How i build a deck, step 1: throw something together on edhrec, step 2: i show my friend whos been playing for 15+ years, he is disgusted then fixes it. Step 3: Done
Haha same. Build deck then tweak with edhrec. Get my ass handed to me by my much more veteran friends in our weekly match, then take notes of what they'd adjust.
😂😂 i feel like everyone has that friend that has the magic touch. That 1 friend that just knows how to streamline your idea after you have a rough "draft" varient
a couple weeks ago my bf and I tried something and had a blast- we pulled up an online random movie picker and built commander decks based on the movies we picked! I got "Tall Girl" and built a rainbow superfriends deck comprised entirely of tall women. My boyfriend got the movie "Edward Scissorhands" and built a sword-of deck that equips every single sword to his commander named Edgar. we both spent a few hours building what turned out to be super powerful decks and had an incredibly fun couple of games. 10/10 experience I would highly recommend doing this with friends!
Great points here! I think each method has pitfalls. The first method, sideways has more in common with bottom up than top down. This is because both are heavily centered around a foundation of a theme and the commander is an afterthought. However, the theme in bottom up is based around the game and the theme in "sideways" building is based on flavor and fun, rather than the actual game. I would agree it is inherently weaker, but it's possible to make a great deck. The biggest pitfalls with bottom up are picking a weak theme, which might as well be "sideways" deck building or picking a random commander just because you like them and they help the colors. To me, the point of commander is having a Commander, so top down really makes sense as the preferred method, but one must make sure the deck plays without the commander. My scarecrows deck plays like table police when my commander is out, but functions as 5 color artifact combos without the Reaper King and it is perfectly fun and serviceable. But I agree it is nice to see more bottom up building, especially for people who are way too salty.
Top down or bottom up.... is it too much to ask for both? Select a Commander, make a decision about which theme works best with that commander. Then build 99 cards bottum-up on that theme in those colours. If you want some additional commander synergy just take a second pass through the 99 & see if there are any cards that could be cut in favour of something more synergistic: you'll have a much more critical eye when you actively have to cut a card to push extra commander synergy into the deck.
I've been doing this lately, I find a commander that I like, then build a deck bottom up to suit. I stay away from common themes. Eg I built a breya deck, I focused on a blink and direct damage theme. It plays well with or without breya, but built with breya in mind.
I think this method had been my most successful overall. The strategy is, find a commander I zen with, then work out a theme that that commander can assist, THEN build that. I do use top down sometimes but Yea those do seem to whiff more often.
This is the best of both methods imo, sure you could get more unique decks bottom up but there's a chance there aren't commanders you like for your decks theme, even if there's synergy.
This is what I typically do. Find a commander in colors I want, see what I want to do with it, and then build a deck that runs along the same/similar themes to that idea. I've never really understood the idea of only doing one or the other since I just do both lol
Bottom up might result in a more effective deck, but it also results in the most common version of the theme you've chosen, and the commander you pick will often end up barely related to the rest of the deck. At that point, you're not really playing "commander", you're just playing 99 card singleton with a bonus card. Yes, Distorting Wake is bad even in a Hinata deck, but it feels much more like a Hinata card than the alternative multibounce options do, and in turn makes it feel more like you're playing with/against a "Hinata deck", as opposed to a standard WUR deck that happens to sometimes have Hinata out. The goal of any game is to have fun, and unless you're the kind of person who just enjoys winning, the most fun you're going to have is going to come from finding the right balance point between commander-centric synergy, broader thematic/subthematic synergy, and basic power level. The strongest possible deck is rarely the most fun possible deck. The right power level is the power level that allows you to win a reasonable proportion of the time while sacrificing the minimum deck identity.
Ha, I'm over halfway through making a Rule 0 metal deck! All the cards have names of metal bands/metal songs or a metal reference. I got Tezzeret, Master of Metal as the commander, then cards such as Deicide, Suffocation, Killswitch, Iron Maiden, Roots, Puppet Master, all the cards with Slayer in the title, Lord of the Pit and all creatures with Embalm. Cos they make White Zombies 🤘
Bottom-up construction is something I've done a tiny bit of in the past, but moreso just to find a commander to play with. However, a few months ago I watched that Salubrious Snail video about making midrange decks, and it's kind of like a bottom-up deck design philosophy. The gist is that you look at your commander not as a card to build around but rather a card that will always be in your opening hand, using that to help cover any weakness your deck might have. Using this strategy, I made an Elfball deck online that can jam out a ton of mana pretty easily, but since they're all Elves, they tend to be pretty cheap and there aren't that many outlets. The commander I chose to fix that problem? Zacama. Had I looked at Zacama first and tried to build down from there, I don't think Elf Tribal would have been my first thought. It may not have even occurred to me. But it made for a cool concept!
Well shit, a Zacama helmed elves deck sounds just up my alley, especially with all the juicy reprints and new elf synergy cards we got in Foundations. I might have to brew a little something like that up once I scour my collection a bit more
I hadn't played for over 20 years and just got back into Magic last summer and started playing EDH. I have some decks I basically net decked, but trying to brew my own now so i found this very helpful. Thanks!
I’m right there with you buddy, I quit around Urzas Saga and just now got back in with the release of the Clue themed set. Imagine my shock when NOBODY in my local card shop had a 60 card duel deck and they all had these ginormous 100 card decks and you can only have 1 of each card? Seems like a marketing ploy to sell more cards.
that is is gonna be a shock when you realize most players don't even have a 60 card deck anymore. EDH was made by players though which is pretty sweet!@@rootfish2671
I appreciate the consistency of bottom up design, but I'm rarely inspired to build a new deck until I see a commander that I jive with enough to take the time to build. I'm willing to accept the feast or famine gameplay, but I do try to ensure there are still ways to win even if my commander becomes unavailable.
Sending this to my friend who is just getting started! I’ve always built bottom/up decks but never really put a name to it. Dabbled in top/down decks and this visualization helped even me get a better understanding of deck building when I was watching to share with a friend!
Good points, and definitely a valid way to build decks. In general, I have found that good commander decks use a little of both ways of thinking, and the bottom-up and top-down processes feed into each other. For example, I might pick a commander first, which lets me start finding synergy pieces. Then, I figure out the best synergy pieces that fit together, and that lets me establish a theme. That might make me reconsider my commander, or fight harder for the commander to work, which brings me back to examining the deck pieces.
I've been working on Ommath, Locus of Creation for a long while now, but this is how I got to where I am in the deck construction process. I started by choosing how many Landfall triggers I wanted to get each turn since Omnath caps at three triggers total per turn. I've rested on two per turn since the injection of mana is the strongest of the three triggers. Then I looked up the Landfall triggers that would benefit from triggering multiple times in a turn, which happen to be token generators, big/wide buffing effects, card advantage, and mana acceleration. I noticed that among my Landfall triggers was Nissa from MOM: Aftermath. Who has an additional effect to grab a random Elf or Elemental from my deck and put it into my hand upon the second Landfall trigger each turn. This got me looking at my creature types, and noticed that I have a good quantity of Elves and Elementals. Locus of Rage and Locus of the Roil care about Elementals, so I decided I would have an Elemental sub-theme along with my main Landfall theme. All of this was discovered just from my own curiosity. I stopped using EDHRec a good few years ago, so these were all discoveries I made in the deck construction process.
Ive taken a blend as of recent with my deck building. My last deck was built with the idea “i want to make a companion deck that utilizes partner commanders, thus i can say i have a 3 commander commander deck”. From there, i took that idea, and came to the conclusion that i want my deck to generate a ton of mana, that way I could cast my companion whenever i desired. This lead me to use one of the green companions, and ultimantly i felt keruga to be the most fun pick for the deck. Theme in mind, rather than looking for deck pieces, i went looking for commanders, and stumbled upon erinis and a blue background. Thus, my simic self mill/ landfall deck all in service of my hippo overlord was born. And the deck is so bonkers good. Underplayed commanders mean you can monilith the commander a bit, since no one is going to remove a commander who has done nothing for 4 turns when a prosper deck is across the table… but my deck is so crazy that by turn 7 i tend to run out of basic lands in my deck (all 19)
I had a skeleton deck where I made everyone weak by humility and -1-1 everything, basically forcing everyone down to my level of power and slowly throwing literally piles of bones at people just to make them get back up/regenerate and win. It won more often than I ever expected it to.
The problem with bottom-up design is it is sort of the antithesis of a commander deck. The biggest thing that gets people into commander, in my opinion, is personality. The fact that you can choose a commander allows people to express their intentions, preferences, and skill level from the get-go. The combination of limitations creates an environment where it feels rewarding to play cards you like, rather than cards that are necessarily conductive to winning a game. In edh, I am allowed, or actually encouraged, to play cards that don't increase my odds of winning, because they either do something interesting, or they draw less attention from my opponents. If I have a One With Nothing in my closet, I'm not throwing it away, I'm asking what commander best synergizes with an effect like that. And this is the way commander changes the equation. Cards will now always be compared to the legendary creatures that can alter the gameplay value of those cards. If I wanted to play canadian highlander, I would play canadian highlander. Why would I just build a deck with a theme just to get stuck with commander options that are bad or not very exciting. On the other hand, If I picked a more common strategy, I would have a million commander options, and every option makes the deck feel lazy and unoriginal. I remember, back when I was newer at the game, I wanted to build an axebane guardian combo deck. I had a few conditions, which were plenty of defenders, freed from the real, sword of the paruns, and budget tutors such as diabolic tutor. Eventually, I added cards like oriq loremage and necrotic ooze, to build the combo out of the graveyard if needed, and final parting as anoth budget turor that can pivot depending on the gamestate to fuel either line of play. The problem was, and still is, that there are no commnders that mesh well with this strategy. The best I found was adding in assault formation, ikra shidiki, and thrasios, to benefit from high toughness and infinite mana. However, it ended up just being a jumble of cards. There were no good synergies, and I was left a pile if cards that didn't actually really interact with the command zone at all except in rare circumstances. And that might seem specific, but thus is the root of every issue plaguing decks built bottom-up. You aren't actually playing commander. You are playing canadian highlander with a companion.
