Need help building a "fair" Edea, possessed sorceress

Need help building a "fair" Edea, possessed sorceress

Hi,

I'm trying to build [[Edea, possessed sorceress]] not using any cards to permanently keep or exile my opponents creatures. The deck has a lot of different ways to steal creatures and sacrifice them. I want my opponents not to focus Edea. Yes, she is a value engine, but while she's on the board, they can get back their creatures. I included a lot of clones effects to snowball and a big ramp package I should have a lot of cards to draw.

I want to play her in bracket 3 and I tried not to include generic game changers or too expensive cards.

https://archidekt.com/decks/27075494/edea_fair_sorceress

First of all, would you like to play against this kind of deck ?
Any review/advice would be welcome.

u/Hulah — 10 days ago

Deck review (Malik, Grim Manipulator & Aesi)

Hey everyone,

I built two decks and would love some outside opinions, especially to know whether these are solid bracket 3 decks or if the strength of their synergies pushes them toward bracket 4 :

Malik, Grim Manipulator: https://archidekt.com/decks/23899870/malik_wealthy_murderer
The deck revolves around heavy board management (through creature sacrifice), massive treasure generation, and finishers like Exsanguinate.
I included a small graveyard hate package so I can safely play Living Death and Bringer of the Last Gift without benefiting my opponents.

Aesi, Tyrant of Gyre Strait: https://archidekt.com/decks/23507506/aesi_from_the_depths
Big ramp package focused on land sacrifice and recursion. The idea is to develop a huge mana base very quickly and close out the game with large threats. I left out Scute Swarm because I hate managing tons of tokens, and I avoided extra turn mechanics so the game doesn't turn into a solitaire experience.

Thanks in advance for any feedback!

u/Hulah — 4 months ago

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 — 5 months 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 — 5 months ago