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- MTG DECKS (1071)
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- staVolrath
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- staFull Collection
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- staWasteland additi ...
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- staAltar of Orb
- modArtifact mill
- modAzorius Stoneblade
- modBonds Combo
- modCombo Esper Control
- modCopy of Esper Mi ...
- modDeath mill V1
- modDeath mill V2
- modEsper Creature mill
- modEsper Mill
- modEsper Mill Aethe ...
- modEsper Mill Ixalan
- legEsper Mystic Mill
- staEsper Mystic Mil ...
- legEsper Mystic Mil ...
- staFractured Sanity
- modGreedy 4c mill
- modGrixis Creature ...
- modIkoria Mill
- staKaheera Mill
- modKaya Full Stop
- legmystic
- modStoneage mill V1
- legStoneage mill V3
- modSultai Mill Crea ...
- modSultai Mill V1
- modSultai Mill V2
- legSultai Mystic Mill
- staSultai Mystical ...
- modSuper Lean Mill
- modU/B Mill Field
- staUro mill
- modWalker mill
- staYorion Mystic Mill
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- mod4c combo!
- mod8 frog
- staAngels?
- modAwake the dragon
- legBedlam revaler
- modBig CMC's
- modCollective defiance
- modcreature counters
- pioCycling breach
- modDay's Undoing
- modEquipment
- legFlyers
- modFree army
- modGain draw
- modGoblins
- staGrave Mages
- modHeavy tax
- modironworks reborn
- legLands
- vinLifegain Lands
- legLocket of yester ...
- legLots of grave cr ...
- staLotus Cobra
- legMardu choices
- modMaze's End Modern?
- modMiracles
- staModern aid
- modModern zombies
- modNew pod
- modNo Amulet, No Bloom
- modPsycho Surgery
- modReanimation line
- legReanimator
- staRestore Balance
- staSent fire
- modSlabs
- staSnow
- vinTemporal Mastery
- modTemur immortal
- staThe witcher
- modU/W Control
- legWizards
- modWR Sigarda's Aid ...
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- modTokens 4 u
- modTrap!
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- staUW control
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- sta4 color control
- sta4 color copy cat
- sta4 Color Time Warp
- sta4 color Uro
- staAbzan Company
- staAd Nauseum
- staAmulet Titan
- staAzorius Belcher
- modBant Reclaimer
- staBant Snow
- staBelcher bullshit ...
- staBoros Heliod
- staBoros LD
- staDimir Rogues Duke
- staDimir Rogues LSV
- staDredge
- staEldrazi tron
- staEsper Control
- staHu-mans
- staJengatha Nactyl
- staJeskai Lotus Field
- staJund
- staMardu Death's Sh ...
- staMon-red prowess
- staoops all spells
- staSelesnya Company
- staSelesnya Reclaimer
- staUR Prowess
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- legAffinity
- legBant Snowblade
- modBurn
- modEldrazi Tron
- legHumans
- legSelesnya Eldrazi
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- legAzorius control
- staJund
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- staAffinity
- staBlack Devotion
- pioCollective defiance
- staControl
- staCopy of Temur im ...
- staDiciple of deceit
- pioEmergent Ultimatum
- staGonti's machinat ...
- pioGW heliod
- staHarvest season
- staLurrus/Professor ...
- pioMill?
- staMono Red
- pioOath of Nissa
- pioReal Big
- pioRiddle of lightning
- staSlivers
- staStoke the flames
- pioThe Lock: Pionee ...
- modThunderkin
- pioTokens?
- pioUG Heroic
- staVampires
- pioWizards
- modYorion BS
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- staBant Company
- staEsper Mentor
- staGruul Aggro
- staGruul Raze-Boar
- staHumans
- staIzzet Emerge
- staIzzet Pheonix
- staIzzet Wizards
- staJund
- staKethis Combo
- staMaze's End
- staMono Blue God-ph ...
- staOrzhov vampires
- staRabble red
- staRally
- staSpirits
- staSultai Delerium
- staSultai Dredge
- staSultai Good Stuff
- staThe Rock
- staUW Flash
- staVehicles
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- staAzorius Spirits
- staBoros Auras
- staBoros Burn
- staBoros Winnota
- staBoros Wizards
- staChonky Gruul
- staChonky red
- staCitadel Sacrifice
- staEnter the Infinite
- staEsper Yorion
- staFour-color ramp
- staGrixis Control
- staGruul Aggro
- staGruul Possibilit ...
- staInverter 1
- pioJeskai Fires
- staJund Citadel
- staLurrus pyromancer
- staMono-Green Devotion
- staNiv-Mizzet reborn
- staOrzhov Humans
- staRakdos Arcanist ...
- staSimic Spirits
- pioSultai Control
- staSultai Dredge
- staSultai Rec
- staTemur Rec
- staWafo-Tapa Dimir ...