I mean one thing about top down building is that it really lets you build with weird random cards you won’t see anywhere else which in my opinion is a good thing because you get to use a lot more unique stuff and it’s fun to do that and you can’t really see anywhere else
Yes, but sometimes that's just the risk I am willing to take. Part of the fun of running different commanders is getting the opportunity to run cards that are generally bad in other decks. Like, there's probably numerous better artifact/enchantment destruction spells I could be running over Seal of Primordium in my Muldrotha deck, but it's really cool to get good value out of a random card I had that I would have otherwise never used. It does suck that my deck's power level takes a hit whenever the commander isn't out, but that's why I've got to treat it like is something worth keeping out. If my commander's getting pinged off the table so many times that I can't summon it anymore, then it's clearly my fault for not playing in a way that allows me to protect what I consider a important part of my strategy.
I've honestly done a bit of all three (mostly the latter two). Top down works really well for commanders that essentially BEG to be the crux of the deck and just by design are essentially needed to make the deck function just by what they do (Prosper for example, or Tawnos Solemn Survivor) but it's almost a requirement that a lot more of the deck is going to need to consist of a solid protection suite to keep your commander alive or reduce the impact of the tax (flicker/blinks, fake your death effects in black, hexproof/indestructible effects, command beacon/netherborn altar effects, etc). The bottom up tends to be a lot more self sufficient but also tend to be a bit more vague and nebulous in terms of optimal ways to pilot the deck, which can be a bit of a downside for newer players or if you want an extremely streamlined play pattern.
I think you are spot on the money when it comes to which deck design method is the most effective. I have been building a Grixis Dice rolling deck and naturally you start by adding in all the cards that are Grixis and roll dice. When it came time to pick my commanders, no grixis card spoke to me for rolling dice, so I went with a partner commander pairing that let me A. get a payoff for doing stuff (Vial Smasher is just good versatility) and B. reinforced my loop in other ways (Sakashima of a Thousand Faces.) It is like you said setups and payoffs. Including Pixie Guide and Barbarian Class and Wyll, Blade of the Frontiers are setups that make all of your other, dice roll centric cards better, and like you said before Wyll is both a setup and a payoff, because every time you roll he gets stronger, which is something you are already doing. I think an important thing we need to emphasize is that bit about a subtheme. If you are building without the Unfinity Attractions as a subtheme, you are going to have to include a lot of really expensive cards just to hit full dice rolls. However, if you include it, suddenly several of your cards don't need to directly roll dice because when you open attractions you are doing so at least once a turn anyway. It is still possible that even with this to include some downright bad cards through, like Arcane Investigator, which is just worse than including an opt because at 6 mana (and really 8 mana) you should be trying to make bigger plays than "Drawing a card" or "Scry 3, then draw a card". Then you should go back and think about what else your deck does. A Grixis dice rolling deck probably also includes Delina, Wild Mage, and we already have Sakashima of a Thousand Faces, and with Attractions in there the Hall of Mirrors is probably there too, so why not run a copying subtheme to go with it? Pop Court of the Vantress and The Master, Multiplied and now you are playing spare copies of your Barbarian Class, or your Luck Bobblehead (yeah, add the bobbleheads and vexing puzzlebox to your diceroll deck, they are good manarocks that let you do a lot of fun things), while setting up for the tokens Delina makes to persist after the combat step. My point is a singular monolithic theme shouldn't be the point of a 100 card deck. You are going to have a primary theme, but to limit your options just because it is not on brand is hamstringing your development.
Sorta also a Top Down design, but starting at a different point is when you build around a secret Commander in the 99. Usually a card that isn't allowed to be in the Command Zone normally and then you chose cards around that and how to get your secret commander into play reliably and keep it there.
this is the exact video I was looking for. What I've encountered is you get stuck with a lot of bulk and want to do something with it so I've been making jank commander decks.
This was great insight - I was so focused on glorifying my Commander that I forget the other 99 cards are on the main stage most of the time! Thanks :)
Bottom up design is exactly why I sit on deck ideas for years. Currently I am waiting on a synergistic commander that lets me play cards from your library. I'd like to be in grixis so I have access to more cards that do this thing, but a good commander for it was printed in dimir, so I'm basically considering options.
I actually told my roommate this last night. He built a Rakdos, Lord of Riots demon sub theme deck. His problem became if Rakdos wasn't on the board, all of his creatures became too expensive to cast without the cost reduction from Rakdos. I suggested his next steps for the deck should be adjusting the deck in such a way that it's still playable without Rakdos on the board.
I play Rakdos, There's a few pay x cards that synergize well with him, but without lower cost cards to support him, he can feel pretty bad to play. My favorite tactic is using cards that hurt me and everyone else equally. Spiteful visions, roiling vortex, sire of insanity, havoc festival, heartless hidetsugu, spear spewer. It's like holding everyone hostage but then telling them I point the gun at myself sometimes.
Excellent video! I saw this recently with my brother building a deck that could synergize with some favorite enchantments of his: Death's Presence, Feed the Pack, and Gutter Grime. He ended up picking Skullbriar as the commander not as a voltron but as value town for those synergies in a recursion-heavy deck. Bottom-up building makes for some cool concepts that actually work in gameplay! You explained the concept very well.
Oddly enough, I got alot of my EDH deck-building from back when my dad and I would play standard. My playgroup usually go to me for eccentric quick builds they can build off of, usually whooping me in the process, but I'm more than happy just to basically play "cardstock Legos". Great video!
My favourite decks are goofy tribal decks that always start by going on scryfall to just search up that goofy theme, so this really resonated with how I brew
I’m new to the game- playing the mobile game version of MTG- and I’m happy to find a video like this cuz deck building has been giving me HELL with my lack of experience and cards.
While I definitely agree that bottom up decks are more consistent, as I’ve been making more of those style decks recently, I also find they lack that “wow” factor specifically unique to commander decks. Your deck does a thing well and it does it great, that’s cool. But so is seeing some random draft shaft card that does nothing on its own suddenly win somebody the game because the group was focused on other scarier threats then their commander at the table.
I don’t think that wow factor is unique to top down design. When I say bottom up is more consistent it means it’s less feast or famine. Urza can be designed top down and have zero wow factor
I'd argue that that's just something you can implement in the deck after the fact? Whereas if you do it top down you might cram the deck with too many of those effects vs if you had to remove other functional cards to fit in the unique cards
@@Ultinuc I can agree with that point and is something I tend to do with my bottom up decks. I think mainly what I was focused on is something I find myself seeing more and more is commander decks that have nothing to do with the commander and just run as many staples in the colors they choose as they can when there are so many interesting legendary creatures to build around in this format. Now of course there is complications like if the colors you want to go in don't inherently support your strategy or if you are trying to go for a more hidden commander deck but even then there tend to be ways to have your commander do something meaningful if you ever get to casting them or have sneaky hidden synergy of their own.
this video helped me out a ton with one of my recent decks! I was doing top to bottom, but playtesting was going awful, so I recently rebuilt it bottom to top and now its more consistent and honestly better.
I design bottom up bottom up I start with a general theme, find a legend that I want to work with said theme, build a deck of it's colors, look if the legend still makes sense, and repeat, till I'm satisfied
I don't think I've ever built a deck that was commander first until very recently. I built a Kardur deck because I found Eater of Days, and the idea of just, jamming Kardur, then dropping eater of days and leaving the table for a couple rounds made me laugh so hard that I built it. Did a demon subtheme, and now I have a demon deck that makes me overwhelmingly happy and pulls off some nasty Shenans, and my commander functions mostly as a "the board is getting weird, why don't you all fight about it" card. It's almost a teferi's protection if you time it right.
The deck I'm working on right now exists because I said to myself "The best creature, Mayhem Devil, isn't legendary. How do I build a Mayhem Devil deck?" Not sure which of these methods that counts as, but *Juri, Judge and Executioner* has quickly become a pet deck.
Nice video ! Personnally I have my own way of making my commander decks. It's not optimal but it gives a lot of punch. And I'll give the name of the sledge strategy juste because it's fun. You start as a top down commander (you go down the hill with your sludge) when you build it, you take your commander then you put every cards that work with it in your deck. Then you select your cards so that you get around 63-64 nonland (generally with around 10 ramp, 10 draws, 2-3 boardwipe that all work with the commander). Every good cards that were cut are put aside. Then you start doing bottom up (you take your sludge to the top), by taking every cards you've put in the deck and think "does this work with another card in the deck, like at least 2 or 3, if my commander wasn't there". Then once you're finished cutting cards, you do the top down all over again (with less cards to add of course) Edit : if there is not enough cards that work with each other, the method doesn't work and you're commander is too useful for the strategy. In this case I put a lot of protection for my commander or ways to get it back since he's that much of the center of the strategy
This is EXACTLY what i wanted. I just started to build a deck to play with some buddies after being out for a while. I really wanted the deck to function without the commander. I settled on OTJ's olivia pre-con and upgraded it. I enjoy the outlaw theme and when in doubt i cam still slam them sideways for a kill or do something like revel in riches for a win.
I opened a Hinata in the prerelease and I built the deck and played it exactly one time and put it away forever. I don't know how I would rebuild it, but it was definitely a learning experience for me.
Container built, I have three things I want to do. Play instants, draw cards and punch people, so I build each container with cards that do that well and pick a commander that fits with all 3, like Bria
I love your take and really wish more commander players were like this. I feel like the over abundance of busted precon commanders have turned everyone into top down players that get bent out of shape when you remove their kill on sight commanders that their decks NEED in play. Very refreshing to see other people with a similar viewpoint to me.
Yeah, but I'm too cheap to build from scratch. And I'd never make a good enough deck without something to get started with. So I'm precon all the way, baby!
One of my favorite ways to build decks is a 'secret tribal' deck. Basically I try figuring out what a tribe is 'good at' and then choose commanders who I think can compliment that theme. One of my favorites is my Reyhan/Alena Hydra Deck. Basically I dump my mana into X spells for Hydras, which will enter with huge power that'll give me mana off of Alena. Right now I'm trying to figure out a partner build using Tormod for a Skeleton Deck. Great video btw!
Think it's worth mentioning as an extension of bottom up design - you can further refine your cards by picking a strategy as well. Like if you're building auras you can go for an aggro strategy with lots of pumps and keywords, or a more midrange strategy with lots of repeatable auras (rancor etc) to trigger enchantresses over and over. Great vid!
