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Post by Lady Mapi on May 31, 2020 8:08:26 GMT
Because combo decks are kinda funny, and it's 4am where I am. So, the killer combo here is to put an Aura of Dominion onto a Felhide Spiritbinder - spend to tap and untap it, spend to clone a Priest of Urabrask, and then get back. End result is an infinite number of 2/1 creatures with Haste... which should sound pretty familiar. The rest of the deck is focused on trying to manipulate your draws so that you'll hit those three cards. There are other little combos - Scaretiller goes really well with Dreamscape Artist, for example. The one problem? If this deck doesn't get its combo out, it's... not very good. It's not very good at all. EDIT: I replaced Reckless Racer with Spireside Infiltrator (to grab myself another janky win condition - Aura of Dominion gives Spireside Infiltrator " : Deal 1 damage to each opponent") and Captain of the Mists with Noggle Ransacker (to dig through my library more quickly). Some playtesting has revealed the following: - Cloning Overwhelmed Apprentices with Felhide Spiritbinder is pretty fun, and helps filter through the library more quickly.
- I probably have too many lands in the deck - I only need two Islands and three Mountains to go infinite if I have the right cards in hand, and drawing lands after that is kinda disappointing. I've run into the situation where all of the lands I've looked at while scrying have been lands. Maybe this deck could stand to run 4x Evolving Terrain?
- As neat a couple as Dreamscape Artist + Scaretiller are, I might have to cut them from the deck in favor of cards with better ETBs or cheaper tap abilities. Watcher for Tomorrow would probably work pretty well with Felhide, for example. I have the budget for it, too.
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Post by Lady Mapi on Jun 5, 2020 5:42:24 GMT
Hi there! My name is Umori, and today, I want to talk to you about spells. I love spells - they're my favorite thing, so much so that I make them cheaper. I want to give you all a nice long look at my spellbook - I think you'll agree that it is very fine.
So, my strategy is simple - I ramp into playing myself, then I play as many token-making sorceries as I can. Feed and Harmonize can keep my hand topped-up, and I can keep myself going with Gaea's Blessing or Regrowth if I need to. Sadly, I'm almost at my $10 deck budget - otherwise, there are other fun spells I'd like to play with (like Far Wandering, Mwonvuli Acid-Moss, or Wurmcalling).
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Post by Lady Mapi on Jun 16, 2020 22:37:50 GMT
Woo, OK, grad school is done for the quarter. I have a little time to breathe. And a little time to breathe means time to make budget decks with weird weakpoints: You steal your opponent's creatures and sacrifice them for profit. Not a super-novel deck idea, but Hazoret's Favor puts a bit of a twist on the whole thing - stealing the other guy's 3/3 and swinging it back at them as a 5/3 feels pretty good. The main issue I've run into is that I think I might need some early-game defense, because the deck needs some set-up to work, and it tends to get crushed by aggressive decks (or anyone who goes wide, really). I might cut the Dark-Dwellers for some Hobblefiends, at the very least. This one was less than $10 when I last checked - it might not be anymore. The goal here is to pitch creatures for value - it was originally going to have some more Cycling in there, but I decided that that was boring and overplayed. Cunning Survivor and Wharf Infiltrator are both really hard to block, making them good targets for bloodrush. That's about it - it's a pretty straightforward deck. --- I'm also excited for M21, because of all the jank we'll get. I hope that Hooded Blightspitter ends up settling as somewhat cheap, because I want to build a Deathtouch Tribal with it and Vraska, Swarm's Eminence. I mean, Ornery Dilophosaur looks like it'll go well with Vraska, and there's a fantastic tutor in the form of Mwonvuli Beast Tracker.
