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#I can finally play darksteel relic
bad-at-magik · 1 year
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Am I a stereotypical trans girl
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Maybe so I built a new combo deck that can go infinite with almost every card in the deck (it was also built on a budget of 20$ plus cards I had already so it’s kinda janky)
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These are all the ways to sacrifice your things (missing a alter of dementia) mother pod can win you the game
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All of these cards go infinite with any artifact in the deck as long as you can pay for the artifact
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And lastly these are some of the wincons. I would love some suggestions and interaction if you wanna see me build a commander feel free to leave a comment or ask
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mtgaddicted · 7 years
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Budget Mana Base for Commanders: 5 colors decks.
How many times have you heard that a good deck needs to have all original dual lands and fetchlands so its mana base is fine? As long as you are a millionaire or you're playing on Cockatrice that is really easy and possible to do, but, for the rest of us whose budget is limited we have to come up with something else.
In this article I will show you how you can get an effective mana base for a 5 colors commander without having to sell a kidney to do so. It can be used for any kind of deck (2 colors, 3 colors, and 4 colors) but i’m focusing more on 5 colors. A brief disclaimer: This is only my opinion on what works best, so don't take it as a final word, and you can make any changes you like, fitting your needs.
First, we have to cover the basics of every commander deck: Land-No land ratio. I like to run my decks with approximately 34 lands. Recommended are around 36/38, but with mana accelerators i find 34/32 lands fine, 32 the lowest. It really depends on how many accelerators you have and your average CMC for the deck.
The second important point to consider are mana accelerators, which are divided into three: Ramp spells, mana creatures (which I wont cover, as it depends totally on your deck), and mana stones. Some colors have a better chance to ramp than others, being green the master of ramping, so you have to take that into account.
Third are mana fixers, because running 5 colors can get you one color screwed.
And finally, before actually starting, you have to check your commander's color ratio, and see which colors predominate.
Now, the mana base. We're going to start from the most expensive to the cheaper.
 First: The lands.
Yeah, believe it or not, the lands end up being the most expensive cards in a deck (well, there re some ridiculous expensive cards that do not count.) Lands can be divided into:
Multicolor lands: Lands that produce multiple color.
Fetch Lands: Lands that search for other lands.
Utility lands: Lands that can be used for other things beside generating mana.
Basic lands.
 For multicolored lands we have 2 color lands, 3 color lands, and all color lands. I find the all color lands the most important for 5 color commanders, as they can generate any color for anything in your hand or your commander. Depending on your deck, you could have better chances of getting this lands than other decks. Allies decks have Ally Encampment, Dragons have Haven of the Spirit Dragon, Elementals have Primal Beyond , and so on. Among all colors lands we have some really REALLY expensive (Cavern of Souls, and Glimmervoid) that if you have them you can include them, but those are 0 budget friendly.
 Lands that are a total must:
City of Brass
Command Tower
Mana Confluence
Exotic Orchard =  Unless playing against a monocolor deck, this usually generates from 3 to all colors.
Forbidden Orchard =  If you don’t mind giving a token to an opponent.
Grand Coliseum =  Enters tapped, but still really helpful.
These generate any color mana with no restrictions, which is great.
 Conditioned Lands:
Ally Encampment =  For allies tribal.
Ancient Ziggurat =  Only for creatures.
Haven of the Spirit Dragon =  Only for Dragons
Pillar of the Paruns =  Only for Multicolored
Primal Beyond =  Only for Elementals
Sliver Hive =  Only for Slivers
Spire of Industry =  Only if you have artifacts, which you will probably have.
Thran Quarry =  It must be sacrificed if you have no creatures.
 Helpful Lands:
Aether Hub =  If you use energy counters.
Crucible of the Spirit Dragon =  For dragons.
Gemstone Caverns =  To head start.
Lotus Vale =  It's not too cheap, but if you can untap target land…
Mirrodin's Core =  Putting a counter on it can be really useful.
Opal Palace =  Your commander enters with +1/+1 counters.
Tarnished Citadel =  If you don't mind the 3 damage.
Undiscovered Paradise =  For landfall or if you can play more than one land each turn.
