Friday, February 28, 2014

Tomoya, the Revealer -- Tuned and With More Power

As always, you'll want Gatherer open. After playing the deck once, and just examining it, I came to the realization that I was trying too much to make things happen without the right tools to combo effectively. While Blue is a great color for enabling infinite combos, I just don't feel like with the cards I own, I could actually make decking the entire table with Jace's Archivist or winning with Laboratory Maniac happen. That left me just fumbling looking for answers most of the game, unable to advance an attack. Not only that, mana was a problem. Most of the changes you'll see below are based around fixing that, while also just upping card quality now that I'm not worried about staying in budget.

Thursday, February 13, 2014

Tomoya, the Revealer -- Deck Skeleton

EDIT: If you're following the comments you'll see I've been making some tweaks as I go, here is the current deck list. Everything that follows [before the comments] is the initial skeleton, with the comments working on taking that skeleton and fine-tuning it. One of the biggest things I noticed is that I lacked a lot of big answers/threats, and effective ways to get to them. That's what drove a lot of the changes from the comments [especially Control Magic/Nevinyrral's Disc.]

You're going to want this open in another window. First, let's remember who my general is [my playgroup is allowing the use of flip cards as generals.] The card reads:

Card 1: 1U -- Jushi Apprentice
Creature -- Human Wizard
2U, Tap: Draw a card. If you have nine or more cards in hand, flip Jushi Apprentice.
Tomoya, the Revealer
Legendary Creature -- Human Wizard
3UU, Tap: Target player draws X cards, where X is the number of cards in your hand.

Sunday, February 9, 2014

Matt's First EDH Deck: Jushi Apprentice/Tomoya, the Revealer

The dice decided my general. So, mono-blue, card draw is going to be my game. This... this should be a thing. I'll start working on a deck list over the week.

So, I'm going to need to figure out how to: A) Get reliable card draw [Oh gee, how ever will Blue draw cards!?]; B) Protect my general [However will Blue stop threats from resolving!?]; C) Find a win condition [However will I find a way to win the game in Blue!?]

Not nearly as painful as I thought it would be.

Building an EDH Deck

So, now that I've finished logging all the creatures, it is time to pick a commander to start building a deck around. Here are a few of the rules:

1. I've removed any commander I know other people I'm playing with are using as theirs, just to avoid Lameness.

2. Not that I think I have any, but any purely vanilla legendary creatures are out. They're just Not Fun. Also, Chandler/Glissa got removed because, while I won't mind playing a clunky commander, such narrow hate is not fun [I guess I'll find ways to tutor a Mycosynth Lattice/ways to turn your permanents into artifacts... yay?]

3. Likewise, two other generals that are just Not Fun were removed [Dosan and Empress Galina -- one stops spells other people's spells on your turn, the other kills legendary things.] I also cut Captain Sisay for the same reason [Just fishing up excellent legendary creatures is not very interactive/fun.]

4. Brothers Yamazaki were removed because, well, there will never be two of them [due to the Highlander rule.]

5. Rofellos and Kokusho are banned as a general, so I removed them.

That, conveniently, leaves me with exactly 100 Legendary creatures. So, at some point tomorrow, I'll pick one at random. Then, we'll start building a Commander deck. Click here for the deckbox with my available generals. As you can see, there's some real crap in there. If I draw Karn, though, I may actually need to spend time and see if I actually have enough non-basic lands to play him.

Deck Construction Rules:

1. The deck needs to actually use the Commander as a focus piece, either thematically or mechanically. So, if I draw a crap general, I can't just play a good-stuff deck that leaves him/her/it in the Command Zone. No sir, if I draw Sidar Jabari, we're finding ways to make him swing for lethal, and finding auras for Hakim, Loreweaver to recur for some benefit. We will find a way to untap Jeska, Warrior Adept and let her be a pinging mad Tim. We'll find ways to work around crippling drawbacks! Did we draw a Myojin who isn't getting a divinity counter for not being played from our hand? Fine! We'll get it INTO OUR BLEEPING HAND! This is Commander: Anything goes, and it MUST GO.

2. Minimal buying specific things, we're going to work with my existing collection for the first draft, unless we absolutely need things to make a deck work [such as more colorless non-basic lands for Karn.]

Sunday, February 2, 2014

Did You Know Magic's Webpage Has A Draft Simulator?

Here's the link to the draft simulator. Go ahead and do it, then go below to see what I did. I feel like I made some bad choices going into black as early as I did; white would have been better. But, c'est la vie.

To read the copy of this post with card hotlinks.