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Post by ZephyrPhantom on Jun 21, 2020 4:39:13 GMT
Lady Mapi - Beef combo at the very least looks pretty funny, Spireside Infiltrator reminds me of how Brineborne Cutthroat was used to similarly get better early game chunk damage in current builds in Modern. I think you could get away with 4x Evolving Wilds easily enough as the deck doesn't need a turn 1 play per se. Did you know 4th edition Apprentice Wizards are 24 cents, by the way? Not sure if it could fit in perfectly but there's got to be some super roundabout way to get infinite mana out of it. Due to Companions not being supported in Forge or XMage I haven't really gotten the chance to try Companions meaningfully yet. Even in the face of the Companion nerf though it might be an interesting deck to try. Maybe an Overrun or Predatory Rampage as a finisher? You could try something like Sweltering Suns or Pyroclasm to keep the board clear early on in Favorable Theft. Maybe ditch Torch Fiends or some of your less powerful stealers like Smelt-Ward Ignus and add more claim the firstborn/wrangle instead as well. I finally managed to bring Enchanting Screams to a sort of ultra-casual 2HG session of sorts btw, and here's me and my friends feelings on it: - We're super impressed by Hateful Eidolon, to the point we're kind of sad it's not a common. Black enchantments and Grim Guardian seems like it could be a pauper shell in the making, though, replacing some of the less powerful removal with Oubliette. - Nyx Infusion and Feast of Dreams could probably just be Dead Weight instead. The buff mode didn't really come up as relevant often, and I usually found by the time I wanted to Feast of Dreams on something I could've just played two auras instead. Crippling Blight came to mind but when it comes to nastier removal things like Death's Approach or Quag Sickness could fill the bill. I might even try Paralyze because it's been forever since I've actually used the card (mainly because Fatal Push covers most scenarios much better). - Aphemia, the Cacophony and Tymaret Calls the Dead are also pretty satisfying to watch go off. - There's definitely a number of generic old graveyard payoffs that could go into this (or stretching for auras-matter cards) but I was more curious if there was anything that would work specifically within mono-Black. I did find Odunos River Trawler which I think is a worth a mention because he could potentially dig out specific cards that were binned by other things. Maybe he replaces Spiteful Returned or Temple Thief? - Alternatively I could see a more hypergressive build that uses Gnarled Scarhide and Herald of Torment replacing cards that are dependent on the gameplan.
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Post by Lady Mapi on Jun 21, 2020 15:05:51 GMT
Lady Mapi - Beef combo at the very least looks pretty funny, Spireside Infiltrator reminds me of how Brineborne Cutthroat was used to similarly get better early game chunk damage in current builds in Modern. I think you could get away with 4x Evolving Wilds easily enough as the deck doesn't need a turn 1 play per se. Did you know 4th edition Apprentice Wizards are 24 cents, by the way? Not sure if it could fit in perfectly but there's got to be some super roundabout way to get infinite mana out of it. Huh, that's a good find. I'm not sure I can wrangle infinite mana from Apprentice Wizards, at least not in this build. My issue isn't usually getting the mana, it's that I need to actually get access to my core combo, and the backup isn't super great. My playtests have shown that the deck crumples into a heap if anyone removes Umori, and that the opponent running an early flyer utterly kneecaps the deck. It's definitely a build that needs more fiddling. Yeah, this makes sense. - Yeah, Hateful Eidolon was a really nice find. - The main reason Feast of Dreams is in there is that it lets the deck deal with fatties, and because most of the removal auras also decrease power - which is a problem if you hit a creature with Dead Man's Chest. Or, alternatively, your first enchantment is Unholy Indenture. I think I'll give those other removal auras a look - the auras in the deck are a result of me tossing in auras I liked the look of. - I should hope so - those two cards are the reason I built the deck in the first place. - The River Trawler is interesting - I'd probably replace Temple Thief with it, because Spiteful Returned actually turns Aphemia into a really effective clock. A lot of White's "auras matter" cards are either too expensive for the deck, or don't fit in well with what this deck likes doing. I could maybe see Auramancer or Heliod's Pilgrim? Dawn Evangel could be a nice card to toss in, actually - it grabs the majority of the creatures in the deck after all. I'm not sure about other Black payoffs, though. [/quote]
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Post by Lady Mapi on Jun 24, 2020 2:22:12 GMT
So, I recently took the trouble to do some poking, and <a href="https://scryfall.com/search?as=grid&order=name&q=type%3Aland+usd<.25">here is a list of every single land where a playset will cost you less than a dollar</a>. Some fun finds on this list: • Most of the Karoo cycle, as well as quite a few of the Guild bouncelands, fall into this bracket. • Emergence Zone is one of the cheapest ways to give your stuff Flash when you need it, period. • Haunted Fengraf is an interesting way to toss creature recursion into colors that don't normally get it. • There has to be something you can do with Havenwood Battleground. Same goes for Nephalia Academy, but I'm not sure what... maybe Chain of Plasma? • Keldon Megaliths could be a hilariously demeaning win condition. • Sequestered Stash is pretty sweet if you're running graveyard shenanigans, honestly. • Zoetic Caverns has always been an interesting card. Unfortunately, there really aren't any good lands for producing a stable three-color mana base within that price range.
