Joined: Feb 13, 2018 Posts: 4 Location: United States
Identity: Male
Preferred Pronoun Set: He/Him/His/Himself
Before You Read: Sorry this isn't fancy, Im new to the forums and don't know how to use most of the formatting and if this is in the wrong forum as this was the best I could find. Im also new to magic, with only a little bit of experience playing mostly commander and modern, so explanations on how cards work if something tricky occurs with it, and how it would fit in the deck and what to us it with would be amazing! Thanks a lot!.
I recently started playing magic with a few people every week. Since I was new I went with just a pre-made deck that was sold(Inalla, Archmage Ritualist, just the regular one sold by MTG) and am having trouble doing well or sometimes anything in games I play. These people have 15+ years of experience on me, and Id like to at least have a better shot of winning than I do.
I would love if anyone made suggestions on how to improve Inalla's deck. Card tips, Card Additions, Combos, or even how she/he(Im not really sure to be honest) should be played would be great. One of my biggest problems is the regular unmodified Ur Dragon deck that kills me almost every time. I cannot afford to buy hugely expensive cards, so if you can, try not to suggest cards that cost a lot. I generally do 3-person to 4-person games, but only the Ur Dragon is consistent, and almost all my 1v1 games are versus the Ur Dragon.
My main problem is getting cards that are useful and playing them before I am crushed by Ur or another commander. Ur kills me by placing high level dragons that just kill me by sheer force as I have little to no flying cards to combat them.
Also, I have a Deck with Daxos(Also one I got from a friend that is unmodified) which I also play if you would like to make suggestions on that. It has the same problems as the Inalla deck with the same Ur Dragon menace.
It would really help a lot if I could get a few suggestions! Thanks !
Joined: Feb 05, 2014 Posts: 1347 Location: Berk
Identity: Dragon
Hi BurnNDie, welcome to the NGA forums! ^_^
No worries, you're absolutely in the correct area of the forum to be asking for deck construction advice. Should you be interested in learning cool deck formatting tricks take a look at the following post for all magic related formatting: http://forum.nogoblinsallowed.com/viewtopic.php?p=43495#p43495 That whole thread is chock full of good forum info so feel free to explore more than just that one post. And a quick trick: If you see someone doing something cool with formatting and you want to see how they did it you can hit the "quote" button to automatically bring up a reply that will show you all the formatting for whatever they did in their post.
Anywho, I actually don't have any experience with Inalla, but I'm one of those guys who has 15 years under their belt so I might be able to make some suggestions. =p
So you have the Wizards preconstructed deck. Cool! That's a great place to start. In order to give people more options in deckbuilding WotC (Wizards of the Coast, the company that makes Magic) actually prints three different cards that can be commanders for their preconstructed decks. So, my first question to you is: do you want to stick with the face commander Inalla, or would you prefer to build your deck around Mairsil, Kess, or Marchesa, the Black Rose (the three alternate commanders included in the Wizards deck)? At this point I'm going to assume you want to stick with Inalla just to get started, but if you change your mind, no worries we can adapt. Just know that each Commander will naturally favor some different cards vs what you might put in for one of the other two Commander options.
General EDH Deckbuilding Advice
Before we actually get started there is some general deck building construction as far as EDH/Commander goes. No matter what you end up with, the following is a good guideline for getting your deck to feel like it's functioning properly: 1)Play at least 38 lands -I know it's hard to not shove all the cool spells ever into your deck, but you really need a certain amount of lands in order to consistently play all your cool spells.
2)Play about 10 card draw effects. (stuff like Azami, Lady of Scrolls which came in your preconstructed deck) -EDH/Commander, by its very nature is a high variance format with only one copy of each of 100 cards (not counting basic lands) it's important that you be able to dig through your deck to find the appropriate tool for your situation and to make sure that you don't run out of gas.
3)Play about 10 mana ramp effects. (stuff like Darksteel Ingot which came in your preconstructed deck) -EDH/Commander is a format dominated by who can do the biggest/most things in their allotted turns, and the more mana you have, the bigger/more things you can do.
4)Play about 5 board wipe effects. (stuff like Kindred Dominance which came in your preconstructed deck) -As you have noticed in your games already, things can get rather out of hand in a game of EDH and often times the board needs to get wiped clean. Most of these will want to hit creatures, but you should also aim for at least one of your board wipes to hit artifacts and/or enchantments. Nevinyrral's disk, which also came in your preconstructed deck, hits all three so that's pretty sweet.
5)Play about 5 spot removal effects. (stuff like Terminate which came in your preconstructed deck) -Similarly to board wipes, most of these should hit creatures, but again you'll want at least one of these cards that hit artifacts and/or enchantments and at least one that can hit lands. You don't need repeatable land destruction, but sometimes there are lands that just need to die (stuff like Gaea's Cradle should generally get removed whenever the opportunity arises). Fortunately for you Chaos Warp, which also came in your preconstructed deck, covers all the bases so you are fine there.
