Building My First Commander Deck

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{"ops":[{"insert":"Hello! I am a new player and I am in the process of building my first ever MTG deck. I chose the Commander format and Olivia, Crimson Bride as my commander. It's based loosely on bringing back creatures from my graveyard as well as life gain, with mostly vampires as my creature type. I am looking for some constructive criticism and some advice on mana curve. I'm nearly done with assembly and am preparing to add my lands. Thanks to anyone who takes a look at this!\n\nhttps://archidekt.com/decks/2167483#Bloodsoaked_Reanimation\n"}]}
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{"ops":[{"insert":"First, I'm going to recommend you play this deck as is. The best thing you can do for your deck building is get reps with your decks. Have an honest rule zero conversation before the game. A good play group will give you the opportunity to operate the deck as intended without going to easy on you. In game or after, get feedback from the other players on your card choices and your play choices.\n\nSecond, here is a general guideline for deck building: Every card in your deck should do one or more of these things:\n1. Give you a resource such as mana or card draw.\n2. Contibute to your deck's strategy.\n3. Interact with your opponents, usually in the form of removal.\n\nI see a lot of cards in your deck that don't do any of these, or don't do them very well. I suspect you're probably running a lot of these because they are the cards you own. Nothing wrong with that. Play with what you've got; put in your reps and learn to evaluate cards as you play them. \n\nWelcome to the the game and format.\n"}]}
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jobroskie avatarjobroskie
{"ops":[{"insert":"I know this is from a while ago, but I have been looking at your decks, especially the Olivia one, and I really think you should try making custom groups for your cards. Create a group for card advantage, one for removal, and one for ramp. You need to do all of these things every single game. I would try to have 10 of each personally. Also it feels like you have too many lands. I tend to run 35 and that works fine for me. I feel like having 35 lands and 5 mana rocks is better than having 40 lands.\n\nIdeas for these categories:\n\nCard advantage:\n"},{"insert":{"card-link":"Phyrexian Arena"}},{"insert":" just got reprinted\n"},{"insert":{"card-link":"Valakut Exploration"}},{"insert":" is great in red\n"},{"insert":{"card-link":"Outpost Siege"}},{"insert":" is a staple\n"},{"insert":{"card-link":"Necropotence"}},{"insert":" if you have the money is the best draw spell in magic\n"},{"insert":{"card-link":"Erebos, God of the Dead"}},{"insert":" is a staple\n"},{"insert":{"card-link":"Greed"}},{"insert":" is a solid budget option\n"},{"insert":{"card-link":"Dockside Chef"}},{"insert":" is also a solid way to turn blood tokens into cards from the new set\n\nRemoval:\nI actually think you have too much removal, and a lot of it isn't great. You want things that straight up remove creatures, enchantments or artifacts, preferably multiple of those.\n"},{"insert":{"card-link":"Chaos Warp"}},{"insert":" is the red staple since it hits everything\n"},{"insert":{"card-link":"Feed the Swarm"}},{"insert":" is one of the few ways to destroy enchantments in rakdos\n"},{"insert":{"card-link":"Vandalblast"}},{"insert":" is too good not to play\n"},{"insert":{"card-link":"Terminate"}},{"insert":" can also be a good budget choice.\n\nramp:\nhere you want all the rocks. In 2 colors mana fixing isn't a huge problem so colorless rocks are fine\n"},{"insert":{"card-link":"Mind Stone"}},{"insert":", "},{"insert":{"card-link":"Liquimetal Torque"}},{"insert":" , "},{"insert":{"card-link":"Thought Vessel"}},{"insert":" are all solid options\nYou should have "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and "},{"insert":{"card-link":"Arcane Signet"}},{"insert":" in every deck. I would seriously consider buying the Crimson Vow commander deck Vampiric Bloodline to fill these out and get some dual colored lands.\n"},{"insert":{"card-link":"Dockside Extortionist"}},{"insert":" is amazing if you have money to throw away\n\nI see you're trying to play cards from standard sets, and if you're just playing casually at home this is absolutely fine! but commander as a whole is a fairly high powered format since it allows for cards since the beginning of magic. Standard legal sets are designed to not be as powerful, and only a couple of cards will every be good enough to break into the overarching commander meta. If you play at an LGS I expect people to play fast and strong, so to compete there you might need to tune up your deck a bit and get its power level a little higher, but it all depends on the meta you're playing in.\n\n"}]}
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