 Depending on the ammount of lands and the speed of your deck, you can add the Vivid cycle (Vivid Crag, Vivid Creek, Vivid Grove, Vivid Marsh, and Vivid Meadow) if you think you will need them.
 To avoid:
Transguild Promenade, Rupture Spire =  Enters tapped and cost 1 mana. If your opponent blinks them…
Henge of Ramos, Holdout Settlement, School of the Unseen, Shimmering Grotto, Unknown Shores =  Those are just filters, don’t fill your mana base witht that.
Tendo Ice Bridge =  A single counter isn't worth it, unless you proliferate a lot.
  Multicolored lands are nice, they can generate 2 or 3 colors, which is very versatile. 3 colors are the the most versatile, but they are not fetchable. I would include 2 or 3, with the most predominant colors in my deck.
 3 color lands:
Arcane Sanctum
Crumbling Necropolis
Frontier Bivouac
Jungle Shrine 
Mystic Monastery 
Nomad Outpost
Opulent Palace
Sandsteppe Citadel
Savage Lands
Seaside Citadel
 The exception for this is Murmuring Bosk, which can be fetched.
The Lair lands can be used, but they slow a little bit the game.
 The 2 colors lands are a LOT, but useful budget lands are not that much. Shocklands are very useful, but the price of them is not budget friendly, so, if you have some add them to your deck, otherwise you should include these:
Canopy Vista
Cinder Glade
Prairie Stream
Smoldering Marsh
Sunken Hollow 
 Then, some other useful 2 colors lands:
Choked Estuary
Foreboding Ruins 
Fortified Village 
Game Trail 
Port Town 
 Adarkar Wastes 
Battlefield Forge 
Brushland 
Caves of Koilos 
Karplusan Forest 
Llanowar Wastes 
Shivan Reef
Sulfurous Springs 
Underground River
Yavimaya Coast
 Tainted Field
Tainted Isle
Tainted Peak
Tainted Wood
 Temples are really good if you want to scry, even if the slow the game a little bit.
 To avoid:
Lands that enter the battlefield tapped with no other effect and add 2 colors. Also Gates, unless you're playing them all and Maze's End. Bouncelands can be fine, for fewer color decks, but 5 colors are not worth it.
 Fetch Lands are really important lands, and something I didn’t really understand when I started Magic. It not only helps you fixing your mana, but also reduce the number of lands in your deck so later on in the game you wont be drawing lands. There are some really good fetchlands that are overlooked and budget friendly:
Ash Barrens =  Not really a fetchland, but its cycling is really helpful.
Bad River
Bant Panorama
Blighted Woodland
Esper Panorama
Evolving Wilds
Flood Plain
Grasslands
Grixis Panorama
Jund Panorama
Krosan Verge
Mountain Valley
Myriad Landscape
Naya Panorama
Rocky Tar Pit
Terramorphic Expanse
Terrain Generator =  Not fetching, but helps ramping.
   Utility Lands really depend on your deck. So you have to search them depending on your needs. However, there are some basic utility lands you have to consider:
Arcane Lighthouse =  No hexproof or shroud for your opponents.
Bojuka Bog =  I always add this. Because you don’t know when are you facing a reanimate deck.
Cathedral of War =  Exalted.
Crystal Quarry =  A 5 colors filter is not that bad.
Cascading Cataracts = A 5 mana filter and indestructible.
Darksteel Citadel =  Indestructible.
Ghost Quarter =  Because we are mean and your Cabal Coffers is not fair.
Llanowar Reborn =  Graft.
Mage-Ring Network  =  Mana storage.
Mirrorpool =  Copy things.
Nephalia Academy =  Discarding to Top.
Nykthos, Shrine to Nyx =  Devotion.
Reliquary Tower =  No maximum hand size.
Riftstone Portal =  Put it in the Graveyard.
Scorched Ruins =  Untap it somehow.
Shrine of the Forsaken Gods =  Extra mana with 7 lands.
Temple of the False God =  Extra mana with 5 lands.
Thespian's Stage =  Copy land.
Unstable Frontier =  Turns any of your lands into any basic land.
