I primarily play cEDH, so be aware I have some biases during deck building and take my advice with a grain of salt.
In my experience, the rule of thumb is the more consistency you want in a deck the more tutors you should be running. I know you mentioned wanting to preserve the power level of your deck and that means to me that your deck will always be inconsistent – some games you’ll draw a god hand, some games you won’t.
As an alternative to more filtering or protection, have you considered adding in disruption to your opponent’s setups? Again, power level considerations might be a problem here but things like Massacre Girl or wheel effects might help you into a more stable position early.
I also always favor free interaction in blue to defend your key pieces, but that has the power problem and the consistency problem – running one or two pieces of free interaction (E.g. Force of Will, etc.) won’t help too much on average if you don’t have ways to find them.
At the end of the day, I think I’d lean into disruption in any spellslinger type deck like Kess in order to reach a position where you can leverage your yard to outmaneuver your opponents.
Sounds to me like a classic Reanimator strategy might just not be viable in a casual 4-player format. Maybe I need to lean more into the spellslinger side.
Do you have more examples of the type of disruption you would run in something like that? I was thinking of Sire of Insanity, but that’s almost a lock condition in a casual game and would probably upset a lot of players.
I think your problem is 2 fold. Kess is not the best reanimator commander, and all the creatures you are reanimating don’t seem to have any built in protection or immediately make an impact on the board. When you cheat creatures out you need to expect they will be targeted immediately. So you either need to get value then, have a way to protect them, or they have built in protection. If you’re reanimating and expecting your creature to be there after 3 other plays take their turn you’re doing it wrong.
I like Kess for her colors and the ability to recast the reanimator spells from the graveyard, but you’re right she has no builtin reanimation and she has the same weakness as the reanimator strategy, which is graveyard hate. Still I think I want to keep her as the commander.
I think the easiest way to get consistency with out adding too much power is card draw. I would be running as many faithless looting and careful study cards as possibly. Then you need some counter magic to protect your threats. Lastly add in a few more equipmentments that also protect your creatures. Swiftfoot boots, whispersilk cloak etc.
Yeah, I’m running all of the filter & loot I can, but that leaves little space for counter spells and other protection. I think squeezing in Swiftfoot Boots is a good idea because they stay on the board. Not sure about Whispersilk Cloak, because of the mana investment, but I guess I do save a lot of mana cheating the fatties in and unblockable is a neat addition.
Even outside of the MTG sphere, they canned most of the D&D team, including those who helped develop the gameplay system used in Baldur’s Gate 3 which was the universally recognized best video game of this year.
Goes to show that even a team at its best isn’t immune to corporate greed.
From the video, it was insane that several of the highest grossing sections at WotC were culled. With the excuse that they were cutting underperforming divisions.
I honestly hope this happens. Whether they get mass poached or just form their own new competition, they were clearly good at making products we enjoy.
Late to this party, but build a Phage the Untouchable commander deck. You have to jump through hoops to even play her since she can’t be cast from the command zone. There are a couple of cheeky combos that you can do to have your opponent alternate cast her for the auto loss.
Oh that’s a fun one! Didn’t knew this card. For your question: maybe a deck with a convoluted combo may fit here but it all depend on what your pod already know.
My pod ranges from CEDH to super casual. That 90 card one was supposed to be a deck that has a few purposes. It’s funny. It works, no one has a right to complain, and I can play it drunk (I’m a real light weight, like one beer level of light weight).
Mono green legend from New Kamigawa, it mills 4, returns a non legend for it’s channel. Works really well. Effectively I draw 5 a turn
Wincon is the sizmic assault that makes bears. Aurulia’s Blessing? That’s the main one. But there are several cards that work well, big Cultivator Colosus, Wren & 7, or just drop Lost in the Woods and wait for your opponent to realize they forgot enchantment removal.
[[Yeva, Nature’s Herald]] is a fantastic mono green commander that plays like a blue deck. Flash on all your green creatures is very strong. Keep mana open to protect your board and interact and just before your turn flash in your haymakers.
The Mutate Ivy deck might be an example: since a creature spell cast with its mutate ability is a spell with a single target, it gets duplicated by [[Ivy, Gleeful Spellthief]].
Assuming you mean 8 1/2 tails for white correct? That does seem like a fun build around commander with unique abilities. You have piqued my interest thank you.
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