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Post by ZephyrPhantom on Jun 26, 2020 23:22:38 GMT
So, I recently took the trouble to do some poking, and <a href="https://scryfall.com/search?as=grid&order=name&q=type%3Aland+usd<.25">here is a list of every single land where a playset will cost you less than a dollar</a>. I ended up taking some inspiration from this and the post you made in sdj's talk about ramp to create something I think is actually worth discussing. Clocking in at about 13 USD, I present: Five Mana Field Day 4 Arboreal Grazer4 Entourage of Trest4 Garruk's Packleader4 Conclave Naturalists4 Reach of Branches4 Wild Growth4 Search for Tomorrow4 Growth Spasm4 Warping Wail4 Dread Statuary4 Cradle of the Accursed4 Gargoyle Castle12 ForestSo what's the most common problem with ramp? Well, as the saying goes, "Bolt the Bird". Arboreal Grazer, Wild Growth, and Search for Tomorrow solve that issue by being 1-mana ramp hits that aren't boltable. The trickiest part for this deck was finding a cheaper Rampant Growth/ Sakura Tribe Elder counterpart that guaranteed you the mana ( Explore is just a bit unreliable in this context, and my goal was to eliminate that inconsistency), until I realized that a bunch of creature lands or creature-making lands could easily do that and allow us to run Growth Spasm from the incidental production. You'll always have a land or creature in hand, even if you don't hit your 5 mana card advantage payoffs on turn 3. We specifically run things like Garruk's Packleader and Entourage of Trest to draw gas in the event we somehow need more big stompy dudes and Reach of Branches functions as our way to play around removal-heavy decks. Thanks to Warping Wail we even have a form of interaction against early game decks in the event we somehow need it, allowing us to be the control in an emergency situation along with Conclave Naturalists. You can replace the 5-mana creature suite with anything you'd like really to tailor the deck against other players - between Warping Wail and Conclave Naturalists we can already hit a decent amount of stuff, but if you run against primarily blue players you might want Shifting Ceratops or Kavu Chameleon instead. If you want to blank targeted removal Wardscale Crocodile could go in for example. I would be careful about putting creatures with in this deck, but other than that this is probably the closest I can get to an efficient mono-Green ramp deck that doesn't get blown out so easily by removal - i.e. aping the appeals of things like Growth Spiral into Uro, Titan of Nature's Wrath that recently run around arena a lot. (We even use Arboreal Grazer, too.) The colorless land suite probably could be better served by Emergence Zone, Enroaching Wastes, Sunscorched Desert, or Cryptic Caves, but my initial build was mainly all about guaranteeing a chance for a creature. It's likely I'll swap Cradle of the Accursed for one of these and maybe even Gargoyle Castle for another - Cradle of the Accursed going out for Sunscorched Desert gives us the ability to at least slow planeswalkers or get in chip damage if we're stalled out and the 2/2 Zombie token is likely the last useful creature here. Ethereal Elk isn't in this deck because Vivien, Nature's Avenger is surprisingly expensive.
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Post by sdfkjgh on Jun 28, 2020 21:01:06 GMT
Shitposting on the Sevens!
Lady Mapi, ZephyrPhantom: What if, now hear me out on this one, but what if you built a deck that ran all (or as many as could fit) of the planeswalker fetch cards from planeswalker decks, but ran none of those corresponding planeswalkers?! It's the ultimate in gimmick decks! Surprise your friends, amuse your enemies.
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Post by ZephyrPhantom on Jun 29, 2020 2:48:51 GMT
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Post by sdfkjgh on Jun 29, 2020 16:40:29 GMT
ZephyrPhantom : Looks like we're gonna need some ramp. I never said it had to ONLY be those cards.