Untaidake, the Cloud Keeper =  2 colorless only for legendary creatures.
Wirewood Lodge =  Untap target elf.
  Not super Budget but if you can have them…
Urborg, Tomb of Yawgmoth
Vesuva 
 Hideaway lands are excelent depending on the deck you're running.
Manlands are cool too.
  Basic lands should be considered last, but you should keep at least one of each type, specially for ramp spells and fetches.
 With a land base done, everything else depends entirely on your deck. Here are some sugestions you can cosider.
5 colors commanders have the benefit of using all mana stones, so it wouldn’t be a problem. The number of mana rocks really depend on you, but here are some that you must include:
Sol Ring
Chromatic Lantern =  Not too cheap, but it is a must.
Commander's Sphere
Fellwar Stone
Darksteel Ingot
Gilded Lotus =  Went up in price, but it's worth it.
Mind Stone
Star Compass =  If playing enough basic lands.
Coalition Relic =  Not budget friendly, but it is a good card to consider.
 If needed, these are fast accelerators and also generate color if needed:
Talisman of Dominance
Talisman of Impulse
Talisman of Indulgence
Talisman of Progress 
Talisman of Unity
Thought Vessel
  Ramp Spells are usually green, but there are not only green ones.
 The green ones:
Cultivate
Explosive Vegetation
Farseek
Harrow
Journey of Discovery 
Kodama's Reach 
Mwonvuli Acid-Moss =  This one is forest only, but the land destruction is good.
Nature's Lore
Peregrination =  Not too recommended for the cost, use only is necessary.
Rampant Growth
Shard Convergence
Spoils of Victory 
 The non green:
Expedition Map
Gem of Becoming 
Gift of Estates
Knight of the White Orchid
Kor Cartographer
Oreskos Explorer 
Solemn Simulacrum
Sword of the Animist =  An equipment, yes, but very useful.
Tithe 
Wayfarer's Bauble 
  For the mana fixers I only have a couple of suggestion
Prismatic Omen =  Not budget friendly, but it is really good.
Celestial Dawn =  Beware of Iona.
Pulse of Llanowar
The already mentioned Chromatic Lantern for this.
  Again, you don’t have to include everything you see here, but you can get a nice diea on how to fix the mana of your deck :)
So, what do you think? :D
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paupermodern · 7 years
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TourneyReport 8/26/17
Saturday, August 26, 2017, the PAUPER MODERN tournament at 1pm at It’s Your Move Oakland: my own personal worst performance ever in PaupMod.
I (jesse) have been playing PaupMod for ~2yrs now, and I have ~20 decks you can find at http://tappedout.net/mtg-deck-folders/pauper-modern-rules/ but I’ve never lost a tournament so drastically as last Saturday.
We had 8 players. I brought my “PaupMod Afflingity” deck. I had practiced with it earlier in the week against Ben “BeCard4″’s blue urzatron, a PaupMod version of http://tappedout.net/mtg-decks/12-07-16-pauper-tron/ that removes
2x capsize
3x preordain
in favor of
2x anticipate
2x vapor snag
1x ghostly flicker
Afflingity beat urzatron handily 5-2, once satisfyingly [[Fling]]'ing a [[Myr Enforcer]] for the win, and I learned to drop 2x [[Terrarion]] and 1 [[prophetic prism]] for 1x [[Lightning bolt]], an extra [[1x springleaf drum]], and a 4th [[vault skirge]].
