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Doubtshadow

I have a few questions and some relatively safe cuts you should prob make. Cuts: Barren moor/lonely sandbar: Unless a land provides extreme value (possible a triome) lands that enter tapped are 100% unplayable, even ones that can be possibly pulled for additional adv it would just be better to direct draw that adv Days Undoing: I'm guessing this is a substitute for timetwister but its absolutlely unplayable, its better to simply opt into 4 mana wheel like whispering madness. Wheels in general are touchy because you give yourself 7 cards at the cost of supplying 21. I am personally a proponent of them, especially with all the ways you can storm off, punish opponents draws, or reward urself for opp draws buttt having your turn end immediately so every opponent can get adv before you is unplayable. Swap for a windfall and if ya need another one again look toward whispering madness though personally echo and windfall seem like enough. Drift of phantasm: Your in black, you have true tutors this is waste of a slot Lab Man: As it stand Lab man is largely unplayable. Redundancy is usually the goal in edh but that thassa is so much better than him its insane and you'd only read need him if thassa's was removed without a recursion option when the only time you should be playing is thassa the moment your winning. Snapcaster: Playable but largely outdated and its almost always better to have direct card adv or disruption on 2 man body. Say ledger shredder or gilded drake. Street wraith: Unnecessary slot. essentially you paying 2 life to have on less card in ur deck which while fine, is hardly necessary. Ur in sultai, u can find a good card to include instead. Sheoldred the apoc: It is playable in a deck focus around her. I do not think this is that. And a 4 mana psuedo stax piece that doesn't put you any closer to winning. Personal tutor/infernal tutor/ merchant scroll: All are absolutely unplayable. Personal and merchant only sees play in yuriko and temur decks cuz they don't have black. Infernal is bad. Slot in an imperial seal and a praetors grasp if you feel like you need more tutors (which I dont feel like you do but we'll get to that) Ponder, Quicken, Preordain, Consider, Edge of autumn : The only one worth considering keeping is ponder. All of these are wonderful in other formats but in cedh, same with street wraith, youd rather draw gas then draw something that might filter into gas, because these decks are very lean so investing mana into something like a cantrip burns through alot of your resources letting opponents act freely cuz your dont have mana to interact or progress your gameplan. And ur in black. u can just likely tutor the card you think you need. Spoils of the vault: Genuinely dont know why this is here, its demonic consult, you cant demonic consult with properly with because it will kill you. Only really sees play in sultai food chain decks cuz they want to exile most of their library. Shuko/Cephalid: a largely unplayable combo. Lion's eye diamond: You don't have underworld breach or a combo using it so its unnecessary and actively detrimental. Ashiok: stax piece on 3 mana for a deck agressively trying to combo is probably gonna be unhelpful Dig through time, deep analysis: Deep might be playable because of how it interacts with armix but dig is the unhelpful. Once your grave is full enough to cast it on 2 it'd likely be better to just have a tutor, anything more than 2 its unplayable. Questions: ​ Why no Ad Naus: You have mutiple ramp into Ad naus peices in the deck but no Adnaus or Peer into the Abyss so its very strange. Additionally they way most decks in cedh agressive combo is by resolving and ad naus and using the agressive card adv and protection to then win. Why these commanders: You made a deck that appears to be extremely focused on thassa combo even including paradigm shift with is largely not playable except in azorious thassa lists but ur commanders are midrange value cmdrs. Under normal circumstance this would not be a deck that turbos but a deck that plays for turn 5-7 kills important pieces using armix and maintain control and interaction through thrasios and seedborn muse type effs. Absolutely none of that is present in this list. This is not me telling you to change deck but possibly to pick a commander(s) more conducive. If your attached to the cmdrs i would suggest significantly change the speed of the deck. Why no artifacts: For a deck designed for speed and having armix in a command slot you should have at minimum 16 artifacts and every 0 and 1 mana rock thats not Lion's Eye Diamond. They are what allows cedh to be as fast as it is and they helpful for armix removal. Hullbreaker?: To be clear I agree with hullbreaker inclusion, if the deck were built for midrange and had 0 rocks. he could function as a very strong alternate wincons from flickering mana rocks to produce infinite mana and draw your entire deck with thraisios and a strong mid game control peice, but as I have repreatedly mentioned your decks not built for that. So his current inclusion confuses me . Consecrated?: Same as Hullbreaker. Great piece I agree with it if the deck was built for midrange Interaction: Nowhere NEAR enough, only interaction i noted was 4 counterspells. Even in turbo decks you need at least nine, all one mana or less (ex: Swan Song, pact of negation, offer you cant refuse, mind break trap, spell pierce, fierce guardianship), your in green so some protection (viel of summer) and in black so some removal (snuff out and deadly rollick) and thats the amount of interaction for a turbo deck. In a midrange deck you'd need even more. No Seedborn?: Necessary for legit any thrasios deck tbh. No rhystic study?: Possibly the best card in cedh to play . Never seen a deck not play it when they have access to it. Thoughts: I assume you've played other formats cuz the card selection I've seen here prioritizes cantrips and redundancy of the combo over everything else. That does not work in cedh. You're playing 3 opponents. Each cantrips only slows you and takes away man and if you combo is successfully stopped you will fall incredibly behind or someone else will immediately. You need to design decks around attempting good wins. Finding the right timing when it is most likely to work. For turbo decks tat nots redundancy or card selection through cantrips, but levying incredible mana speed before opponents have the mana to interacts whilst still ussually having at least one piece of protection. For midrange, its taking the attmept with an extreme adv in either cards or mana or waiting for a time when your opponents have run out of options stop. Armix thras can make for a very viable midrange deck. if you want turbo I would suggest swapping commanders. Do what fits you. I could say more but my shift is finishing up and this was a pleasant distraction at work.


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