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Post by Lady Mapi on Jul 2, 2020 23:01:00 GMT
sdfkjgh : I think that would go over the edge of "bad" into "really boring to play and to play against". Unlike this deck, which is totally a blast to play against: This is the kind of deck you run to teach new players why they might want to run enchantment removal. You mulligan until you get a copy of Lost in the Woods in your hand, then play it turn 5. Reach of Branches eventually turns into 1-2 2/5 Treefolk tokens a turn, to act as blockers for any non-flyers that don't get lost. Make sure to practice your sadistic smile for this one. A slightly more serious deck I've been poking at is this one: The goal here is simple - force your opponent down to an empty hand, then win off of Rekindled Flame. It isn't the best discard deck out there, and it isn't particularly fast... but it gets the job done. Also, I'm glad to have a home for Asylum Visitor. And, on top of that, here's an update on one of my favorite decks: Vorrac Battlehorns was a fun find - it gives me another way to give my huge creatures trample, and it pushes people towards blocking with more substantial creatures. I also removed the Frontier Guides in favor of Dawntreader Elks - the deck needed to beef up its early game a little, and I feel like that did the trick. I mostly tossed Nissa in there because the Mystery Booster printing of the card is something like $1.20 and she's a huge target. The threat of her ultimate going off and drawing me something like 11 cards is a pretty good incentive for people to aim removal at her (and not at the rest of my guys). --- I'm waiting for the prices for M21 to stabilize, because some of the cards look like they could be interesting build-arounds. Seasoned Hallowblade as an engine piece in a Madness deck? Some kind of lifegain deck supported by cards like Survival Cache and Angel of Vitality? Flying-based Control with Lofty Denial and Winged Words? Silly Rogue shenanigans with Thieves' Guild Enforcer? A non-permanent-focused deck centered around Double Vision? A Subira, Tulzidi Caravanner theme deck? An Ornery Dilophosaur "fatties that happen to have deathtouch" deck? So many choices.
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Post by Lady Mapi on Jul 10, 2020 17:05:09 GMT
A few decks that I just built that some quick testing show can actually do things: The central combo here are Mentor of the Meek + Spawning Breath/Brood Birthing - the Mentor can turn each Eldrazi Spawn into card draw. Eldrazi Spawn also work really well for convoking stuff, they make a decent base for board-wide pump, and I can trade them up to Soldiers as soon as I draw a copy of Recruit the Worthy. I haven't checked, but this might actually meet the latest deck challenge. The goal is to get expensive spells like Boon of the Wish-Giver and Treacherous Terrain into your graveyard by the time you play a Living Lore. I also have a small burn package in the form of Undying Flames and Vengeful Rebirth, some potential lifegain in the form of Augury Adepts, and the ability to cheat on expensive spells with Jhoira and the Omnispell Adepts (sounds a bit like a band name). I could actually probably get away with fewer lands - it doesn't look like it, but I effectively have 34 lands due to all of the landcycling and ramp I have in the deck. It might need a few more tweaks, honestly - I might look into some split cards. This deck takes a lot of inventory, to the point where I'm debating swapping Oona's Grace for Flame Jab and Curious Homunculus for something like Weaver of Lightning. I'm kinda annoyed that Collective Conjuring can only hit Sorceries, because otherwise it'd be perfect in this deck. The whole goal here is to play my spells early and often so that I'll have a nice big graveyard for Kinetic Augur and friends to work off of. This deck is horribly weak to graveyard hate, but otherwise? It's pretty fun to play. I love Angel of Vitality, and I'm kinda sad that no-one else likes her.
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Post by sdfkjgh on Jul 10, 2020 21:20:04 GMT
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Post by Lady Mapi on Jul 10, 2020 21:29:34 GMT
After a little bit more tweaking, I swapped out an Augury Adept, an Island, and Spring Cleaning for another Vengeful Rebirth and a pair of Flesh//Blood. According to Deckstats, that brings me up to an average of 4.78. (Also, for future reference, a combining overbar has the unicode code u+0305. So you can type it as 2.81̅6. It might be a bit off-center if your browser doesn't handle combining characters properly.) EDIT: I'm a bit annoyed that Treacherous Terrain isn't legal in Modern. Otherwise I'd definitely submit this deck as a replacement for my silly Lost in the Woods deck.
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Post by sdfkjgh on Jul 11, 2020 17:21:55 GMT
Lady Mapi: By my count, its average is only increased to 3.0bar3 (I have no idea how to use unicode). I'm pretty sure your figure is because deckstats doesn't take lands into consideration in its calculations.
Also, don't you fucking dare take down such a beautifully perfect shitpost. Own it. You earned that Trophy, doggamit!