My bottom up commander was The Tenth Doctor and Susan Foreman. I wanted to do big mana and cascade so I went with Temur. Susan Foreman gave me a reliable mana dork on turn 2 which means every turn 3 I would have 4 mana. So I did the only logical thing...I put in every functional reprint of Explosive Vegetation (15ish) I could find. That gave me, with 3 lands and a EV a progressive turn 2, 3, and finally turn 4 with The Tenth Doctor and an attack from Susan Foreman to trigger his first effect. I do not care if she survives combat, just gets the trigger. From turn 5 onward I would have a base 5+ mana for big spells, The Tenth Doctor trigger from any attacks I could make, and getting into the battlecruiser style of commander 3 or even 4 turns ahead of most tables. Not to mention doing so CONSISTENTLY. Legit my favorite deck in years, pilots like a dream. Best of all it is random enough from cascade that the first 3 turns being basically a flow chart doesn't even impact how fun it is and how varied games get.
One of my recent favorite bottom up designs was with mutate and Indominus rex. Like "hey you know how Slippery boggle is a really great mutate target? well what if it was huge and indestructible as well? *chef's kiss*
I think that top-down works, so long as you are willing to dedicate slots to commander protection. I run a Niv deck, and that can be rough because people see him hit the board, and you usually dont get to untap before he's gone. However, he is the engine that drives that deck. So, to make sure he stays on the board, I have a good 6-7 slots dedicated to just cards that will keep him on the there, and i dont play him until i get a card in hand that i can use for protection. I have an anhelo deck that runs similarly, although tbf in that case, Anhelo just makes my big scary spells bigger and scarier, so its less crucial that he hits the board, and he doesnt have the same infamy as Niv. Keeping in mind the way people perceive certain cards and commanders, even when deckbuilding, is really important, and i think it can make a top-down style work.
This has been exactly my experience with Vorinclex, MR. I’m running Boots, Greaves, Commander’s Plate (A very kind LGS owner threw it in with a 200+$ order when I mentioned I wanted one but couldn’t justify the expense), Tamiyo’s, Heroic Intervention, Snakeskin Veil, Silkguard (Kamigawa Strive that also Hexproofs everything Modified, and protects Equips/Auras), and Smuggler’s Surprise. My deck will function just fine if he goes, but I know he’s KoS and have to plan for the enmity of the entire table.
Awesome, thank you. You just taught me the name for how I like to build decks. Apparently, i'm already doing it the best way cause i'm building bottom up lol=] and I absolutely love building decks, It's my favorite part of the game. I have over sixty deck ideas brewed up
I never really thought about it that way. I realized I've always been a top-down player bc I like gimmicky commanders and playing around them. But sometimes I'd have games where my commander was destroyed and I had a really stale play experience after. This vid helped me re-evaluate my decks for sure, to atleast guarentee I can "do the thing" with my deck and have fun, regardless of winning/losing!
My method is: 1) Select commander 2) Determine the win condition 3) Add a suite of draw, ramp, and removal in my colors that either synergize with my commander, play into my win condition, or are too good to pass up 4) Decide 3-4 things the deck needs to be able to do in order to satisfy its win condition, and add a suite of cards that do that for each thing 5) Add a suite of "fun cards," cards that just synergize extremely well with the commander but don't fall into another category, pet cards I never leave home without, or fun, bombastic cards that do cool things. 6) Add lands. I usually shoot for an even split of basics, mana fixing, and utility lands. I do not have the budget for fast mana bases.
Here’s what I do: Find a commander, build around it, play some normal magic with my commander shuffled in then see what I could need to fix it. While I’m going forwards by going backwards twice it actually works rather well for me and I’m not completely sure why. Also most of the time my deck functions completely fine without my commander in the format or not.
My gruul deck is my first venture into bottom-up design and it's been a blast so far! I wanted a gruul stompy deck that makes ridiculously huge creatures by doubling power multiple times and attacking with them. I've made a bunch of different gruul decks with a bunch of different commanders at the helm, but there are so many cool ones that it was tough to choose just one. So, what did I do? I made a deck that supports all of them! Minsc&Boo is the current commander at the helm, but the deck is designed to be able to work with a bunch of stompy gruul legends at the helm (Xenagos, Ruby, Tana, Etali, Halana&Alena, etc) without changing the core strategy of the deck. M&B just happen to be generally strong and do a lot of things that the deck wants, so it's the "default", if you wanna see it that way.
I did a hybrid of this. My Armix|Rebbec deck started as top-down (pulled a Rebbec and started evil laughing) then tried to build around Artifact synergy. Eventually settled on Armix because he is solid as a removal tool and plus the challenge of "Artifacts, No Blue" means I get to run weird tools
One major pitfall with bottom-up deck building is the lack of a commander-specific color identity from the outset. This often leads to 4 and 5-color decks that are even more reliant on Treasure tokens than on their commander. Regardless of how you feel about Treasures, token-hate is starting to give graveyard-hate a run for its money.
Totally agree! ❤ I have a Dynaheir deck that is built around artifact shinenigans. The only reason I play dynaheir is to make my artificers tap instantly but the deck can play perfectly without! (It's a secret osgir deck).
I know it was just an example, but if you're talking about Mardu Goad, Mathas, Fiend Seeker seems like a pretty obvious commander to consider giving you card draw and some group-huggish good will that will make it a lot easier to keep your commander in play and do the thing you're trying to do, with tangential synergy of your bounty counters making the creatures you goad more desirable to block effectively.
I bought a booster box for March of Machines, which came with 5c Omnath, so I built that deck using only MoM cards. I've since changed some cards to make it better. Recently though, I was throwing together a Duskmourn 60-card deck and wanted to turn it into a commander deck. I used your method of choosing a theme, manifest dread, and found a commander that would work well with it. I chose Muldrotha since I'm going to be throwing a lot of cards into the graveyard.
There was that one time I built a Brudiclad deck based around Extravagant Replication and Hive Mind. The former creates a copy of a nonland permanent you control at the beginning of your upkeep, and Hive Mind makes it so each time someone casts an instant/sorcery, every other player copies it. The plan was to make tons of tokens and have one of them be a copy of Hive Mind, then have Brudiclad make it so every token you control are Hive Mind (Brudiclad does not specify whether the copies of a token have to be a creature) for maximum chaos. Oh, you wanna cast a Lightning Bolt ? Have each other player copy that spell 20 times before yours resolves. There is just one problem I quickly encountered : it's too mana intensive. All these spells costs 6 mana, and even with Dockside's help, you can't just reliably get so much mana just to get the chaos done and I ended up dismantling it. Maybe the idea will be reborn... Who knows.
Brudiclad in general wants a lot of mana intensive cards to pull off anything interesting. Although, it's almost always fun to watch happen. I'm personally a big fan of turning a bunch of tokens into copies of Keiga the Tide Star.
I only just started playing a couple of months ago. I bought a precon that came with Imprisoned in the Moon and Darksteel Mutation. I get the best reactions when I stick them on someone's commander and their whole world crumbles.
died a little bit inside when i first ran into this video bc i was watching your content while goldfishing my Hinata deck. thankfully i have at least minimised the 'deck doesn't work without commander in play issue' by building Hinata as an aura voltron deck, with an emphasis on making her hard to remove.
One of my favourite bottom-up designed decks was I wanted to make a Gruul deck that made heavy use of extra combats and damage multipliers. I could have gone for a typical gruul value engine commander, but I decided to go with Anzrag the Quake Mole, and have a slight Voltron subtheme. Once my board is set up, I could swing anzrag at someone with a ton of weak creatures, whilst sending the main board at an empty enemy, and because of Anzrag's ability being a one-time "get as many combats as your opponents have creatures to block anzrag" ability, he really helped the deck
I actually use a top->down and back method. I usually have a theme/concept based around a commander AND a concept, allow myself to 'overbuild' it with too many subthemes and "oh this looks cool" type cards then go back and ask how the deck would win, what it's engines are, how does each subtheme contribute/work with everything else and then slim it down based on that. To give an example, I built a Lord of the Nazgul deck with a changeling package. So included stuff like maskwood nexus and black market connections to make more changelings along with some copy effects to get the wraith payoff. I then realized I had a decent group of faerie/flash relevant payoffs and that there were some good token generation/on enemy turn effects in faerie tribal, so I went back through the deck and added isochron scepter, focused less on sorceries and more on instants, added in more cards with flash and some cheap faerie payoffs and leaned into the slow drain and value generation aspect over 'just making a ton of wraiths and trying to make them 9/9s' side. The deck functions much better than it's original version, is fairly unique and has alternate win options if the commander dies because I still have tribal payoffs that aren't just 'make wraiths'
My first custom commander deck ( a solid 7) was somehow all of these at once. I went in knowing I wanted to do wolf tribal, and knowing Tolsimir, Friend to Wolves was going to be my commander as I drew him years prior and always wanted to use him in a deck, but I also had a bunch of specific cards I wanted to use. The deck ended up being a Token Wolf Tribal, where I make a ton of wolves, pump them up, and murder everyone. It also have my favorite infinite combo in all of magic
I would note that for bottom up, you can design the deck such that the comander fixes some problem with the deck, like with the comanders for card draw, you could put a lot less draw in the deck and focus on what you want to do
I agree that bottom-up design is the perfect way to design a commander deck. I like to think of my commander as the pilot of the powerhouse that is my deck. He's the star of the deck and an absolutely valuable asset, but Kimi Räikkönen didn't win any F1 rallys by running. Usually when I design something from the archetype and work my way up, I look at what I have on offer and then ask myself "What is the most likely legendary I would tutor for in this deck?". It's an important question to answer, because the command zone is, for your first cast, a tutored card you always have access to and the way companions ended up playing out originally is proof enough of how strong that concept is. So, that's how I treat my commander. An irreplacable companion of my deck. He might be one of the most synergistic cards in the deck. He might be one part of a winning combo the deck tries to pull off. He might provide a key utility or even act as a plan-B of the deck, should the usual rotation fail or my engine stall out. Whatever the case, he's an important, key-player, but he's not *the* key player. That's the whole deck. That said, I do think the commander is worth building around as well. I try to make my decision on this about 40 cards deep into deckbuilding, where room for adjustments is still flexible. At that point, I pivot the rest of my cards with my commander in mind. If my commander provides a utility yet untapped by the rest of the list or if certain necessities in prior deckbuilding become redundant by it's ease of access in the command zone, it's much easier to course-correct with a bit of wiggle-room. This is how I approached my Sidisi, Undead Vizier deck. I wanted to try and see if I could run a Black devotion deck in commander, but it's usual design doesn't have an obvious commander. Two of the best cards towards it's wincon, Gray Merchant and Bloodletter of Aclazotz, aren't legendary. Gary is admittedly an uncommon, but I really wanted to test out the Bloodletter as well, so I passed on pauper commander. So, I thought to myself "Hey, if I can't just use the command zone to tutor one of them, I'll just play a tutor as my commander" For this, Sidisi was simply the best option. She's one of the least expensive choices for tutors in mono-black and also covers for 2 whole black pips towards devotion. An elegant solution. As far as top to bottom design goes, I think you can get away with that if you're running something super low-maintenance. I have two decks built entirely around their commanders in both Jadar and Skullbriar and each are simple designs that work for a few reasons. To start, they're both 2-drops, so they curve with the progression of the game. It doesn't matter if it's getting removed most of the time, because you need to remove them multiple times to leave a lasting dent unless I'm rushed really early. Skullbriar has a risk of that, but he's helped by both the voltron design of the deck and the convenient design of it's ability to keep all tokens on him, so every time he comes back, he's both hasting and pre-roided from his last round, ready to trash whoever put him down last.
