
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:
- I'm worried that, as it stands, my win conditions are fairly weak and that the deck will run out of steam.
- 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?
- 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?
- I always struggle to balance core plan cards / ramp / removal so advices are welcome.
Thanks in advance!