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Post by Lady Mapi on Jul 11, 2020 18:21:43 GMT
Lady Mapi : By my count, its average is only increased to 3.0bar3 (I have no idea how to use unicode). I'm pretty sure your figure is because deckstats doesn't take lands into consideration in its calculations. Fair enough.
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Post by Lady Mapi on Sept 25, 2020 4:11:42 GMT
I haven't posted here in a while, huh?
Anyway, I just tweaked a hilarious deck I build a while back to fit in under $20.
So, this is one of them there Lukka combo decks without Lukka in it.
I have 11 cards that make tokens, and 9 cards that let me trade tokens out for any of the creatures in my deck starting Turn 4. The creatures that I'm actually going to try to cheat out are still in flux - I might want to trade one of them for another Satyr's Cunning, or swap around which overcosted monstrosities are in the deck (I probably should look at getting some guys with haste or flying). If I end up drawing one of my non-Fireflux Squad creatures, I can use Fire Prophecy to send it back to the deck and draw another card, and Yidaro can do the same by default.
I'm debating about branching out into more colors - there are probably some fantastic high-cost creatures I could cheat in in other colors, but I'm a bit too lazy to investigate that right now.
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Post by ZephyrPhantom on Sept 25, 2020 4:54:18 GMT
Lady Mapi - I like the idea. In terms of cheating targets: You could run a bunch of Lava-Field Overlord that works partially as removal and partially lets the deck work in multiplayer games. Latter case in particular feels pretty handy because I feel like it's very rare that most deck types can be deliberately built to handle both singleplayer and multiplayer equally well on a budget. Not the best pick maybe but I would personally run Living Inferno because it's a pet card I never really figured out how to put into something. Burning Sun's Avatar makes a decent Inferno Titan impression. Alternatively you could have a lot more hasted big creatures in there to close a game out of nowhere - stuff like Markov Warlord, Hostility (could run 1x just to stop mill), Conquering Manticore, and so on. (Also, today on cards I never knew I existed: Assembled Alphas.) There might also be some weird value in making a graveyard variation with Reality Scramble or add Dreamshaper Shaman to polymorph even more tokens, but I'm just spitballing at this point.
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Post by Lady Mapi on Sept 25, 2020 5:46:35 GMT
I mean, I'm already running three copies of Reality Scramble, because I initially built the deck around both it and good ol' Shifting Shadow.
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Post by ZephyrPhantom on Sept 25, 2020 10:05:22 GMT
My bad, I must've missed it while skimming the part about other polymorph targets. =P
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Post by ZephyrPhantom on Oct 16, 2020 8:16:57 GMT
Well, it's not the most remarkable thing I've made, but it's also easily 6 USD, so I think it qualifies here. Starter Deck - Jackal Party Aggro Filler4 Jackal Familiar4 Jackal PupParty Enablers4 Resilient Khenra4 Battlefield Scavenger4 Bitterblade Warrior4 Khenra Charioteer3 Wildfire EternalParty-based Cards2 Synchronized Spellcraft3 Searing Spear4 Strength of SolidarityLands12 Mountain12 ForestThis was inspired by a post I read somewhere else that pointed out several non-Zendikar tribes can get full party - Jackals being one of them. It's meant to be designed in the same way a starter deck would be by using relatively easy to grasp mechanics and a fun theme to tie it all together. (I particularly like the idea of Wildfire Eternal dumping Synchronized Spellcraft out of nowhere.) I was going to do a series for these but my enthusiasm sort of burned out for it when I realized I didn't have much use for them as the people I play with tend to be used to running personalized/fine-tuned decks. That said, if you know a friend that wants to get introduced to the game, and likes Jackals or something similar to them, this deck probably isn't a bad start.
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Post by Lady Mapi on Nov 27, 2020 23:34:26 GMT
I'm out of practice, but I'd like you to feast your eyes on this (kinda) budget monster of a deck (it comes in under $25, at least?) It's a control deck that focuses on keeping the board clear so that you can play your Strong Rat Sons. Some playtesting seems to show that you really should mulligan for at least one Pack Rat in your opening hand - you want to be able to crank out rats by T3.
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Post by ZephyrPhantom on Dec 11, 2020 15:56:24 GMT
Inherit-Inherit feels like a pretty fresh take on Pack Rats decks to me because most of the ones I've played against all run the same general MonoBlack setup with a high quantity of Rat tribal/Swamps build. I like it.
