Minsc and Boo Commander EDH Deck. Swing and Fling! Power Level 8. +1+1 Counters Synergy.

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  • Опубликовано: 15 сен 2024
  • Minsc And Boo, Timeless Heroes Commander Deck Tech.
    Review of the 100 cards in a Minsc and Boo, Timeless Heroes Commander Deck. Grounded on +1+1 counter synergies and flinging the hamster at other creatures and players to draw massive amounts of cards. Included infinite combos to compete at level 8’s and not have to rely solely on combat damage for the win.
    Build up the hamster Boo to a massive trampling monster and swing through your opponent’s creatures for damage. Then, to add insult to injury, sacrifice Boo to throw him at your opponent’s eyes for even more damage and draw cards equal to his pumped up with +1+1 counters power.
    Power level 8.
    Full Decklist on Moxfield: moxfield.com/d...
    Search Username "Finx" on Moxfield.com if RUclips blocks the above link.
    Power Scale (1-10):
    1-8 is “casual” commander.
    (High Power 8’s): Finely tuned decks with the best pieces to go for the win. May contain a small number of Salty cards (EDHrec.com Salt score) that work extremely well with the theme of the deck. Sometimes held back by the commander from being full cEDH. May have cards like Mana Crypt, Jeweled Lotus, and reserved list/combo cards. Recommended you let people know this is not a casual deck when you sit down and play. Has been through multiple iterations, many playtests, and is tried and true to get wins.
    7 and 8's can have infinite combos to go for the win. Usually includes the best tutors for the ways to achieve the deck’s win conditions. May go for a win around turns 5-7. You will see powerful (and Expensive) cards. Still tries to limit the number of Salty cards (EDHrec.com Salt score).
    6: Not the best tutors to achieve your win cons, budget options instead of the technically better cards. may include lands that enter tapped. Seeks to build up to a winning state over time and takes time to develop. Usually does not win before turn 7.
    3-5 includes pre-cons and slightly upgraded preconstructed decks. A level 5 can be a strong precon like the Warhammer 40k ones or a deck that is running without the best tutors and interaction, and can have lands that enter play tapped.
    1-3 Decks with theme such as People sitting on chairs or wearing hats. More about being thematic and the fun from the lore and synergy of the deck rather than winning. May be just cards that you want to play but does not have efficient deck structure and win conditions.
    9-10's are cEDH decks that have a different play style than casual decks and are geared towards that format. They usually include: a direct win line that can go off at any moment, threats in the first few turns to win the game, much higher interaction spells than casual, generally much lower mana cost curves (1-4), only the best cards to go for the win, possibly stacks pieces and cards that would be too salty to play in casual commander.

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