Yeah I think that's why I like content creator like Aegis who do not only provide a decklist and explanation for the choices he made, but also a "Timeline", meaning a gameplan at least for the early turn of the game. For example in an Anhelo, it's not good enough that your body fit the "Casualty 2" clause, it should also cost 2 mana or less to fit the timeline of plays "Sacrifice fodder>Anhelo>Big Spell" .
i usually think of my decks like a flow chart. it’s good to see someone putting this into a video! edit: i love hearing bad snacks at the end of your videos, she has been one of my best friends for years and it always makes me smile. :)
I think a really important plan that people overlook is ramping to curve their commanders in. Not enough rocks and dorks to play the commander as early as possible is so common. Specially cmc 4 and 5 could use a bit more tempo
Yeah, that comes down to not understanding their gameplan in that a fundamental step for some decks involves playing commander on curve or ahead, while some decks don't need to play commander on curve, so mana rocks matter differently
I think the biggest hurdle EDH players have is that they build for explosivity and don’t focus on solid basics like Ramp and interaction. At least that’s what I see most
Oh, this topic is deeply interesting. You have a lot of knowledge and understanding about this, would you wanna make a full discussion video that goes more in-depth and covers more examples of decks and gameplans? This video serves to deliver the core idea quickly, and it's great, but it only tickles the imagination. Think of the possibilities! Have a nice day :D
My hilariously over engineered is a werewolf tribal that uses Rocco as a commander and and interlocking combinations of humans, elves and wolf to maximize the disgust potential of cards like winota and voja while putting pressure from turn 1 and beat the table down with massive card draw power to counter the typical aggro weakness Also is a 7
the gameplan is to have a nice conversation with frends, cast rhystic study, remora, and smothering tithe, and I dont get invited back 🤣🤣 also 1:04 LMAO
I want to build a spell based boros control deck with phlage as the commander. Use goad spells and low cmc dorks to disrupt and control the board, then win with phlage beats or approach of the second sun. So something like this?
When I play Urtet (7/10), I just want to play little guys a lot, and tape knives to them. ....With various artifacts that's untap or buff those little guys with said knives taped to them..... Then I throw a Myr Ball at them. Covered in knives.
i just attack every turn, best way to trigger instants or whatever, puts pressure on players. in the end getting the other players to 0 is the most optimal and yet basic game play
Very astute observation, actually useful AI! Gameplan should also include how Commander-centric your win plan is, thus how often you need support cards for your Commander (I've seen decks fold helplessly to command tax). I would defend Tutors in casual to make a gameplan leaner to allow for more theme cards, but please include in your Pregame discussions how lean your gameplan is, as said, the leanest is cEDH.
Good video, but this is more competitive than casual focused. In my experience a lot of casual decks don't have such a clear gameplan specifically BECAUSE they're trying not to have such clear endpoints, not because they overlooked this part of deckbuilding. I do still think the overall argument of this video is correct and having a gameplan greatly helps good deckbuilding, but I think it's actually harder for players to figure out their gameplan when they're trying to build a lower power deck, or at least one with fewer clear end points. Players want variance and often good deck building concepts like concrete endpoints and consistency lead to stronger decks but not the experiences casual players are looking for. Which is maily to say that the examples in the video are good at good at illustrating the concept for players who don't know it, but less useful to players who are trying to eschew obvious gameplans but wind up lost in the woods with no gameplan.
Having a clear gameplan first makes everything easier though, including deciding which derpy/theme/pet cards I want to run for fun. If I understand my gameplan I can power up or down easier.
@ Sure, but maybe this is just my bubble but usually it’s clear end points, like 2 card combos and Craterhoof, that casual players purposefully want to avoid. The argument of this video I completely agree with. But the examples are very straightforward and I think players who need this advice could really use a more off beat example. Also that’s just my thought and I realize I’m basically going “Good video, you should have made a different video”
most of casual players left the video at 2:28 because they refuse to spend the money on staples and good decks and spend it on bling extra treatment commanders that they will never cast before turn 7
Yeah I think that's why I like content creator like Aegis who do not only provide a decklist and explanation for the choices he made, but also a "Timeline", meaning a gameplan at least for the early turn of the game.
For example in an Anhelo, it's not good enough that your body fit the "Casualty 2" clause, it should also cost 2 mana or less to fit the timeline of plays "Sacrifice fodder>Anhelo>Big Spell" .
i usually think of my decks like a flow chart. it’s good to see someone putting this into a video!
edit: i love hearing bad snacks at the end of your videos, she has been one of my best friends for years and it always makes me smile. :)
I think a really important plan that people overlook is ramping to curve their commanders in. Not enough rocks and dorks to play the commander as early as possible is so common. Specially cmc 4 and 5 could use a bit more tempo
Yeah, that comes down to not understanding their gameplan in that a fundamental step for some decks involves playing commander on curve or ahead, while some decks don't need to play commander on curve, so mana rocks matter differently
"What is your CEDH deck gameplan ?