Bottom to top is a great way for newbies to construct better decks. I agree. I have a 5C "Detectives tribal" with Ramos as the Commander. He is a good card by itself, and the fact that he can remove counters to give you mana to use the clues or other things is amazing.
An interesting take Salubrious Snail had on top-down approach was picking a commander with the intent of it as an always-available fix to a structural weakness in the deck. iirc he built a Glissa Sunslayer deck that used her primarily as a strong defensive threat (with mild combo synergies) to hold down the board and focus on curving into mana-heavy late game bombs. It had little to do with Glissa’s abilities, and treated her more like a card you could always rely on drawing.
I built two of my favorite decks, Hogaak and Niv Mixzet Reborn, as a combination of both top down and bottom up. Hogaak was:"Big, likes big graveyard, like lots of bodies" so I built a combination of go wide/go tall centered around graveyard synergy. My Niv Mizzet Riborn deck was built with a limit on non 2 color cards, it has 6 support artifacts, 36/37 lands, and every other card is a 2 color card, with a minimum of 4/5 of each pair. Both decks play just fine without their commander, but go over the top with them.
When I build a deck, I also like to find other cards that do roughly what the commander does, as a back up. Like I built a necrobloom deck and used field of the dead, zopandrel+ unnatural growth, etc etc.
Can confirm my favorite decks to play are bottom up designs. Jund Stompy with Ziatora, Bant Merfolk with Falco Spara, and Rakdos Enchantress with Mogis are all decks where my commander is not the main focus but help the gameplan
My last bottom up idea resulted in 25 copies of Dragon's Approach and a hunt for good commanders with it. Landed on Neheb, for at least 9 mana on the second main phase, which allows for big spells and expensive colorless draw methods to keep the ball rolling.
@@Jewels___ I for one absolutely adore Singleton "use it wisely". But then again the rise of "do things twice" stuff kinda negates that these days anyways
@@mofomiko Well, to actually add to your point, there are a lot of things that ruin Commander, the way it was played like 10-12 years ago. And, also, tutors are a thing, and everything draws cards, and there is ramp in every color and artifacts and so on and so forth. Things got really jumbled up in the past years so I've given up most of what called me to this format in 2012. Either that or I would've stopped playing, unfortunately
I'm definitely going to try this method. I started making a list of my favorite cards, and landed on esper enchantments. Zur the enchanter is too big a removal target, but Zur2 can protect my enchantments, and the deck doesn't fold if he gets removed. I like this idea a lot.
Alternate method. The layering method. You find a theme and idea around a kinda sideways method. You then go top down on it to help tune it. Maybe even include some play testing. Then bottom up it. If you do it properly you can also use also use other tools to figure out draw rates for combos and other consistency based things as well as mana requirements and best methods of color splits. Using this method for a kinda unusual and fringe marchese the black rose deck. Idea is control but not typical grixis control. And based around rogues and a few party cards despite not being the best mechanic as far as party goes. Goblins and fae mixed in. And some support from out side creatures. Idea is try and have a wide array of buffers and ways to generate counters. And making use of flicker blur phase and sac outlets for enter the battlefield effects. Gonna be doing a bunch of stealing with some cards. But also heavy mill and copying spells and making use of grave retrieval. Idea is a bit of a hyper control and combo deck. But based around an aggro form of control and controlling multiple aspects of the game. Krenko combos for goblin tokens. Simmalacrum combos for land ramp heavy. Demonic tutor and the creature version along with goblin recruiter and some other tutors for cool set up combos. Sengir for making use of skirk prospector and palishak mons sac outlet damage combos with krenko. Like 10 goblins and a dirty combo. Lots of legendary creatures. But a bit of a competitive level fringe deck. Some popular and commonly used cards but in a bit of a fringe aspect. Few interesting combos. But a lot of mill and exile. Ability to steal lands and table wipe by turn 8 on perfect opening hand. But also built to handle long game and not going for the most perfect uber win fast plays. Fae trickery on like a horror movie and old school medieval fairy tales type vibes. Bringing some goblins and vampires and horrors. But alot of fae are rogues and same with goblins. Easy to buff them with counters and also reduce casting costs. Same on the instants and sorceries side. And alot of anti human theme cards that add alot of additional support. But add in sengir and I have a giant big bad based off sacrificing combos with token creatures and stuff that'll come back. Smaller creatures makes the whole dethrone thing easier and let's you get rolling early game. But dead eye and a known untap artifact equipment combo piece with a few pieces makes for a gnarly combo. Krenko makes goblins you sac goblins for red and other colors. You desd eye and untap but can tutor out loads of cards or use many many spells you tutor out in a turn. Or ramp every land left in your deck tapped onto the field. Fast lands slow lands and others. You can tune it down to where you have a higher likelihood of getting those onto the field untapped. And use alot of other good untapped lands and shock lands. Shock lands and gain lands don't fully balance out but you wanna have less life points early on. Side sideways thoughts went into the deck. But then top down and bottom up to make it work properly. Think the old fae stuff and d&d type fae stuff. Mixed with the whole Ralph from Simpsons uh oh I'm in trouble. And a series of unfortunate events. Meets Lovecraft a lil bit. And hellboy with the tooth faeries. You will be swarmed. You will be tricked and manipulated. And you won't know how bsd it is till it's too late generally. And strong enough to hold it's own. But designed to gain steady advantage and ramp. And also be able to target various areas of opponents weaknesses and handle them decently well via a control deck philosophy. Methods of goading other players creatures and punishment for not being able to fully stop the decks movements due to counters and trickery. And seemingly small fry just annoying. Keeps people off your back. You appear to be a relatively creature side weak fae control deck in grixis colors. Or a swarm deck built not the best. But it synergizes well. And some of the stuff is meant to be held back. Example. Token swarm of 1 1 goblins with some counters. Bit scary but small fry when you see them using it as partial resources for mana ramp and not going infinite. But add pashalik mons and bam damage. Add the combo pieces for krenko. And hobgoblin bandit and sengir and it's a no matter what almost table wipe or board wipe and direct attack while you maintain everything. Enough spell counters set up and yeah. Mill let's you make strong use of pyschic intrusion. Copy a spellcounter. Now any mana and repeated usage. Which also works with cycling counters. Zombie decks are the only potential real issue or uber fast decks. And if you appear small threat assessment is a thing.
I now understand whether the difference between the functionality of my "vanifar" deck, which I very much designed bottom up, and my "kethis" deck which is just a legendary pile that takes advantage of kethis specifically
Step 1. Make a list of every card that's ever been printed that fits the gameplan / theme and can go in the deck. 2. Cull that down over several passes until there's only ~50 left. 3. Add some more removal / ramp / etc to smooth it out.
This was a great video! I tend to do all 3 of these at different times. Sometimes a mix of both in the same deck. For example right now I'm building Tom Bombadil Sagas and Polukranos Hydras. Both of these are both top down and bottom up in a way. I'm building a theme around my commander's payoff. But the theme can exist on its own. But sometimes I just like to have a theme. So like I also have a 4 color Aragorn deck that is historic tribal but the theme is "weird or hard to pronounce card names." I'm also building a 5c "Universes Beyond" tribal deck that could care less if the commanders are on the field.
Ive tried all of these attempts, and tbh, ive had fun with them all! My sideways deck is my kykar second sun deck, top down is my momir vig bioVisionary deck and bottom up was my sisay shrines deck. Theyre my signature decks!
How i build a deck, step 1: throw something together on edhrec, step 2: i show my friend whos been playing for 15+ years, he is disgusted then fixes it. Step 3: Done
Kinda me lol
Haha same. Build deck then tweak with edhrec. Get my ass handed to me by my much more veteran friends in our weekly match, then take notes of what they'd adjust.
Really funny seeing this pov lol, I’m the vet who gets handed the edhrec pile, and my friends always say that this is their plan XD
😂😂 i feel like everyone has that friend that has the magic touch. That 1 friend that just knows how to streamline your idea after you have a rough "draft" varient
Lol
a couple weeks ago my bf and I tried something and had a blast- we pulled up an online random movie picker and built commander decks based on the movies we picked! I got "Tall Girl" and built a rainbow superfriends deck comprised entirely of tall women. My boyfriend got the movie "Edward Scissorhands" and built a sword-of deck that equips every single sword to his commander named Edgar. we both spent a few hours building what turned out to be super powerful decks and had an incredibly fun couple of games. 10/10 experience I would highly recommend doing this with friends!
Oh man tall girl what a film
please can i get decklists 🙏
@@thetrinketmage truly a movie of all time
Omg, I really want to see Edgar Scissor hands in action now lol
Great points here! I think each method has pitfalls. The first method, sideways has more in common with bottom up than top down. This is because both are heavily centered around a foundation of a theme and the commander is an afterthought. However, the theme in bottom up is based around the game and the theme in "sideways" building is based on flavor and fun, rather than the actual game. I would agree it is inherently weaker, but it's possible to make a great deck. The biggest pitfalls with bottom up are picking a weak theme, which might as well be "sideways" deck building or picking a random commander just because you like them and they help the colors. To me, the point of commander is having a Commander, so top down really makes sense as the preferred method, but one must make sure the deck plays without the commander. My scarecrows deck plays like table police when my commander is out, but functions as 5 color artifact combos without the Reaper King and it is perfectly fun and serviceable. But I agree it is nice to see more bottom up building, especially for people who are way too salty.
me
Top down or bottom up.... is it too much to ask for both?
Select a Commander, make a decision about which theme works best with that commander. Then build 99 cards bottum-up on that theme in those colours.
