Sunday, July 6, 2014

Solving a Puzzle: Building a Commander Deck

Imagine going to a thrift store and buying a unlabeled box full of puzzle pieces. You can see the individual pieces, and you might even have an idea of what the puzzle will be be when you finish, but you're not exactly sure what's going on when you start.

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Building a Commander deck is like that.

Usually, I get a deck idea from thinking about a few card interactions, a new card coming out, or a Legendary creature that would make a slick Commander. From there, I start searching and making a list of cards.

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Initial list size? 250+ cards, easy. We've all been there. It's just a box of cards at that point. By the time the list gets pared down to the legal limit of 100 cards, there's card wreckage everywhere. Heck, most of the sweet cards I pulled get left behind. "I'll build another deck, just for these cards." At least, that's what I tell myself.

Okay, I've got my 100 cards ready to shuffle up. But the puzzle isn't really solved. I'm still not sure what it is until I've played a few games with it. Smash face. Get smashed. Do it all over again.

Academy RuinsOmen Machine

"Oh, I didn't see that interaction when I built this!" Sometimes, my subconscious throws fun little synergies into my decks for me to discover later as I play. Sometimes, I just get lucky. But, the more I play with a deck, the more the cards start to make sense together. Swap this. Cut that. Someone suggests something awesome I haven't thought of. That goes in.

The deck is taking shape now. The puzzle is mostly solved. This deck is just about what it is. This is where things get tough. What do I cut?

The short list consists of a handful of cards that I know - just know - need to be in the deck. But, what do I cut to fit them in? If I rip this card out, it ruins a certain synergy or line of play. It slows me down or speeds me up. It mangles the curve. Or, it starts to turn into a different deck. Oh boy, that's a problem I run into a lot. Over time, a deck focused on one thing morphs into an entirely different deck. Not better, just different.

I try to make notes about what the deck is so that it doesn't veer too far off course. "There's lots of ways to build a blue / black deck, but this blue / black deck is about milling cards." That sort of thing keeps it from turning into some other monster.

MurderHero's Downfall

Occasionally, there is a flat-out upgrade to a card I have in a deck. Those cuts are easy. Murder --> Hero's Downfall. But wait! Maybe I need Murder and Hero's Downfall. Doh! Usually, the cut is much more difficult because it means diluting one aspect of the deck to put some other effect in.

Vedalken Orrery

For example, my mono-blue Thada Ramp deck wants the effect from Vedalken Orrery. Playing nonland cards at instant speed is bonkers. The effect of the card is worth a slot because when it's in play, it warps the rules of the game in my favor. It opens up a lot of technical plays. But, I'm not sure what theme I want to weaken to jam it in. Do I want less creatures? No. Do I want less ramp? Hell no. Libary manipulation? Jeez, it seems like I need that or the deck turns into some other monster.

The puzzle is (mostly) solved. But those last few pieces are a real problem to fit in.


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