I think this deck needs a lot of low-cost spells to be effective. You want to cast exactly 2 spells a turn to maximize value from the commander. If you have a bunch of flashy creatures and low-cost instants, you can even pull this off during other players' turns, drawing a huge number of cards before it gets back around to your turn. With all the "You have no maximum hand size" in this deck, things start to get really fun.
No you actually dont. What you want to do is leverage the card draw to stall. Also you want to get to wincons like approach and triskadeckaphile. I play her alot and having lockout combos helps alot too. You can also search for the isochron scepter and dramaticreversal combo and win the game. Just keep activating scepter and draw every single player out.
Seems like a fun build, and you were able to upgrade the draw and +1/+1 counter strategies from the precon. Kinda surprised to see you cut Psychosis Crawler from the original list given all the extra card draws you'll get. Also, yes, Nadu's powerful. He also has no place in a deck trying to pull off a group hug strategy. It just puts way too much attention on a deck that's otherwise trying to sit back a little while the other players chip away at each other. There's definitely a version of this deck where he has a home but I have a feeling it involves a much more aggressive strategy that removes the symmetrical card draw or turns it off with something like Narset.
(other guy who makes decks on this channel answering) I can't answer why he took out psychosis crawler, BUT as far as Nadu goes I think he'd be much more of an issue IF he was the commander, but because we arent trying to do regular nadu things I think the incremental value we could possibly get from him for just 3 mana was worth the slot in. If he gets removed he gets removed and it doesn't really deviate from the game plan of the deck & he eats up a removal spell. At least that what I think Quest was going for. I hope I answered the reasoning for it well enough lol
I think this deck needs a lot of low-cost spells to be effective. You want to cast exactly 2 spells a turn to maximize value from the commander. If you have a bunch of flashy creatures and low-cost instants, you can even pull this off during other players' turns, drawing a huge number of cards before it gets back around to your turn. With all the "You have no maximum hand size" in this deck, things start to get really fun.
Thank you for the recommendations this is the fist time that I made a group hug list and can defiantly can be improve.
No you actually dont. What you want to do is leverage the card draw to stall. Also you want to get to wincons like approach and triskadeckaphile. I play her alot and having lockout combos helps alot too. You can also search for the isochron scepter and dramaticreversal combo and win the game. Just keep activating scepter and draw every single player out.
Yeah, this is cool and this is my first group of commander to out of my 46 previously existing decks
We made our goal for the high budget! stay tuned for this week.
Seems like a fun build, and you were able to upgrade the draw and +1/+1 counter strategies from the precon. Kinda surprised to see you cut Psychosis Crawler from the original list given all the extra card draws you'll get.
Also, yes, Nadu's powerful. He also has no place in a deck trying to pull off a group hug strategy. It just puts way too much attention on a deck that's otherwise trying to sit back a little while the other players chip away at each other. There's definitely a version of this deck where he has a home but I have a feeling it involves a much more aggressive strategy that removes the symmetrical card draw or turns it off with something like Narset.
(other guy who makes decks on this channel answering)
I can't answer why he took out psychosis crawler, BUT as far as Nadu goes I think he'd be much more of an issue IF he was the commander, but because we arent trying to do regular nadu things I think the incremental value we could possibly get from him for just 3 mana was worth the slot in. If he gets removed he gets removed and it doesn't really deviate from the game plan of the deck & he eats up a removal spell. At least that what I think Quest was going for. I hope I answered the reasoning for it well enough lol
@@thescryguys3185
Makes sense to me!