So going into the tournament here was my list:
4x Fling 4x Galvanic Blast 1x Lightning Bolt 4x Thoughtcast 4x Chromatic Sphere 4x Chromatic Star 4x Cranial Plating 2x Springleaf Drum 4x Atog 4x Frogmite 4x Myr Enforcer 4x Vault Skirge 4x Darksteel Citadel 2x Evolving Wilds 2x Island 5x Mountain 1x Swamp 3x Warped Landscape Sideboard: 4x Apostle's Blessing 4x Electrickery 3x Krark-Clan Shaman 3x Lightning Bolt 1x Nihil Spellbomb
http://tappedout.net/mtg-decks/paupmodafflingity-paupermoderncom/
First round I challenged Craig's RatLock, except "challenged" may be too strong of a word, as I not only lost both games but failed to damage him in one of them. RatLock went on to win the tournament, here's the list:
1x Bojuka Bog 4x Dimir Aqueduct 3x Dismal Backwater 4x Evolving Wilds 4x Island 1x Serrated Arrows 8x Swamp 1x Ghostly Flicker 2x Mana Leak 2x Mnemonic Wall 4x Mulldrifter 3x Mystical Teachings 4x Sea Gate Oracle 4x Chittering Rats 1x Dead Weight 2x Disfigure 2x Doom Blade 4x Geth's Verdict 1x Grim Harvest 1x Victim of Night 2x Agony Warp 2x Soul Manipulation Sideboard: 1x Beckon Apparition 2x Crypt Incursion 1x Dead Weight 2x Doom Blade 1x Echoing Truth 1x Lose Hope 2x Negate 1x Repeal 2x Spell Pierce 2x Wail of the Nim
http://tappedout.net/mtg-decks/pauper-modern-rat-lock
Craig won both games without ever actually assembling his proper RatLock combo against me (it consists of [[ghostly flicker]]'ing a [[chittering rats]] every single turn by making the flicker's 2nd target a [[mnemonic wall]], so Oppenent never draws a new card). Instead he got to just beat me down with [[mulldrifter]] and, ugh, [[sea gate oracle]] aka "SeaDaddy." Several times I managed to equip a [[Cranial Plating]] on a [[Vault Skirge]] or even an [[Atog]] but he managed to [[Doom Blade]]/[[Disfigure]]/[[Geth's Verdict]] it every single time.
My second match was against Matt who'd just lost to Huck. Matt was playing his red/black madness/burn centered around [[thermo-alchemist]]. I won the 1st game quickly, cockily [[fling]]'ing an [[atog]] in response to an already-fatal [[galvanic blast]] and then not even bothering to side in the extra [[lightning bolt]]'s even though I knew [[thermo-alchemist]] was coming to get me. For game three I sided out multiple [[Vault Skirge]], a very short-sighted move against a deck that wants to win with [[alms of the vein]].
My third match was against Kyle who'd just lost to TD Eric's InfiniElf/"Midnight Gond" combo, which enchants [[Midnight Guard]] with [[Presence of Gond]] to make infinite elves and then (unlike its Legacy and even some Modern counterparts) then has to wait a turn to attack for the win. Eric even declared during their match that he was creating 1 Avogadro's Constant of elves.
Kyle was playing a red deck that closely resembled my first-ever PaupMod deck except [[sprinting warbrute]] was still in and he had maindecked [[brood birthing]] and [[hand of emrakul]]. Again I won 1 of the 3 games. [[Galvanic Blast]] is perfect against [[sprinting warbrute]] because it's instant and exactly 4 damage. In one loss I nearly managed to win despite several attacks from [[hand of emrakul]] by chumping and sacrificing away my lands, but I didn't have spare artifacts to sacrifice away because I'd just used them all to all-but-kill him with a [[fling]]... exactly the problem with this deck described by Eric in his preface to his Blue PaupMod Affinity.
So I won 2 games and 0 matches. The final was Craig's RatLock versus Huck playing my PaupMod Raid Tremors which looks like this:
1x Icatian Crier 4x Kor Skyfisher 4x Mogg War Marshal 2x Soul Warden 4x Squadron Hawk 4x Suture Priest 4x Lightning Bolt 4x Gather the Townsfolk 4x Boros Garrison 6x Mountain 7x Plains 1x Quicksand 4x Wind-Scarred Crag 4x Impact Tremors 3x Journey to Nowhere 4x Raid Bombardment Sideboard: 4x Electrickery 1x Journey to Nowhere 1x Oblivion Ring 1x Relic of Progenitus 4x Sundering Growth 4x Veteran Armorer
except there was a general consensus I ought to include [[rally the troops]] instead of [[gather the townsfolk]]. Huck did take 1 game, but RatLock went the distance, congrats. Back to the brewing board!
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