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Decks like “Ladies Looking Left” or “Chair Tribal” or “Mono-Red Samurai” - full of a whole lot of flavor, but almost nothing else. Other decks of this type tend to be gimmicks or “theme decks”, created by a more enfranchised player as a form of self-expression. Some may be monstrosities containing 65 random green creatures and 35 forests, or “troll decks” containing 5-drop removal spells and Divinations with literally zero win-con. Their curves are nonexistent, their decks are incoherent, and their cards are unsleeved. Whether from inexperience or lack of funds, many players of EDH have decks that are barely functional - containing little more than draft chaff and starter-pack rares. As such, I have decided to try creating my own classification system for EDH decks:Įveryone was new to EDH at one time. It would also be good to have a metric for discussing certain cards or deck-archetypes.
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However, a good way to classify EDH decks is needed in order to better communicate what kinds of decks you are playing to the rest of your pod or playgroup so everyone can have an enjoyable experience. Most people tend to classify EDH decks as either “Casual” or “Competitve”, but the divide between the two is both subjective and blurry. However, not all EDH decks are created equal - the possible disparity in power level between any two EDH decks is potentially as large as the difference between a bad draft deck and a tuned Vintage deck - and any sort of deck in between. A deck builder can build almost any kind of deck imaginable - from the typical control, combo, aggro, and midrange decks to decks like Stax, chaos, pillowfort, and anything in between. congrats you just melted two opponents.It is no secret that EDH is a very diverse format - probably the most diverse format out there. fire off fall of the titans for x = 18 flashing back increasing vengeance for triple damage(two copies). flame rift, copied with increasing vengeance. or.some chain of copied spells and wombo effects. Ideally in neheb, you engineer a situation where you generate something on the order of 15-20 mana. that enhance what you already want to do. even consider guttersnipe and thermo alchemist. What works best in neheb, is wind up and explosive turns. a la mana barbs, spellshock, sulf vortex. Imho you want to avoid generic dinger effects. flame rift, chandra's ignition, and not sure on the cost, although i know it got reprinted.
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And although it is getting to the $25 range, ] is an absolute must have in any Neheb list, as unanswered it leads to infinite combats steps. I would look to include more X type board wipes, ] and ] are two great ones, as X for 5 can usually wipe the board and have better utility than ].įor definite includes, ] and ] are absolute studs in Neheb. Extra combat spells are also Neheb’s bread and butter, as Afflict 3 will result in minimum 6 extra mana that turn. ] does a lot of work in Neheb, letting any extra mana you have floating stick until your next turn. Neheb creates big mana splashy turns, so some big bombs should be included for creatures to match. Personally it feels like your deck is going a bit in the group slug direction with your selection of creatures, which usually would go better with ] as the commander. I’ve built and dismantled Neheb, just for its pure power within my playgroup, however a very fun commander.
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