u/Hulah

Balancing The Beamtown Bullies

Balancing The Beamtown Bullies

Hey,

I'm building a [[The Beamtown Bullies]] deck to play at bracket 3. My idea with this deck is to avoid playing cards that can instantly kill ([[Leveler]], [[Inverter of Truth]]) or completely cripple an opponent ([[Eater of Days]], [[Hellcarver Demon]]).

The goal is to fill my graveyard with powerful creatures to attack with like [[Pathrazer of Ulamog]] and either donate them and force them to attack opponents, or reanimate them myself (I have a few reanimation spells).

The idea is to push my opponents into fighting each other so I can take advantage. I've obviously included some "gifts" that will ultimately benefit me more than the other players like [[Boldwyr Heavyweights]] or [[Enslaved Horror]].

https://archidekt.com/decks/22626612/nice_bullies

I'd love some advice on a few things:

  1. I'm worried that, as it stands, my win conditions are fairly weak and that the deck will run out of steam.
  2. I originally built the deck in a less threatening, almost group hug-style way, which gave me hope that my commander wouldn't get focused. In its current configuration, do I need more protection for it?
  3. Also, by trying to avoid eliminating opponents too quickly, do I risk creating situations where the game becomes locked but drags on forever, which could end up being even more frustrating for the other players?
  4. I always struggle to balance core plan cards / ramp / removal so advices are welcome.

Thanks in advance!

u/Hulah — 18 hours ago
▲ 4 r/Magicdeckbuilding+1 crossposts

[Deck Help] B3 Mardu Reanimator multi

Hey everyone,

I'm looking to build a Mardu Reanimator deck for multiplayer Commander, bracket 3 ! I'd love to get some advice/feedback if anyone has a few minutes to take a look:
https://archidekt.com/decks/22595645/reanimator_mardu

The idea is to win by cheating out bombs quickly to gain advantage, while keeping a solid amount of interaction and boardwipes. Here are my own concerns:

  • I'm worried the deck might be unbalanced, leaning too heavily on reanimation — if I don't hit my pieces, I risk just watching the game happen without me. On top of that, I probably can't afford Vampiric/Demonic Tutor to help ensure I find what I need.
  • I'm running a lot of discard/draw effects since it feels like a natural fit for the deck's gameplan, but I have very few cards that generate true card advantage. The risk is cycling through my hand without being able to refill over the course of the game. I've tried to think of ways to strengthen this sub-theme — specifically making each discard generate more value — but I haven't found anything I'm really happy with.
  • I have very little board presence outside of my reanimation targets, and quite a few cards that deal damage to myself, which could make me very vulnerable to being focused early against aggressive decks.

I haven't played much over the last 15 years, so I'm building a lot on feel — and I'm sure there are plenty of cards I've never seen that could strengthen the "good stuff" backbone of the deck.

Thanks in advance!

u/Hulah — 8 days ago