If you want some additional commander synergy just take a second pass through the 99 & see if there are any cards that could be cut in favour of something more synergistic: you'll have a much more critical eye when you actively have to cut a card to push extra commander synergy into the deck.
I've been doing this lately, I find a commander that I like, then build a deck bottom up to suit. I stay away from common themes. Eg I built a breya deck, I focused on a blink and direct damage theme. It plays well with or without breya, but built with breya in mind.
I think this method had been my most successful overall. The strategy is, find a commander I zen with, then work out a theme that that commander can assist, THEN build that. I do use top down sometimes but Yea those do seem to whiff more often.
I just made a comment about doing exactly this! Plan on doing it a lot in future!
This is the best of both methods imo, sure you could get more unique decks bottom up but there's a chance there aren't commanders you like for your decks theme, even if there's synergy.
This is what I typically do. Find a commander in colors I want, see what I want to do with it, and then build a deck that runs along the same/similar themes to that idea. I've never really understood the idea of only doing one or the other since I just do both lol
Bottom up might result in a more effective deck, but it also results in the most common version of the theme you've chosen, and the commander you pick will often end up barely related to the rest of the deck. At that point, you're not really playing "commander", you're just playing 99 card singleton with a bonus card. Yes, Distorting Wake is bad even in a Hinata deck, but it feels much more like a Hinata card than the alternative multibounce options do, and in turn makes it feel more like you're playing with/against a "Hinata deck", as opposed to a standard WUR deck that happens to sometimes have Hinata out. The goal of any game is to have fun, and unless you're the kind of person who just enjoys winning, the most fun you're going to have is going to come from finding the right balance point between commander-centric synergy, broader thematic/subthematic synergy, and basic power level. The strongest possible deck is rarely the most fun possible deck. The right power level is the power level that allows you to win a reasonable proportion of the time while sacrificing the minimum deck identity.
I love it when you come accross a video that perfectly explains the problems you've been having in deck building! Great vid :)
Ha, I'm over halfway through making a Rule 0 metal deck! All the cards have names of metal bands/metal songs or a metal reference.
I got Tezzeret, Master of Metal as the commander, then cards such as Deicide, Suffocation, Killswitch, Iron Maiden, Roots, Puppet Master, all the cards with Slayer in the title, Lord of the Pit and all creatures with Embalm. Cos they make White Zombies 🤘
Tezzeret master of metal is perfect for that!
So many creatures in magic look like GWAR characters
Bottom-up construction is something I've done a tiny bit of in the past, but moreso just to find a commander to play with. However, a few months ago I watched that Salubrious Snail video about making midrange decks, and it's kind of like a bottom-up deck design philosophy. The gist is that you look at your commander not as a card to build around but rather a card that will always be in your opening hand, using that to help cover any weakness your deck might have. Using this strategy, I made an Elfball deck online that can jam out a ton of mana pretty easily, but since they're all Elves, they tend to be pretty cheap and there aren't that many outlets. The commander I chose to fix that problem? Zacama. Had I looked at Zacama first and tried to build down from there, I don't think Elf Tribal would have been my first thought. It may not have even occurred to me. But it made for a cool concept!
Flavorwise you got a tribe of elves worshipping Zacama, like the Naya elves worshipping gargantua.
Salubrious snail mentioned 🗣🗣
Well shit, a Zacama helmed elves deck sounds just up my alley, especially with all the juicy reprints and new elf synergy cards we got in Foundations. I might have to brew a little something like that up once I scour my collection a bit more
I hadn't played for over 20 years and just got back into Magic last summer and started playing EDH. I have some decks I basically net decked, but trying to brew my own now so i found this very helpful. Thanks!
Good luck with your deck building and welcome back to the game! Stay tuned I’ve got lots more deck building advice coming up!
I was in the same boat just over a year ago - left around Onslaught. It's a good time, and there's a lot of exciting discovery out there.
Net deck. Now there's a term I haven't heard in... years.
I’m right there with you buddy, I quit around Urzas Saga and just now got back in with the release of the Clue themed set. Imagine my shock when NOBODY in my local card shop had a 60 card duel deck and they all had these ginormous 100 card decks and you can only have 1 of each card? Seems like a marketing ploy to sell more cards.
that is is gonna be a shock when you realize most players don't even have a 60 card deck anymore. EDH was made by players though which is pretty sweet!@@rootfish2671
I appreciate the consistency of bottom up design, but I'm rarely inspired to build a new deck until I see a commander that I jive with enough to take the time to build. I'm willing to accept the feast or famine gameplay, but I do try to ensure there are still ways to win even if my commander becomes unavailable.
Also the new avatar looks good. It kinda reminds me of the style of commander stickers I get on Etsy for all my deck boxes from MegaChibiTheGatherin
Definitely the same here
This is actually really solid advice. Great vid.
Thanks!
Sending this to my friend who is just getting started!
I’ve always built bottom/up decks but never really put a name to it.
Dabbled in top/down decks and this visualization helped even me get a better understanding of deck building when I was watching to share with a friend!
step 1: 100 basic lands 20 of each color. step 2: replace one with sliver overlord. step 3: ??? step 4: win every time
step 1: 99 mountains, step 2: Ashling, step 3: get forgotten mid game, step 4: uhhhhh, ka-boom?
@@itslilith2106 scam win speedrun
I like the the new avatar and also, building bottom up decks! It makes for a more interesting deckbuilding process, for one thing.
Good points, and definitely a valid way to build decks. In general, I have found that good commander decks use a little of both ways of thinking, and the bottom-up and top-down processes feed into each other.
For example, I might pick a commander first, which lets me start finding synergy pieces. Then, I figure out the best synergy pieces that fit together, and that lets me establish a theme. That might make me reconsider my commander, or fight harder for the commander to work, which brings me back to examining the deck pieces.
I've been working on Ommath, Locus of Creation for a long while now, but this is how I got to where I am in the deck construction process.
I started by choosing how many Landfall triggers I wanted to get each turn since Omnath caps at three triggers total per turn. I've rested on two per turn since the injection of mana is the strongest of the three triggers.
Then I looked up the Landfall triggers that would benefit from triggering multiple times in a turn, which happen to be token generators, big/wide buffing effects, card advantage, and mana acceleration. I noticed that among my Landfall triggers was Nissa from MOM: Aftermath. Who has an additional effect to grab a random Elf or Elemental from my deck and put it into my hand upon the second Landfall trigger each turn.
This got me looking at my creature types, and noticed that I have a good quantity of Elves and Elementals. Locus of Rage and Locus of the Roil care about Elementals, so I decided I would have an Elemental sub-theme along with my main Landfall theme.
All of this was discovered just from my own curiosity. I stopped using EDHRec a good few years ago, so these were all discoveries I made in the deck construction process.
Love the skitarii look of the new avatar, great video as always!
Ive taken a blend as of recent with my deck building. My last deck was built with the idea “i want to make a companion deck that utilizes partner commanders, thus i can say i have a 3 commander commander deck”. From there, i took that idea, and came to the conclusion that i want my deck to generate a ton of mana, that way I could cast my companion whenever i desired. This lead me to use one of the green companions, and ultimantly i felt keruga to be the most fun pick for the deck. Theme in mind, rather than looking for deck pieces, i went looking for commanders, and stumbled upon erinis and a blue background. Thus, my simic self mill/ landfall deck all in service of my hippo overlord was born. And the deck is so bonkers good. Underplayed commanders mean you can monilith the commander a bit, since no one is going to remove a commander who has done nothing for 4 turns when a prosper deck is across the table… but my deck is so crazy that by turn 7 i tend to run out of basic lands in my deck (all 19)
I had a skeleton deck where I made everyone weak by humility and -1-1 everything, basically forcing everyone down to my level of power and slowly throwing literally piles of bones at people just to make them get back up/regenerate and win. It won more often than I ever expected it to.
The problem with bottom-up design is it is sort of the antithesis of a commander deck. The biggest thing that gets people into commander, in my opinion, is personality. The fact that you can choose a commander allows people to express their intentions, preferences, and skill level from the get-go. The combination of limitations creates an environment where it feels rewarding to play cards you like, rather than cards that are necessarily conductive to winning a game. In edh, I am allowed, or actually encouraged, to play cards that don't increase my odds of winning, because they either do something interesting, or they draw less attention from my opponents. If I have a One With Nothing in my closet, I'm not throwing it away, I'm asking what commander best synergizes with an effect like that. And this is the way commander changes the equation. Cards will now always be compared to the legendary creatures that can alter the gameplay value of those cards. If I wanted to play canadian highlander, I would play canadian highlander. Why would I just build a deck with a theme just to get stuck with commander options that are bad or not very exciting. On the other hand, If I picked a more common strategy, I would have a million commander options, and every option makes the deck feel lazy and unoriginal. I remember, back when I was newer at the game, I wanted to build an axebane guardian combo deck. I had a few conditions, which were plenty of defenders, freed from the real, sword of the paruns, and budget tutors such as diabolic tutor. Eventually, I added cards like oriq loremage and necrotic ooze, to build the combo out of the graveyard if needed, and final parting as anoth budget turor that can pivot depending on the gamestate to fuel either line of play. The problem was, and still is, that there are no commnders that mesh well with this strategy. The best I found was adding in assault formation, ikra shidiki, and thrasios, to benefit from high toughness and infinite mana. However, it ended up just being a jumble of cards. There were no good synergies, and I was left a pile if cards that didn't actually really interact with the command zone at all except in rare circumstances. And that might seem specific, but thus is the root of every issue plaguing decks built bottom-up. You aren't actually playing commander. You are playing canadian highlander with a companion.
I mean one thing about top down building is that it really lets you build with weird random cards you won’t see anywhere else which in my opinion is a good thing because you get to use a lot more unique stuff and it’s fun to do that and you can’t really see anywhere else
I sort of agree but you can do the same with bottom up. I’m not arguing for goodstuff decks
@@thetrinketmageand this is where you differ from every other video I've seen talking about building decks bottom up
Yes, but sometimes that's just the risk I am willing to take. Part of the fun of running different commanders is getting the opportunity to run cards that are generally bad in other decks. Like, there's probably numerous better artifact/enchantment destruction spells I could be running over Seal of Primordium in my Muldrotha deck, but it's really cool to get good value out of a random card I had that I would have otherwise never used. It does suck that my deck's power level takes a hit whenever the commander isn't out, but that's why I've got to treat it like is something worth keeping out. If my commander's getting pinged off the table so many times that I can't summon it anymore, then it's clearly my fault for not playing in a way that allows me to protect what I consider a important part of my strategy.