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Post by Lady Mapi on Dec 13, 2020 2:25:52 GMT
ZephyrPhantom: That was pretty much the idea - I like taking "classic" decks and putting my own spin on them. Inherit-Inherit! basically happened because I realized that, after a certain point, "discard a card to create a huge, almost-uncounterable Rat that boosts the rest of my board" is better than pretty much any other creature I might drop. So why not just stick to four copies of the Rats, and play it like a weird Relentless Rats deck instead? I have another not-so-budget budget deck to show off (it's... $44.88, almost entirely because of the land base). It's my own take on the classic Turbo Xerox deck idea (which has you running card selection as a way of reducing your land count): Annoyingly, I haven't found cheaper cards that can fill the slot that Eternal Witness and Serum Visions do in this deck. But anyway, this is a pretty slow deck - for the first few turns, you're going to be filtering through your deck with your one and two drop spells. You want to get to 4 lands pretty quickly, which happens pretty consistently by T3-T4. Then the fun starts. Is it the most efficient deck? No. Is it fun to loop Familiar's Ruse over and over and over again using Eternal Witness? Yes. Your goal is to slow stuff down until you either get some snakes + Kaseto out, or Murkfiend Liege + some flyers out. Then you win by punching people in the face repeatedly. The two surprise MVPs here are Horizon Chimera (a 3/2 Flampler that slowly dripfeeds you life is nothing to sneeze at) and Selkie Hedge-Mage (bouncing a creature and regaining life while leaving a 2/2 on the board is a pretty solid play, especially when you use it to reuse one of your ETB creatures or protect a flash creature from Sorcery-speed removal). Familiar's Ruse also feels tailor-made for this deck, for all kinds of reasons. ---- This deck went through multiple iterations when I was still figuring out the whole Xerox rule. The first version had Uro and Shardless Agent in it, before Uro ruined everything. I went "oh, hey, it's a slightly better, sorcery-speed Growth Spiral!", and was kinda bummed when it just ended up being too good¹. I ended up cutting the Agents for Witnesses (because honestly they were just OK in this deck), and swapped the win-condition over to mono-blue Tamiyo. Then I decided I wanted a more creature-themed win-con (since Adventurous Impulse can't hit Planeswalkers), and I noticed how many snakes I had in the deck. So... Snakehouse. ¹ Am I the only one who sometimes cuts cards for feeling overly powerful?
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Post by sdfkjgh on Dec 17, 2020 21:37:01 GMT
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Post by Lady Mapi on Jan 6, 2021 0:02:35 GMT
I'm thinking of rejiggering the deck to work with multiplayer and running Skullwinder instead. Because that would let me play politics and it would give me another Snake (which is very important). Oh, right, and it turns out that I basically rediscovered Eternal Command without knowing it. Oops?
On an entirely different note, behold jank: This deck is as simple as it is hilarious. Colossification is a massive buff with a big downside - it taps down the creature you attach the aura to, preventing it from being used as a one-shot kill. Triclopean Sight, on the other hand, untaps the creature that you attach it to. So basically we're self-milling until we have Colossification + Triclopean Sight + a Trample-granting Aura in our graveyard. Then we play Storm Herald and swing in for 24+ trampling damage, which can happen as early as T3.
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Post by ZephyrPhantom on Jan 9, 2021 5:09:13 GMT
No deck this time, but just as a heads up to anyone brewing budget, Into the North has leaped from 0.75 USD to around 2-3 USD due to the revelation of new common Snow dual taplands with basic land typing. However, the lands themselves like Ice Tunnel are currently being priced at about 0.75 USD themselves, so you can use something like Safewright Quest (0.29) in combination with them for some possible easy fixing for your 3-5 color decks. It's a little more expensive than Attune with Aether (0.10) + Aether Hub (0.23) but also more flexible since you're guaranteed to get two colors into your hand instead of one.
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Post by sdfkjgh on Jan 28, 2021 20:57:08 GMT
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Post by ZephyrPhantom on Jul 26, 2021 6:08:48 GMT
Would anyone mind if I reworked this thread into a more general "Deckbuilding Thread" of sorts where anyone could post decks of any format (similar to Misc Card Designs)? I feel like as fun as the Budget limit was it somewhat constrained the ability to post exciting ideas (e.g. You can't really count custom cards towards a budget) and partially led to it losing steam.
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