u/FrameNo8561

My first brew and I genuinely can’t tell if this deck is jank or oppressive for Bracket 3
▲ 71 r/DegenerateEDH+1 crossposts

My first brew and I genuinely can’t tell if this deck is jank or oppressive for Bracket 3

I’ve played this deck a few times now and it’s definitely challenging to pilot. Mulligans seem really important for it.

I recently played it in a Convoke Bracket 3 game and on turn 5 one player swung with [[Aragorn, the Uniter]] for 24 unblockable commander damage and instantly knocked someone out. I nearly soiled myself seeing that kind of power in a Bracket 3 game.

At that point I made it my mission to kill Aragorn. It took real effort because he countered or protected it 3 separate times. Meanwhile the Sultai player wasn’t doing much besides ramping like a maniac into 10 lands by turn 4. He cast [[Damia, Sage of Stone]] and I killed it before it could refill his hand since he had already dumped most of it onto the battlefield.

Eventually I baited out some counters, resolved [[Living Death]], removed Aragorn, and started controlling the board with Grist and other removal while pushing for the win. I ended up closing the game out with Grist’s third ability plus combat damage.

After the game the two players — who seemed to know each other — kicked me from the lobby immediately. No GG or post-game conversation. It honestly made me wonder if my expectations for sportsmanship were too high or if they were just salty about the deck.

I’ve only been playing for a little over a year and this is my first real homebrew instead of a net deck. I wanted it to feel powerful with a life/death theme, but sometimes people react badly to the amount of removal I run. My goal isn’t to make people miserable — it’s to slow down combo/value decks long enough for mine to stabilize and win through sacrifice synergies or combat.

Deck List:
https://moxfield.com/decks/RytSL\_l4-0O9Hy\_xKPNsEg

What do you all think?

u/FrameNo8561 — 14 hours ago
▲ 3 r/jankEDH+1 crossposts

At 99.71 as of this post.

This decks strategy is to pump elves then kill em to drain opponents …Or save them go wide and send them to your opponents with an over run effect (not craterhoof, it’s great and that’s the problem I have with it.)

It aims to win around turn 8-11.

Grist is the commander because elves are in the forest and so are bugs, elves die bugs eat elves and help fertilize the win.

It’s the circle of life —elves live, grow to have long fulfilling lives then die (or get horribly murdered by a million bug sentient bug?form…thing?).

Anyway,Grist now puts their remains to use with her 3rd ability and ping all opponents for damage.

Using grist’s 3rd ability usually destroys it but since it’s a creature you can bring it right back with the many recursion tools you have to continue the circle of life.

Having a planeswalker that can destroy any creature on the battlefield once per turn is a double edge sword.

This can be used to your advantage since what you want to do is create as many bugs with grist’s ability as you can and use your other removal tools in the deck to destroy opponents creatures.

I use politics to ally myself with 1 other player usually the one that i know can pop my planeswalker whenever and threaten anyone else with removal if they swing at my planeswalker it usually works until it doesn’t.

This is the first commander deck I build so any constructive advice I would greatly appreciate.

Thoughts?

[[Grist, the Hunger Tide]]

moxfield.com
u/FrameNo8561 — 11 days ago