I've honestly done a bit of all three (mostly the latter two). Top down works really well for commanders that essentially BEG to be the crux of the deck and just by design are essentially needed to make the deck function just by what they do (Prosper for example, or Tawnos Solemn Survivor) but it's almost a requirement that a lot more of the deck is going to need to consist of a solid protection suite to keep your commander alive or reduce the impact of the tax (flicker/blinks, fake your death effects in black, hexproof/indestructible effects, command beacon/netherborn altar effects, etc). The bottom up tends to be a lot more self sufficient but also tend to be a bit more vague and nebulous in terms of optimal ways to pilot the deck, which can be a bit of a downside for newer players or if you want an extremely streamlined play pattern.
I think you are spot on the money when it comes to which deck design method is the most effective. I have been building a Grixis Dice rolling deck and naturally you start by adding in all the cards that are Grixis and roll dice. When it came time to pick my commanders, no grixis card spoke to me for rolling dice, so I went with a partner commander pairing that let me A. get a payoff for doing stuff (Vial Smasher is just good versatility) and B. reinforced my loop in other ways (Sakashima of a Thousand Faces.)
It is like you said setups and payoffs. Including Pixie Guide and Barbarian Class and Wyll, Blade of the Frontiers are setups that make all of your other, dice roll centric cards better, and like you said before Wyll is both a setup and a payoff, because every time you roll he gets stronger, which is something you are already doing.
I think an important thing we need to emphasize is that bit about a subtheme. If you are building without the Unfinity Attractions as a subtheme, you are going to have to include a lot of really expensive cards just to hit full dice rolls. However, if you include it, suddenly several of your cards don't need to directly roll dice because when you open attractions you are doing so at least once a turn anyway. It is still possible that even with this to include some downright bad cards through, like Arcane Investigator, which is just worse than including an opt because at 6 mana (and really 8 mana) you should be trying to make bigger plays than "Drawing a card" or "Scry 3, then draw a card". Then you should go back and think about what else your deck does. A Grixis dice rolling deck probably also includes Delina, Wild Mage, and we already have Sakashima of a Thousand Faces, and with Attractions in there the Hall of Mirrors is probably there too, so why not run a copying subtheme to go with it? Pop Court of the Vantress and The Master, Multiplied and now you are playing spare copies of your Barbarian Class, or your Luck Bobblehead (yeah, add the bobbleheads and vexing puzzlebox to your diceroll deck, they are good manarocks that let you do a lot of fun things), while setting up for the tokens Delina makes to persist after the combat step.
My point is a singular monolithic theme shouldn't be the point of a 100 card deck. You are going to have a primary theme, but to limit your options just because it is not on brand is hamstringing your development.
Sorta also a Top Down design, but starting at a different point is when you build around a secret Commander in the 99. Usually a card that isn't allowed to be in the Command Zone normally and then you chose cards around that and how to get your secret commander into play reliably and keep it there.
I love secret commanders! I’ve made a few decks with them watch my Tawnos deck tech to see one
my favorite hidden commander is the enchantment wild pair
This is a pretty nice video. And I do like the sprites, I came here pretty much because I spotted the skitarii.
I adore the fact that your character is a little purple skitarii!
this is the exact video I was looking for. What I've encountered is you get stuck with a lot of bulk and want to do something with it so I've been making jank commander decks.
This was great insight - I was so focused on glorifying my Commander that I forget the other 99 cards are on the main stage most of the time! Thanks :)
Bottom up design is exactly why I sit on deck ideas for years.
Currently I am waiting on a synergistic commander that lets me play cards from your library. I'd like to be in grixis so I have access to more cards that do this thing, but a good commander for it was printed in dimir, so I'm basically considering options.
I actually told my roommate this last night. He built a Rakdos, Lord of Riots demon sub theme deck. His problem became if Rakdos wasn't on the board, all of his creatures became too expensive to cast without the cost reduction from Rakdos. I suggested his next steps for the deck should be adjusting the deck in such a way that it's still playable without Rakdos on the board.
I play Rakdos, There's a few pay x cards that synergize well with him, but without lower cost cards to support him, he can feel pretty bad to play.
My favorite tactic is using cards that hurt me and everyone else equally. Spiteful visions, roiling vortex, sire of insanity, havoc festival, heartless hidetsugu, spear spewer. It's like holding everyone hostage but then telling them I point the gun at myself sometimes.
Excellent video! I saw this recently with my brother building a deck that could synergize with some favorite enchantments of his: Death's Presence, Feed the Pack, and Gutter Grime. He ended up picking Skullbriar as the commander not as a voltron but as value town for those synergies in a recursion-heavy deck. Bottom-up building makes for some cool concepts that actually work in gameplay! You explained the concept very well.
Oddly enough, I got alot of my EDH deck-building from back when my dad and I would play standard. My playgroup usually go to me for eccentric quick builds they can build off of, usually whooping me in the process, but I'm more than happy just to basically play "cardstock Legos". Great video!
I am and will forever be a Sideways deck builder. My favorite one was my "Murica" Ruhan of the Fomori deck.
My favourite decks are goofy tribal decks that always start by going on scryfall to just search up that goofy theme, so this really resonated with how I brew
I’m new to the game- playing the mobile game version of MTG- and I’m happy to find a video like this cuz deck building has been giving me HELL with my lack of experience and cards.
While I definitely agree that bottom up decks are more consistent, as I’ve been making more of those style decks recently, I also find they lack that “wow” factor specifically unique to commander decks. Your deck does a thing well and it does it great, that’s cool. But so is seeing some random draft shaft card that does nothing on its own suddenly win somebody the game because the group was focused on other scarier threats then their commander at the table.
I don’t think that wow factor is unique to top down design. When I say bottom up is more consistent it means it’s less feast or famine. Urza can be designed top down and have zero wow factor
I'd argue that that's just something you can implement in the deck after the fact? Whereas if you do it top down you might cram the deck with too many of those effects vs if you had to remove other functional cards to fit in the unique cards
@@Ultinuc I can agree with that point and is something I tend to do with my bottom up decks.
I think mainly what I was focused on is something I find myself seeing more and more is commander decks that have nothing to do with the commander and just run as many staples in the colors they choose as they can when there are so many interesting legendary creatures to build around in this format.
Now of course there is complications like if the colors you want to go in don't inherently support your strategy or if you are trying to go for a more hidden commander deck but even then there tend to be ways to have your commander do something meaningful if you ever get to casting them or have sneaky hidden synergy of their own.
this video helped me out a ton with one of my recent decks! I was doing top to bottom, but playtesting was going awful, so I recently rebuilt it bottom to top and now its more consistent and honestly better.
I design bottom up bottom up
I start with a general theme, find a legend that I want to work with said theme, build a deck of it's colors, look if the legend still makes sense, and repeat, till I'm satisfied
I love this strategy also
I don't think I've ever built a deck that was commander first until very recently. I built a Kardur deck because I found Eater of Days, and the idea of just, jamming Kardur, then dropping eater of days and leaving the table for a couple rounds made me laugh so hard that I built it.
Did a demon subtheme, and now I have a demon deck that makes me overwhelmingly happy and pulls off some nasty Shenans, and my commander functions mostly as a "the board is getting weird, why don't you all fight about it" card. It's almost a teferi's protection if you time it right.
Hilarious, do you have a decklist?
I actually really love building decks from the side they can be so much fun added bonus it could also become a bodem up built deck as well
The deck I'm working on right now exists because I said to myself "The best creature, Mayhem Devil, isn't legendary. How do I build a Mayhem Devil deck?" Not sure which of these methods that counts as, but *Juri, Judge and Executioner* has quickly become a pet deck.
Nice video ! Personnally I have my own way of making my commander decks. It's not optimal but it gives a lot of punch. And I'll give the name of the sledge strategy juste because it's fun.
You start as a top down commander (you go down the hill with your sludge) when you build it, you take your commander then you put every cards that work with it in your deck. Then you select your cards so that you get around 63-64 nonland (generally with around 10 ramp, 10 draws, 2-3 boardwipe that all work with the commander).
Every good cards that were cut are put aside.
Then you start doing bottom up (you take your sludge to the top), by taking every cards you've put in the deck and think "does this work with another card in the deck, like at least 2 or 3, if my commander wasn't there".
Then once you're finished cutting cards, you do the top down all over again (with less cards to add of course)
Edit : if there is not enough cards that work with each other, the method doesn't work and you're commander is too useful for the strategy. In this case I put a lot of protection for my commander or ways to get it back since he's that much of the center of the strategy
This is EXACTLY what i wanted. I just started to build a deck to play with some buddies after being out for a while. I really wanted the deck to function without the commander.
I settled on OTJ's olivia pre-con and upgraded it. I enjoy the outlaw theme and when in doubt i cam still slam them sideways for a kill or do something like revel in riches for a win.
I opened a Hinata in the prerelease and I built the deck and played it exactly one time and put it away forever. I don't know how I would rebuild it, but it was definitely a learning experience for me.
Playing more protection or counterspells can help keep the commander around for longer
Container built, I have three things I want to do. Play instants, draw cards and punch people, so I build each container with cards that do that well and pick a commander that fits with all 3, like Bria
Great video. Will be sharing this to multiple people.
I love your take and really wish more commander players were like this. I feel like the over abundance of busted precon commanders have turned everyone into top down players that get bent out of shape when you remove their kill on sight commanders that their decks NEED in play. Very refreshing to see other people with a similar viewpoint to me.
Yeah, but I'm too cheap to build from scratch. And I'd never make a good enough deck without something to get started with. So I'm precon all the way, baby!
One of my favorite ways to build decks is a 'secret tribal' deck. Basically I try figuring out what a tribe is 'good at' and then choose commanders who I think can compliment that theme. One of my favorites is my Reyhan/Alena Hydra Deck. Basically I dump my mana into X spells for Hydras, which will enter with huge power that'll give me mana off of Alena. Right now I'm trying to figure out a partner build using Tormod for a Skeleton Deck. Great video btw!
Think it's worth mentioning as an extension of bottom up design - you can further refine your cards by picking a strategy as well. Like if you're building auras you can go for an aggro strategy with lots of pumps and keywords, or a more midrange strategy with lots of repeatable auras (rancor etc) to trigger enchantresses over and over. Great vid!
