on Mox and found quite a variety of ramp. Also in my research, I’m learning that with a 7 drop commander, I really want a lot of 2 cost and 4 cost ramp to get him out on turn 4, but then I’ve found a lot of conflicting information about this.

Also, I want this deck to be Bracket 3, so is turn 4 Ureni too fast?

Basically I’m still learning the game, and deckbuilding can be overwhelming, I just need some of you smarties to help me figure out if my ramp sucks or not.

I just want something tried and true, so I can just focus on playing and not making changes after every match.

https://archidekt.com/decks/22364025/ureni\_dragons\_e\_upgrade?sort=alpha&stack=multiple

u/E1mstreets — 15 days ago
▲ 1 r/CommanderMTG+1 crossposts

I'm in the process of optimizing my Hakbal deck from the precon, and in a tabletop sim online game recently I used [[triumph of the hordes]] to seal the deal and get the win.

The other guys were cool about it but were kind of saying something to the effect of they wished Infect was banned from commander, but my use of it wasn't too bad, full infect decks are way worse.

I did bring up that with the board state, had I used my other finisher that I normally use [[overwhelming stampede]] I still would have got the win, but I did apologize and kinda felt bad b/c I don't want to be using cards that are "op" when I'm really just having fun in mid to high bracket 3.

TLDR: So I know a lot of people don't like infect if it's a whole deck, but will I piss people off if I finish with [[triumph of the hordes]]?

reddit.com
u/E1mstreets — 22 days ago