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I recently purchased the "Exit From Exile" preconstructed commander deck to play with a friend I met in Cuba who has never played commander. I purchased this deck so that I could have a lower powered deck to compete with his, and also because I think the commander of this deck, Faldorn, Dread Wolf Herald, could be fun (but not overpowered) when upgraded.

Normally when building a deck, I start from scratch, but I think that making sequential improvements to the deck will allow me to practice a different kind of deckbuilding. My plan is to play several games with the deck essentially un-upgraded, except for swapping out some of the terrible land cards, and then make a few changes each week as I feel out how I feel about some of the cards. There are lots of cards I would never include in a deck normally, so it will be interesting to see if I am surprised by any of them. I'll also have to decide what kind of deck I want to make, with a commander as open-ended as this, I have lots of options available.

So, without futher adieu:

June 11th, 2022

Cuts:

- Temple of Abandon

- Highland Forest

- Game Trail

- Temple of the False God

- Mossfire Valley

- Myriad Landscape

- Ash Barrens

- Blighted Woodland

This is pretty basic. I don't have to play with "enters the battlefield tapped" lands to know that they are bad. Mossfire Valley doesn't technically come into play tapped, but also can't be used to make a turn 1 play. Cards like Ash Barrens and Blighted Woodland can be replaced with a basic land easily, and I have no use for colourless mana. It should be illegal to include Temple of the False God in preconstructed decks, this card is really bad and there's probably a million new players who have been stuck on four or less lands and this useless thing in play.

Additions:

+ Fabled Passage

+ Stomping Ground

+ Wooded Foothills

+ Rootbound Crag

+ Forest x2

+ Mountain x2

This is also very straight forward. Unlike Game Trail, Rootbound Crag is very likely to come into play untapped if it's not in my opening hand and Stomping Ground always comes into play untapped if I need it. Wooded Foothills allows me to fetch my duals with basic land types (Cinder Glade and the aforementioned Stomping Ground), and Fabled Passage almost always fetches an untapped land when needed, or can find a tapped land when it doesn't matter. Even though I think the deck runs way too many lands, I added in the four extra basic lands to keep the deck as close to how I purchased it as possible.

I am also keeping a mental watchlist of cards that I anticipate cutting at some point for various reasons. Cards on this list are some combination of not good enough, not matching the deck theme, and/or not cards I enjoy playing with.

Sus Cards List, June 11th, 2022:

These are lands I would also not normally play with, but that I don't feel are never-includes like the ones I swapped out already. Kessig Wolf Run is really good in decks that like to make one creature really large and attack for damage, but this deck will be making tons of tiny wolves, so it seems like a weird inclusion. Castle Embereth is a much better ability in this deck. Raging Ravine is too slow for this format, lands with abilities like this are essentially only good as mana sinks in faster, one-on-one formats. Gruul Turf can be okay if you don't have a play the turn you put it down, but in general I try to play lands that enter the battlefield untapped.

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These cards all function to add to my mana production in various ways, but aside from explore, they cost more mana than my commander, which I generally try to avoid. Explore is a decent card, but I'd probably rather play Rampant Growth.

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These cards are all included to allow you to cast cards from exile, but I think these are all too slow and/or expensive for what they give you.

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These cards all simply cost too much mana. I want my cards to be low to the ground, so I can cast multiple from exile each turn to add to my wolf army. These cards would take an entire turn to play, and in most cases do not add that much power to my turn. Aurora Phoenix and Bloodbraid Elf could be decent if it were possible to build a deck focused around Cascade, but that isn't possible right now; there are simply not enough good Cascade cards.

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These cards have nothing to do with the deck's theme. Arasta ability to make a token army might synergize with any Overrun effects I have in the deck, but I would rather focus on making my commander make tokens, rather than rely on my opponents casting spells.

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Durnan has a very powerful ability, but it requires me to attack with a 3/3 with no other abilities. I imagine this being very difficult by the time turn five rolls around but we'll see.

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I hate planeswalkers. Although Vivien is amazing for this deck.

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I hate rolling dice.