You will find that there are occasions to break these guidelines either by going over or under the recommended values, (for example I have an Arahbo cat tribal deck that runs only 35 lands because the average casting cost of the spells in it is pretty low) but this is a very solid starting point.
Even with General deckbuilding advice out of the way, I can't quite yet start addressing the problems you're having dieing to dragons, because first I need to familiarize myself with the deck as it stands. Having not looked at the Wizards deck before I'm going to go ahead and drop it in here and then evaluate it against the 5 categories I listed above.
Stock Wizards deck
Below you'll see the deck laid out in my preferred format: Creature vs Non-Creature and in ascending order of casting cost
Looking at the list I can see why you're having a hard time winning. They really packed this deck full of card draw and removal but didn't give you much in the way of closing out the game (this is also a personal failing of mine that I fall into sometimes so I know it well). That and the deck construction is pulling in a couple different directions, but that's actually normal for a preconstructed deck. WotC likes to give you some ideas for how to use each of the different legendary creatures in the deck, but in doing so they hose you on synergies for any one given Commander.
Another thing I noticed, but haven't yet touched on is the concept of a mana curve: that is to say having cards at different casting costs so that you have something to do at every stage in the game. Naturally the higher cost cards are the splashiest and coolest, but you need lots of lower cost stuff in order to make it to that point in the game. What I'm trying to say here is that there appear to be a few too many high casting cost things in this deck for my liking.
Unfortunately, I don't have time to finish evaluating this right now, so I'm just going to leave some of my brainstorming ideas here. I haven't checked these against what the deck needs or anything like that, but I'm leaving it here anyway so I don't lose my progress.
Joined: Feb 13, 2018 Posts: 4 Location: United States
Identity: Male
Preferred Pronoun Set: He/Him/His/Himself
Hello Flyheight ! Thanks a lot for taking time out of your day to respond to my post for help.
As of now, yes, I would love to stick to Inalla. She is the easiest for me to understand, and the others take a bit more knowledge and experience with the deck itself as I see it. Maybe once I learn all of the ins and outs of the deck, I can try for something a little different.
Basics
1. The deck comes with the Preset 38 lands I believe. So on this front I think I have it covered, although any land swaps you would suggest would be amazing .
2. I have a bunch of the Draw cards. I just don't think I have the ability to search my deck for the card I want(Tutor? I think thats what it is called). So sometimes I get cards that are really useful at the time, others I get Clone Legion turn 2 and effectively wasted the mana and turn it took to draw those cards. I don't know if there are cheaper cards that have this ability(Tutors are expensive if my memory serves me right).
3. I have a few of these that I use, but often find myself losing them to board wipes and targets of others spells. Any advice for this? I know I have a few bounce cards which can help.
4. I believe I have 4, and the Disk so rarely makes it to the next turn that I never get any use for it. In the 4 player games, everyone sees it and immediately do everything in their power to destroy it. One of the decks ill talk about a lot is a deck that focuses on getting as many turns as possible(Having cards like Emrakul, the Aeons Torn and Ral Zarek. In this deck, the guy has a ton of counter spells to everything I could possibly put out. What would be some things I could use to counter this in my deck.
5. I think I have this one covered? Maybe? Im still learning through experience which cards I need to remove immediately and which ones I can afford to leave for a bit(Highest mana cost does not mean its the worst ). Chaos warp though. That card has gotten me into a whole horde of trouble with the dragons deck. I get rid of something slightly useful to them and then they pull a very high cost amazing dragon that costs too much for them to get and place it for free.
Dragons pose a problem because of the cards that make dragons cost less. My opponent brings these out early on, and then proceeds to drop a bunch of dragons that I need to respond to quickly or else I start ticking down health and many other effects. I just cannot deal with them at all and I always lose. The deck has a very low skill floor and is way better suited to beginners in my opinion.
As you mentioned I never get to finish a game in a way that my opponents can't stop it. The only reason I win is because they leave me alone because they know im a weaker player, and then after they finish fighting each other I pick the scraps off and win(It's happened once or twice and is the most effective strategy for me so far.) These players always have a way of making sure I cannot play my spells or my wizards have little to no effect. I can be very effective at completely sweeping a player off their feet and leaving them in the ruin in a 3+ person battle, but after I am left to the mercy of the other players and cannot effectively pull ahead.