-It wins with a Thassa's Oracle combo.
-... All that tells me is that your deck has blue and black in it.
This helps with the arduous process of deciding which cards to take out of a deck!
My gameplan is to drop random red cards that make everyone miserable
I too love Norin chaos decks
My plan it to drop random red cards and lose.
I have seen that mono blue deck . It's broken
I think the biggest hurdle EDH players have is that they build for explosivity and don’t focus on solid basics like Ramp and interaction. At least that’s what I see most
Oh, this topic is deeply interesting. You have a lot of knowledge and understanding about this, would you wanna make a full discussion video that goes more in-depth and covers more examples of decks and gameplans? This video serves to deliver the core idea quickly, and it's great, but it only tickles the imagination. Think of the possibilities! Have a nice day :D
This is gonna take my deckbuilding from a 7/10 to a 7/10!
Perfect!!!!
My hilariously over engineered is a werewolf tribal that uses Rocco as a commander and and interlocking combinations of humans, elves and wolf to maximize the disgust potential of cards like winota and voja while putting pressure from turn 1 and beat the table down with massive card draw power to counter the typical aggro weakness
Also is a 7
This makes so much sense, I'm going to have to start doing all of this from now on
This is great. Thank you.
Great style video!
Could we ever have a video of the characters playing commander with non precon decks? Like more personal ones?
I'm probably gonna ruin someone's day playing Sadistic Hypnotist, thanks for enlightening me 😈
I want to see what you do with Eldrazi!!
This is my table power tailored deck. I drink and know things.
This is a great video
the gameplan is to have a nice conversation with frends, cast rhystic study, remora, and smothering tithe, and I dont get invited back 🤣🤣
also 1:04 LMAO
Banger
I want to build a spell based boros control deck with phlage as the commander. Use goad spells and low cmc dorks to disrupt and control the board, then win with phlage beats or approach of the second sun. So something like this?
Question. Would you run multiple craterhoof behemoth effects or just 1
Or have multiple different game ending effect?
Great question. I would run multiple! The idea is that you identify your gameplans, then fill out with more cards to boost up those plans.
When I play Urtet (7/10), I just want to play little guys a lot, and tape knives to them.
....With various artifacts that's untap or buff those little guys with said knives taped to them.....
Then I throw a Myr Ball at them. Covered in knives.
meanwhile I'm like
-try to do the theme
-???
-do the theme maybe
-success? oh wait I have to end the game uhh
i just attack every turn, best way to trigger instants or whatever, puts pressure on players. in the end getting the other players to 0 is the most optimal and yet basic game play
cEDH people, don't be annoying.
Shots fired!
Very astute observation, actually useful AI!
Gameplan should also include how Commander-centric your win plan is, thus how often you need support cards for your Commander (I've seen decks fold helplessly to command tax). I would defend Tutors in casual to make a gameplan leaner to allow for more theme cards, but please include in your Pregame discussions how lean your gameplan is, as said, the leanest is cEDH.
engagement!
Further engagement!
:3c
I didn't learn anything from this video. And I think that's a skill issue.
Good video, but this is more competitive than casual focused. In my experience a lot of casual decks don't have such a clear gameplan specifically BECAUSE they're trying not to have such clear endpoints, not because they overlooked this part of deckbuilding. I do still think the overall argument of this video is correct and having a gameplan greatly helps good deckbuilding, but I think it's actually harder for players to figure out their gameplan when they're trying to build a lower power deck, or at least one with fewer clear end points. Players want variance and often good deck building concepts like concrete endpoints and consistency lead to stronger decks but not the experiences casual players are looking for.
Which is maily to say that the examples in the video are good at good at illustrating the concept for players who don't know it, but less useful to players who are trying to eschew obvious gameplans but wind up lost in the woods with no gameplan.
Having a clear gameplan first makes everything easier though, including deciding which derpy/theme/pet cards I want to run for fun. If I understand my gameplan I can power up or down easier.
@ Sure, but maybe this is just my bubble but usually it’s clear end points, like 2 card combos and Craterhoof, that casual players purposefully want to avoid.
The argument of this video I completely agree with. But the examples are very straightforward and I think players who need this advice could really use a more off beat example.
Also that’s just my thought and I realize I’m basically going “Good video, you should have made a different video”
most of casual players left the video at 2:28 because they refuse to spend the money on staples and good decks and spend it on bling extra treatment commanders that they will never cast before turn 7
@1:19
Okay
so NO
SO the question Should be!
**Are you BUILDING a Deck to win in a tournament??, OR . . are you building for Fun and just to Play**