I love your new avatar! Also, Great video! I find myself doing bottom-up deck more often now with my local commander league.
My bottom up commander was The Tenth Doctor and Susan Foreman. I wanted to do big mana and cascade so I went with Temur. Susan Foreman gave me a reliable mana dork on turn 2 which means every turn 3 I would have 4 mana. So I did the only logical thing...I put in every functional reprint of Explosive Vegetation (15ish) I could find. That gave me, with 3 lands and a EV a progressive turn 2, 3, and finally turn 4 with The Tenth Doctor and an attack from Susan Foreman to trigger his first effect. I do not care if she survives combat, just gets the trigger. From turn 5 onward I would have a base 5+ mana for big spells, The Tenth Doctor trigger from any attacks I could make, and getting into the battlecruiser style of commander 3 or even 4 turns ahead of most tables. Not to mention doing so CONSISTENTLY. Legit my favorite deck in years, pilots like a dream. Best of all it is random enough from cascade that the first 3 turns being basically a flow chart doesn't even impact how fun it is and how varied games get.
One of my recent favorite bottom up designs was with mutate and Indominus rex. Like "hey you know how Slippery boggle is a really great mutate target? well what if it was huge and indestructible as well? *chef's kiss*
Great video. I love building top down for obvious reasons, but the strongest decks are without a doubt the bottom up. It's a fine balance.
I prefer top-up deck design. It's where you pick Derevi as your commander, build entirely around her, and never get punished for it.
I think that top-down works, so long as you are willing to dedicate slots to commander protection. I run a Niv deck, and that can be rough because people see him hit the board, and you usually dont get to untap before he's gone. However, he is the engine that drives that deck. So, to make sure he stays on the board, I have a good 6-7 slots dedicated to just cards that will keep him on the there, and i dont play him until i get a card in hand that i can use for protection. I have an anhelo deck that runs similarly, although tbf in that case, Anhelo just makes my big scary spells bigger and scarier, so its less crucial that he hits the board, and he doesnt have the same infamy as Niv. Keeping in mind the way people perceive certain cards and commanders, even when deckbuilding, is really important, and i think it can make a top-down style work.
This has been exactly my experience with Vorinclex, MR.
I’m running Boots, Greaves, Commander’s Plate (A very kind LGS owner threw it in with a 200+$ order when I mentioned I wanted one but couldn’t justify the expense), Tamiyo’s, Heroic Intervention, Snakeskin Veil, Silkguard (Kamigawa Strive that also Hexproofs everything Modified, and protects Equips/Auras), and Smuggler’s Surprise.
My deck will function just fine if he goes, but I know he’s KoS and have to plan for the enmity of the entire table.
Your videos are so good, I feel like magic videos are always 1h20 long or something
Awesome, thank you. You just taught me the name for how I like to build decks. Apparently, i'm already doing it the best way cause i'm building bottom up lol=] and I absolutely love building decks, It's my favorite part of the game. I have over sixty deck ideas brewed up
I just want to cast Cruel Ultimatum, Villainous Wealth, and Maelstrom Nexus
my buddy made a tasigur deck that was able to keep recurring villainous wealth. so yeah.
I never really thought about it that way. I realized I've always been a top-down player bc I like gimmicky commanders and playing around them. But sometimes I'd have games where my commander was destroyed and I had a really stale play experience after. This vid helped me re-evaluate my decks for sure, to atleast guarentee I can "do the thing" with my deck and have fun, regardless of winning/losing!
Well thought out video, subscribed
Ratatouille deck has definitely all my respect. Props!
Just wanted to say I love the art! Your friend did a great job
My method is:
1) Select commander
2) Determine the win condition
3) Add a suite of draw, ramp, and removal in my colors that either synergize with my commander, play into my win condition, or are too good to pass up
4) Decide 3-4 things the deck needs to be able to do in order to satisfy its win condition, and add a suite of cards that do that for each thing
5) Add a suite of "fun cards," cards that just synergize extremely well with the commander but don't fall into another category, pet cards I never leave home without, or fun, bombastic cards that do cool things.
6) Add lands. I usually shoot for an even split of basics, mana fixing, and utility lands. I do not have the budget for fast mana bases.
Here’s what I do: Find a commander, build around it, play some normal magic with my commander shuffled in then see what I could need to fix it. While I’m going forwards by going backwards twice it actually works rather well for me and I’m not completely sure why. Also most of the time my deck functions completely fine without my commander in the format or not.
My gruul deck is my first venture into bottom-up design and it's been a blast so far! I wanted a gruul stompy deck that makes ridiculously huge creatures by doubling power multiple times and attacking with them.
I've made a bunch of different gruul decks with a bunch of different commanders at the helm, but there are so many cool ones that it was tough to choose just one. So, what did I do? I made a deck that supports all of them!
Minsc&Boo is the current commander at the helm, but the deck is designed to be able to work with a bunch of stompy gruul legends at the helm (Xenagos, Ruby, Tana, Etali, Halana&Alena, etc) without changing the core strategy of the deck. M&B just happen to be generally strong and do a lot of things that the deck wants, so it's the "default", if you wanna see it that way.
I have been trying to build a mardu goad deck for a few months and this was a huge help.
I did a hybrid of this. My Armix|Rebbec deck started as top-down (pulled a Rebbec and started evil laughing) then tried to build around Artifact synergy. Eventually settled on Armix because he is solid as a removal tool and plus the challenge of "Artifacts, No Blue" means I get to run weird tools
aye, new avatar looking clean man! great upload as always
One major pitfall with bottom-up deck building is the lack of a commander-specific color identity from the outset. This often leads to 4 and 5-color decks that are even more reliant on Treasure tokens than on their commander. Regardless of how you feel about Treasures, token-hate is starting to give graveyard-hate a run for its money.
Totally agree! ❤ I have a Dynaheir deck that is built around artifact shinenigans. The only reason I play dynaheir is to make my artificers tap instantly but the deck can play perfectly without! (It's a secret osgir deck).
I know it was just an example, but if you're talking about Mardu Goad, Mathas, Fiend Seeker seems like a pretty obvious commander to consider giving you card draw and some group-huggish good will that will make it a lot easier to keep your commander in play and do the thing you're trying to do, with tangential synergy of your bounty counters making the creatures you goad more desirable to block effectively.
I just don’t like Marhas that much… I agree it has synergy but I think the other options I gave are more interesting and stronger!
I bought a booster box for March of Machines, which came with 5c Omnath, so I built that deck using only MoM cards. I've since changed some cards to make it better.
Recently though, I was throwing together a Duskmourn 60-card deck and wanted to turn it into a commander deck. I used your method of choosing a theme, manifest dread, and found a commander that would work well with it. I chose Muldrotha since I'm going to be throwing a lot of cards into the graveyard.
There was that one time I built a Brudiclad deck based around Extravagant Replication and Hive Mind. The former creates a copy of a nonland permanent you control at the beginning of your upkeep, and Hive Mind makes it so each time someone casts an instant/sorcery, every other player copies it. The plan was to make tons of tokens and have one of them be a copy of Hive Mind, then have Brudiclad make it so every token you control are Hive Mind (Brudiclad does not specify whether the copies of a token have to be a creature) for maximum chaos. Oh, you wanna cast a Lightning Bolt ? Have each other player copy that spell 20 times before yours resolves. There is just one problem I quickly encountered : it's too mana intensive. All these spells costs 6 mana, and even with Dockside's help, you can't just reliably get so much mana just to get the chaos done and I ended up dismantling it. Maybe the idea will be reborn... Who knows.
Brudiclad in general wants a lot of mana intensive cards to pull off anything interesting. Although, it's almost always fun to watch happen. I'm personally a big fan of turning a bunch of tokens into copies of Keiga the Tide Star.
I only just started playing a couple of months ago. I bought a precon that came with Imprisoned in the Moon and Darksteel Mutation. I get the best reactions when I stick them on someone's commander and their whole world crumbles.
died a little bit inside when i first ran into this video bc i was watching your content while goldfishing my Hinata deck. thankfully i have at least minimised the 'deck doesn't work without commander in play issue' by building Hinata as an aura voltron deck, with an emphasis on making her hard to remove.
One of my favourite bottom-up designed decks was I wanted to make a Gruul deck that made heavy use of extra combats and damage multipliers. I could have gone for a typical gruul value engine commander, but I decided to go with Anzrag the Quake Mole, and have a slight Voltron subtheme. Once my board is set up, I could swing anzrag at someone with a ton of weak creatures, whilst sending the main board at an empty enemy, and because of Anzrag's ability being a one-time "get as many combats as your opponents have creatures to block anzrag" ability, he really helped the deck
I actually use a top->down and back method. I usually have a theme/concept based around a commander AND a concept, allow myself to 'overbuild' it with too many subthemes and "oh this looks cool" type cards then go back and ask how the deck would win, what it's engines are, how does each subtheme contribute/work with everything else and then slim it down based on that.
To give an example, I built a Lord of the Nazgul deck with a changeling package. So included stuff like maskwood nexus and black market connections to make more changelings along with some copy effects to get the wraith payoff. I then realized I had a decent group of faerie/flash relevant payoffs and that there were some good token generation/on enemy turn effects in faerie tribal, so I went back through the deck and added isochron scepter, focused less on sorceries and more on instants, added in more cards with flash and some cheap faerie payoffs and leaned into the slow drain and value generation aspect over 'just making a ton of wraiths and trying to make them 9/9s' side. The deck functions much better than it's original version, is fairly unique and has alternate win options if the commander dies because I still have tribal payoffs that aren't just 'make wraiths'
Literally you described my Queen Marchesa “combat math is hard” deck haha. It even has Dihada in the 99, and I’ve often thought of swapping them. 😂
My first custom commander deck ( a solid 7) was somehow all of these at once. I went in knowing I wanted to do wolf tribal, and knowing Tolsimir, Friend to Wolves was going to be my commander as I drew him years prior and always wanted to use him in a deck, but I also had a bunch of specific cards I wanted to use. The deck ended up being a Token Wolf Tribal, where I make a ton of wolves, pump them up, and murder everyone. It also have my favorite infinite combo in all of magic
I would note that for bottom up, you can design the deck such that the comander fixes some problem with the deck, like with the comanders for card draw, you could put a lot less draw in the deck and focus on what you want to do
I agree that bottom-up design is the perfect way to design a commander deck. I like to think of my commander as the pilot of the powerhouse that is my deck. He's the star of the deck and an absolutely valuable asset, but Kimi Räikkönen didn't win any F1 rallys by running. Usually when I design something from the archetype and work my way up, I look at what I have on offer and then ask myself "What is the most likely legendary I would tutor for in this deck?". It's an important question to answer, because the command zone is, for your first cast, a tutored card you always have access to and the way companions ended up playing out originally is proof enough of how strong that concept is. So, that's how I treat my commander. An irreplacable companion of my deck. He might be one of the most synergistic cards in the deck. He might be one part of a winning combo the deck tries to pull off. He might provide a key utility or even act as a plan-B of the deck, should the usual rotation fail or my engine stall out. Whatever the case, he's an important, key-player, but he's not *the* key player. That's the whole deck.