As for your card suggestions, I will try to look through them and see what I like and what I think will work, but of course Im new and your insight will be 100x better than anything I can come up with. Also, this group of people are really friendly and are 100% ok with printed cards if you want to try something new. Its not a competition, so any card you suggest I can print off to use as practice with these people(Someone brought in a deck of literally only printed cards to practice with before buying it to make sure they liked it). A friend of mine also mentioned something a bit ago that I just remembered and looked into. Its the combo with Inalla, Bloodline Necromancer, and Ashnods Altar, that gains you infinite mana. I see problems with this such as someone interrupting the cycle so I don't know how well this would work. So if you have any ideas that might cost a little more than cheap, just tell me, I can print the card, add it to the deck and try it the next time I play.
I was also doing a bit of research about cards that I could add in my deck before facing dragons just to counter them. I am very competitive with the person playing Dragon decks and doing something like this would give me lots of joy of seeing his entire deck just useless .
Joined: Sep 25, 2013 Posts: 14140 Location: Kamloops, BC
Identity: Male
I think the most important thing to do with a precon is to try out each commander. That way you know what direction you want to go in. Until you know where you're headed with the deck, it's hard to give advice on how to get there. Is your heart set on Inala?
*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play
Joined: Feb 13, 2018 Posts: 4 Location: United States
Identity: Male
Preferred Pronoun Set: He/Him/His/Himself
I have actually tried a few other decks. Other members of the group have let me borrow and use some of the decks they own(Super-friends, Vampires, slivers and allies to name a few. I myself actually own 2 precon decks. Draxos and Inalla. Inalla has been my favorite as of now, and has gotten the most of my playtime being the deck I'm the most comfortable with. It's not that I am unopen to other decks and will never stop with Inalla, but for now I'd love to learn more about commander and deck-building with Inalla. Thanks for pointing that out though !
Tomer also makes articles on how to upgrade the commander precons for cheap. https://www.mtggoldfish.com/articles/bu ... ry-upgrade I don't personally know how good they are, and Tomer is far from an exceptional play, but there's probably some nuggets in there.
I would certainly put in Dimir Signet, Rakdos Signet and Izzet Signet, and Dualcaster Mage is an easy high-value wizard. Trinket Mage and Trophy Mage are also easy to make worthwhile, but anything beyond that will probably depend on what you want your specific game plan to be. Your inclusions will vary depending on whether you want to assemble a lot of wizard synergies, reuse enters the battlefield effects over and over, play a lot of large game-winning spells, grind out your opponents with card advantage, or try and assemble a combo.
Joined: Feb 05, 2014 Posts: 1347 Location: Berk
Identity: Dragon
Ach, I'm sorry I didn't get back to you for so long. Alas, life happened.
Ah, so you are willing to proxy some moderately pricey cards. Some of the following may be too much $$ (although some of them are actually cheap) but it's where I would start looking for what I would personally put in my version of an Inalla deck if I were to make one. I do think you should strongly consider the first four cards for your build if you can afford them though:
Flyheight's Preferred
Cyclonic Rift <- This is quite simply the strongest blue card in commander Vedalken Orrery <- Unassuming, but do not sleep on this. It COMPLETELY CHANGES how you play your deck Leyline of Anticipation <- Same as Vedalken Orrery Panharmonicon <- OMG so dumb, just remember that if Inalla is in your command zone this won't apply to her ability to copy wizards
Pulling back a bit from what I would do I'm absolutely positive that this deck can be upgraded on a budget. Upon further examination though I am struggling to find some solid win conditions, so we'll just have to see how that goes.
Since you've made it clear that you want to work with Inalla I want to break the precon deck apart into three parts: 1)Cards that work really well with Inalla 2)Cards that function, but don't necessarily synergize with Inalla 3)Cards that just don't feel like they want to be in an Inalla deck. Keep in mind that these categories and what goes in them are just my opinion and, given time to think it through more or input from other people, I may change my mind as to which category any particular card goes into.
Now to finally get to something I know you're interested in: Dealing with those Dragons! Preferably in some wizardly sort of way, but anything will do.
You'll note that most of your counterplay against creatures that are frankly bigger than almost anything you can hope to field is removal. While I have touted the need to be careful to balance this with ways to actually close out the game I think you could benefit from a more effective/efficient/robust removal suite. No, you probably shouldn't try to cram all of these options in here, but it should give you a place to look to pick what you like.
Moving on from dealing with dragons I want to delve into wizards and wizard tribal stuff, straying towards the budget end where possible. I won't necessarily cover all the same things I did in my previous post (though I might, just for emphasis), but that doesn't mean the stuff from my previous post is no longer relevant, just changing what I focus on.
Note that not everything I list in here would be stuff that I would necessarily put in the 1) category, some will be 2).
Please pardon the lack of organization. These suggestions are still very much in the brainstorming stage. I understand if it isn't much help to you given it's just SO MUCH to look through, but I figured I'd stop here for two reasons: 1)Wasn't sure how much help would be too much. 2)I've been writing this reply all weekend and I'm just done right now. =p
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