u/E1mstreets

Dina, Essence Brewer - Struggling to get this deck to work
▲ 3 r/CommanderMTG+1 crossposts

Dina, Essence Brewer - Struggling to get this deck to work

I’m having a hard time getting this deck to work. I really like the concept, it’s a cool mechanic, but I am struggling to do anything earlier than turn 6 or 7 that even resembles a threat. 

I’m pretty sure that I don’t have enough creatures that are low cost / high power, sac fodder type creatures. To get the +1/1 counters rolling from Dina. 

I can get Dina out super early, but with nothing to sac there’s no point. I feel like this deck should be using Dina’s active every single turn without a doubt, even multiple times a turn when I get out untap tools like [[Thousand-Year Elixir]].

The +1/+1 manipulation creatures are just so attractive to throw in there, but the problem is I draw them, and don’t want to sac them. 

I feel like the whole time I’m playing this deck I’m saying to myself “wow that card will be sick when I can get going” and I just never get going. 

Also, I might have put too many Finishers in there, but I’m also unsure about that since I can never get it going. I have stuff tagged on the deck list so you can see how I’m categorizing things.

This archetype of deck is completely new to me so I’m hoping you smart deckbuilders can help me out.

Is it as simple as pulling out utility +1/1 creatures and adding more sac creatures like [[Lupine Prototype]]? 

https://moxfield.com/decks/f2rYkfc1WUacDuQSTJe97g

u/E1mstreets — 2 days ago
▲ 23 r/EDH

I’m looking to optimize and improve the ramp in my [[Ureni of the Unwritten]]

The world of deckbuilding is a very deep pool, and there’s a lot I’m still learning. I found a list that had a really good primer, and then ended up tweaking quite a few things from there.

I noticed after playing a few games that I wanted to improve the ramp/mana and make it more consistent.

I looked at a bunch of decks on Mox and found quite a variety of ramp. Also in my research, I’m learning that with a 7 drop commander, I really want a lot of 2 cost and 4 cost ramp to get him out on turn 4, but then I’ve found a lot of conflicting information about this.

Also, I want this deck to be Bracket 3, so is turn 4 Ureni too fast?

Basically I’m still learning the game, and deckbuilding can be overwhelming, I just need some of you smarties to help me figure out if my ramp sucks or not.

I just want something tried and true, so I can just focus on playing and not making changes after every match.

https://archidekt.com/decks/22364025/ureni\_dragons\_e\_upgrade?sort=alpha&stack=multiple

u/E1mstreets — 6 days ago
▲ 1 r/CommanderMTG+1 crossposts

I'm in the process of optimizing my Hakbal deck from the precon, and in a tabletop sim online game recently I used [[triumph of the hordes]] to seal the deal and get the win.

The other guys were cool about it but were kind of saying something to the effect of they wished Infect was banned from commander, but my use of it wasn't too bad, full infect decks are way worse.

I did bring up that with the board state, had I used my other finisher that I normally use [[overwhelming stampede]] I still would have got the win, but I did apologize and kinda felt bad b/c I don't want to be using cards that are "op" when I'm really just having fun in mid to high bracket 3.

TLDR: So I know a lot of people don't like infect if it's a whole deck, but will I piss people off if I finish with [[triumph of the hordes]]?

reddit.com
u/E1mstreets — 13 days ago