That said, I do think the commander is worth building around as well. I try to make my decision on this about 40 cards deep into deckbuilding, where room for adjustments is still flexible. At that point, I pivot the rest of my cards with my commander in mind. If my commander provides a utility yet untapped by the rest of the list or if certain necessities in prior deckbuilding become redundant by it's ease of access in the command zone, it's much easier to course-correct with a bit of wiggle-room. This is how I approached my Sidisi, Undead Vizier deck. I wanted to try and see if I could run a Black devotion deck in commander, but it's usual design doesn't have an obvious commander. Two of the best cards towards it's wincon, Gray Merchant and Bloodletter of Aclazotz, aren't legendary. Gary is admittedly an uncommon, but I really wanted to test out the Bloodletter as well, so I passed on pauper commander. So, I thought to myself "Hey, if I can't just use the command zone to tutor one of them, I'll just play a tutor as my commander" For this, Sidisi was simply the best option. She's one of the least expensive choices for tutors in mono-black and also covers for 2 whole black pips towards devotion. An elegant solution.
As far as top to bottom design goes, I think you can get away with that if you're running something super low-maintenance. I have two decks built entirely around their commanders in both Jadar and Skullbriar and each are simple designs that work for a few reasons. To start, they're both 2-drops, so they curve with the progression of the game. It doesn't matter if it's getting removed most of the time, because you need to remove them multiple times to leave a lasting dent unless I'm rushed really early. Skullbriar has a risk of that, but he's helped by both the voltron design of the deck and the convenient design of it's ability to keep all tokens on him, so every time he comes back, he's both hasting and pre-roided from his last round, ready to trash whoever put him down last.
Any chance we can get a decklist of that metal band deck? Looks awesome
I asked my friend and he has since taken apart the deck and never posted a list online. Sorry
I never thought about it like this. Very helpful video, thank you.
Bottom to top is a great way for newbies to construct better decks. I agree. I have a 5C "Detectives tribal" with Ramos as the Commander. He is a good card by itself, and the fact that he can remove counters to give you mana to use the clues or other things is amazing.
An interesting take Salubrious Snail had on top-down approach was picking a commander with the intent of it as an always-available fix to a structural weakness in the deck. iirc he built a Glissa Sunslayer deck that used her primarily as a strong defensive threat (with mild combo synergies) to hold down the board and focus on curving into mana-heavy late game bombs. It had little to do with Glissa’s abilities, and treated her more like a card you could always rely on drawing.
Lovin the new look!
I built two of my favorite decks, Hogaak and Niv Mixzet Reborn, as a combination of both top down and bottom up. Hogaak was:"Big, likes big graveyard, like lots of bodies" so I built a combination of go wide/go tall centered around graveyard synergy. My Niv Mizzet Riborn deck was built with a limit on non 2 color cards, it has 6 support artifacts, 36/37 lands, and every other card is a 2 color card, with a minimum of 4/5 of each pair. Both decks play just fine without their commander, but go over the top with them.
When I build a deck, I also like to find other cards that do roughly what the commander does, as a back up. Like I built a necrobloom deck and used field of the dead, zopandrel+ unnatural growth, etc etc.
Can confirm my favorite decks to play are bottom up designs. Jund Stompy with Ziatora, Bant Merfolk with Falco Spara, and Rakdos Enchantress with Mogis are all decks where my commander is not the main focus but help the gameplan
I've tried all 3, and I can say that Bottom-Up works best, it's just definitely the one that requires the most work.
My last bottom up idea resulted in 25 copies of Dragon's Approach and a hunt for good commanders with it. Landed on Neheb, for at least 9 mana on the second main phase, which allows for big spells and expensive colorless draw methods to keep the ball rolling.
What's the appeal of playing a singleton format and then play cards that say "fock singleton"?
@@mofomiko Because singletoness is not the only appeal. For me, I'm absolutely ok with "fock singleton"
@@Jewels___ I for one absolutely adore Singleton "use it wisely".
But then again the rise of "do things twice" stuff kinda negates that these days anyways
@@mofomiko Well, to actually add to your point, there are a lot of things that ruin Commander, the way it was played like 10-12 years ago. And, also, tutors are a thing, and everything draws cards, and there is ramp in every color and artifacts and so on and so forth. Things got really jumbled up in the past years so I've given up most of what called me to this format in 2012. Either that or I would've stopped playing, unfortunately
I'm definitely going to try this method. I started making a list of my favorite cards, and landed on esper enchantments. Zur the enchanter is too big a removal target, but Zur2 can protect my enchantments, and the deck doesn't fold if he gets removed. I like this idea a lot.
Alternate method. The layering method.
You find a theme and idea around a kinda sideways method. You then go top down on it to help tune it. Maybe even include some play testing.
Then bottom up it. If you do it properly you can also use also use other tools to figure out draw rates for combos and other consistency based things as well as mana requirements and best methods of color splits.
Using this method for a kinda unusual and fringe marchese the black rose deck.
Idea is control but not typical grixis control. And based around rogues and a few party cards despite not being the best mechanic as far as party goes.
Goblins and fae mixed in. And some support from out side creatures.
Idea is try and have a wide array of buffers and ways to generate counters. And making use of flicker blur phase and sac outlets for enter the battlefield effects.
Gonna be doing a bunch of stealing with some cards. But also heavy mill and copying spells and making use of grave retrieval.
Idea is a bit of a hyper control and combo deck. But based around an aggro form of control and controlling multiple aspects of the game. Krenko combos for goblin tokens. Simmalacrum combos for land ramp heavy. Demonic tutor and the creature version along with goblin recruiter and some other tutors for cool set up combos.
Sengir for making use of skirk prospector and palishak mons sac outlet damage combos with krenko. Like 10 goblins and a dirty combo.
Lots of legendary creatures. But a bit of a competitive level fringe deck. Some popular and commonly used cards but in a bit of a fringe aspect.
Few interesting combos. But a lot of mill and exile. Ability to steal lands and table wipe by turn 8 on perfect opening hand. But also built to handle long game and not going for the most perfect uber win fast plays.
Fae trickery on like a horror movie and old school medieval fairy tales type vibes. Bringing some goblins and vampires and horrors.
But alot of fae are rogues and same with goblins. Easy to buff them with counters and also reduce casting costs. Same on the instants and sorceries side. And alot of anti human theme cards that add alot of additional support.
But add in sengir and I have a giant big bad based off sacrificing combos with token creatures and stuff that'll come back.
Smaller creatures makes the whole dethrone thing easier and let's you get rolling early game.
But dead eye and a known untap artifact equipment combo piece with a few pieces makes for a gnarly combo. Krenko makes goblins you sac goblins for red and other colors. You desd eye and untap but can tutor out loads of cards or use many many spells you tutor out in a turn. Or ramp every land left in your deck tapped onto the field.
Fast lands slow lands and others. You can tune it down to where you have a higher likelihood of getting those onto the field untapped. And use alot of other good untapped lands and shock lands.
Shock lands and gain lands don't fully balance out but you wanna have less life points early on.
Side sideways thoughts went into the deck. But then top down and bottom up to make it work properly.
Think the old fae stuff and d&d type fae stuff. Mixed with the whole Ralph from Simpsons uh oh I'm in trouble. And a series of unfortunate events. Meets Lovecraft a lil bit. And hellboy with the tooth faeries.
You will be swarmed. You will be tricked and manipulated. And you won't know how bsd it is till it's too late generally. And strong enough to hold it's own.
But designed to gain steady advantage and ramp. And also be able to target various areas of opponents weaknesses and handle them decently well via a control deck philosophy.
Methods of goading other players creatures and punishment for not being able to fully stop the decks movements due to counters and trickery. And seemingly small fry just annoying. Keeps people off your back.
You appear to be a relatively creature side weak fae control deck in grixis colors. Or a swarm deck built not the best.
But it synergizes well. And some of the stuff is meant to be held back. Example.
Token swarm of 1 1 goblins with some counters. Bit scary but small fry when you see them using it as partial resources for mana ramp and not going infinite.
But add pashalik mons and bam damage. Add the combo pieces for krenko. And hobgoblin bandit and sengir and it's a no matter what almost table wipe or board wipe and direct attack while you maintain everything. Enough spell counters set up and yeah.
Mill let's you make strong use of pyschic intrusion. Copy a spellcounter. Now any mana and repeated usage. Which also works with cycling counters. Zombie decks are the only potential real issue or uber fast decks. And if you appear small threat assessment is a thing.
I now understand whether the difference between the functionality of my "vanifar" deck, which I very much designed bottom up, and my "kethis" deck which is just a legendary pile that takes advantage of kethis specifically
I don't like top Down, bottom up, or sideways, but a fourth more sinister thing.
Step 1. Make a list of every card that's ever been printed that fits the gameplan / theme and can go in the deck.
2. Cull that down over several passes until there's only ~50 left.
3. Add some more removal / ramp / etc to smooth it out.
mizzix mentioned!!!
This was a great video! I tend to do all 3 of these at different times. Sometimes a mix of both in the same deck. For example right now I'm building Tom Bombadil Sagas and Polukranos Hydras. Both of these are both top down and bottom up in a way. I'm building a theme around my commander's payoff. But the theme can exist on its own. But sometimes I just like to have a theme. So like I also have a 4 color Aragorn deck that is historic tribal but the theme is "weird or hard to pronounce card names." I'm also building a 5c "Universes Beyond" tribal deck that could care less if the commanders are on the field.
I generally build one of two types of decks:
1. What works with the cards I have?
2. Buy a pre-con and modify it.
Ive tried all of these attempts, and tbh, ive had fun with them all! My sideways deck is my kykar second sun deck, top down is my momir vig bioVisionary deck and bottom up was my sisay shrines deck. Theyre my signature decks!