- staWinnota
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- modCollected conjuring
- staCycling
- staCycling 2
- staForetold
- staOracle
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- modMaze's End
- vinMaze's End 30$
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Type:
Deck Idea
Format (legal 👍) comCommander
Format (legal 👍) comCommander
Approx. Value:
$1,058.46
0
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0 Comments
Commander:
Avg. CMC 2.86 |
Card Color Breakdown |
Card Type Breakdown |
Main Deck - 73 cards, 63 distinct
Columns
Sideboard - 38 cards, 38 distinct
Notes
The key to every deck is mana and card flow. Being able to cast your spells on time reliably, mitigating flood and screw, and enough deck manipulation to be able to execute your game plan, the needed velocity of which varies from each deck. I've had many decks where people comment on how "smooth" it runs. When I play green or blue people assume it's those colors alone which provide the the card draw, ramp, and consistency. But it's not, it's the deck construction. This is the essential engine of every deck, and being able to build it is the difference between a brewer and a net decker. That's why my Mardu deck was so good, because I understood ramp and card draw are not bound by color, but imagination.
So I will build this engine, and determine what if any "gas" or enablers I need. The rest is where I get to set my power. For this manabase I'm going to explore using low CMC permanent recursion, the first part of Annie, as my main ramp as a feature. The idea is through the use of fetchlands and sacrifice I can play them for value as well as reactively. It's precarious but flavorful and fun, and allows to me to play lines in a new way, which is always the point of a new deck. It requires a critical mass of fetch, and double that of fetchable targets. And what's more it begs us to raise the ceiling, for potential power plays that "payoff" the intense restriction. I think harrow effects pair nicely with this as they are fine on face, combo with the recursion pieces, and if copied allow for explosive outcomes. For example look at the sequence of fetch land, howl from the horde, harrow, second sunrise. We go from 6 lands to 14, and we have 5 mana left over untapped. That's an insane sequence, and also fetched out 8 lands out of our deck, thereby increasing spell density significantly for Annie. And most interesting part for the deck building when you look at the sequence is that the parts are interchangeable, have broad lines of play outside of sequence and each can be played face up independently as a full card. That leaves us a very open design space for the remaining deck, which only restrictions seems to be "play good cards that aren't anemic or situationally dead". Like I have many packages already that seem to say, "I can be a core feature that synergizes and is powerful", so many that they can't possibly all fit. Hence why I have made so many sub lists, to help break down the packages and decide how I want to arm the deck, what is essential versus what is possible. It's possible I could make whole sideboards that shake up the deck from time to time, which is an exciting prospect.
With a little more thought though, the recursion spells that are dependent on timing and harrow effects that are inefficient unless busted compared to the cheaper and more reliable alternatives that are also great when duplicated seems more desirable. Like I really liked the exploration and thought it would play cool, but many times we will be "missing pieces", and although all cards function on face, it's not the face we want primarily. We want that to be switched, but unfortunately that's just not realistic. So the more reliable efficient alternatives it is.
So I will build this engine, and determine what if any "gas" or enablers I need. The rest is where I get to set my power. For this manabase I'm going to explore using low CMC permanent recursion, the first part of Annie, as my main ramp as a feature. The idea is through the use of fetchlands and sacrifice I can play them for value as well as reactively. It's precarious but flavorful and fun, and allows to me to play lines in a new way, which is always the point of a new deck. It requires a critical mass of fetch, and double that of fetchable targets. And what's more it begs us to raise the ceiling, for potential power plays that "payoff" the intense restriction. I think harrow effects pair nicely with this as they are fine on face, combo with the recursion pieces, and if copied allow for explosive outcomes. For example look at the sequence of fetch land, howl from the horde, harrow, second sunrise. We go from 6 lands to 14, and we have 5 mana left over untapped. That's an insane sequence, and also fetched out 8 lands out of our deck, thereby increasing spell density significantly for Annie. And most interesting part for the deck building when you look at the sequence is that the parts are interchangeable, have broad lines of play outside of sequence and each can be played face up independently as a full card. That leaves us a very open design space for the remaining deck, which only restrictions seems to be "play good cards that aren't anemic or situationally dead". Like I have many packages already that seem to say, "I can be a core feature that synergizes and is powerful", so many that they can't possibly all fit. Hence why I have made so many sub lists, to help break down the packages and decide how I want to arm the deck, what is essential versus what is possible. It's possible I could make whole sideboards that shake up the deck from time to time, which is an exciting prospect.
With a little more thought though, the recursion spells that are dependent on timing and harrow effects that are inefficient unless busted compared to the cheaper and more reliable alternatives that are also great when duplicated seems more desirable. Like I really liked the exploration and thought it would play cool, but many times we will be "missing pieces", and although all cards function on face, it's not the face we want primarily. We want that to be switched, but unfortunately that's just not realistic. So the more reliable efficient alternatives it is.
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