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New Duel Decks: Perception vs. Reality

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Evaluating a deck can be pretty difficult. When I build a deck, I tend to spend a lot of time doing abstract guesswork, arranging the deck into different piles on the mat: sorting by color, mana curve, and number of colored pips. I goldfish a few games just to see how it mulligans and whether the mana curve is too high and will oppress me. I agonize over the correct configuration of basic lands and nonbasic lands and generally agonize, all before I even sleeve the deck up and play a game with it. I do a lot of mental exercises when I build a deck. Then, I’ll take a break and check my messages, see someone sent me a decklist, and say, “Yeah, that looks pretty good.”

Echo Chamber
And the thing is, for all of my agonizing, I don’t have a much better idea of how much better off the deck I fiddled with for a few hours is going to play than the deck someone linked to me and I looked at on paper. Making a two-dimensional deck three-dimensional by building and shuffling the deck helps a bit (TappedOut.net has a draw-a-hand feature to help with this), but there is no real substitute for playing a few games. If you continue to camp out inside your own head, the echo chamber can really mess with how you perceive the deck to be.

When someone sends me a deck that I perceive to be on the higher end of the 75% spectrum and he or she tells me that he or she thinks he or she made it too weak and needs some help raising the power level to be able to beat better decks, it’s puzzling. Evaluating a 75% deck is tough, but my general methodology involves scanning for cards we tend to not like to run in 75% for various reasons (Sensei's Divining Top isn’t too powerful, but it’s so annoying to play against—players are calling for it to be banned in Legacy). I take another scan through, looking for synergies and cards that help the deck accomplish its aims and win conditions. Are we all in on one combo or do we have enough ways to get there? Is the player running stuff I really like to see in a 75% deck? Finally, I will think back to what he or she said about the deck when he or she sent me the list. What is the problem—or, if there’s no problem, what would he or she like me to evaluate?

I realize you don’t need to know all about my life, but this is my article, and you’re basically powerless to stop me, so strap in. I’m making a point: A lot of work goes into evaluation, and it’s still pretty tough. I don’t always get it right on the first pass, so people telling me their experiences from playing games is always a huge help. This became especially clear to me when I received a message on reddit from /u/darthcorvus.

Hey, I really like your 75% philosophy and have managed to get most of my playgroup on board as well. My problem is that I think I'm limiting myself too much. My deck runs fairly well, drawing cards and ramping mana, but it always seems to run out of steam (decklist). I usually am put out early because my ability to ramp and draw cards and the threat of unblockable creatures makes me look way more threatening than I am.

I don't think I really have much in the way of win conditions, and I think it's because I'm afraid to use most of the normal blue win cons because they all seem so oppressive and against the 75% concept. I'm in the bad situation of wanting to change up my deck, but almost every single card in my deck is something I don't want to get rid of. I'm sure the two themes I'm running with (unblockable-damage clauses and copy and steal everything) are probably too unfocused being jammed together and either would both be better off if it were the main focus of the deck.

I guess I feel that I've embraced 75% too much and ended up with something like a 50% deck, and I don't know how to bring it back up without going too far or completely starting my deck over. I'm sure you're busy and have people asking you for advice nonstop, but if you have the chance to look over my deck, I would appreciate any advice!

It’s never a good idea to limit your card pool too much, especially if it’s having a negative impact on your ability to win. Without reading too much into what he was saying before reading the decklist, I decided to see what he ended up with.

You can probably imagine my surprise when he said he was having issues here. The deck looks plenty strong. Frankly, it has a lot going for it.

Blatant Thievery
First of all, he isn’t shy about running powerful cards. In addition to considering cards like Sword of Feast and Famine, he runs Consecrated Sphinx, Cyclonic Rift, Blatant Thievery, Rhystic Study, Time Warp, and so on. Some of those spells make enemies, but all of them pretty profoundly impact the game. Running such powerful cards in a deck he said he was struggling to win with made me go into the tank. Am I just terrible at evaluating decks if he says this is too weak to be 75% and I think it’s one of the stronger decks people have sent in? Something is going on here that I’m missing, but not running enough powerful cards doesn’t appear to be it.

He has some great synergy with his commander going on. Sun Quan, Lord of Wu makes your creatures unblockable except by creatures with horsemanship, which is bad news if your opponent has a bunch of flyers and reach creatures. He runs quite a few Ophidians, so when he said he always felt that he was running out of gas, I was confused. He has plenty of card-draw and mana ramp, and he should be able to keep his hand stocked with all of the unblockable Ophidians in the deck. How could he be running out of gas?

He’s running quite a few “swipe” effects, including solid, reusable ones such as Vedalken Shackles. Stealing opponents’ guys is a great way to scale our deck to their power level and make the most of our resources. It’s also a great way to build a deck on the cheap—or so you think until you see what Treachery and Shackles go for. Still, a $0.25 Control Magic can wrangle the mighty It That Betrays just fine, which makes me chuckle. I am a big fan of these cards and ones like them in 75% builds, and it seems pretty likely /u/darthcorvus built this deck with that in mind.

My initial impression puzzled me. I decided to go back through his letter for clues.

I usually am put out early because my ability to ramp and draw cards and the threat of unblockable creatures makes me look way more threatening than I am.

Here’s our first clue. If Sun Quan is suffering from “The Rafiq Problem,” I can see a 75% struggling. You better come loaded for bear if everyone is afraid of an unblockable Blightsteel Colossus sneaking through unblocked.

I don't think I really have much in the way of win conditions, and I think it's because I'm afraid to use most of the normal blue win cons because they all seem so oppressive and against the 75% concept.

I found myself wishing I knew what he meant by that. Laboratory Maniac? Yep, probably. Stormtide Leviathan? Probably not.

I'm sure the two themes I'm running with (unblockable-damage clauses and copy and steal everything) are probably too unfocused being jammed together and either would both be better off if it were the main focus of the deck.

I think this is probably the real root of the problem. I decided to take another look at the list with this in mind. I took another look at his decklist and then wrote back.

If you're looking for a 75% win condition, steal opponents’ creatures. You're jamming a ton of unblockable stuff, but I'm not sure the triggers you're getting in mono-blue are worth it. I would cut back a bit on these cards (obviously keep Thada Adel, Acquisitor!), and maybe run a few more swipe effects.

I'm really surprised to see you're running out of steam. This seems like a fine deck to me. You have adequate card-draw to keep your hand full, and you don't run enough one-for-one removal that you need to dump your hand to put out fires. I think you're butting up against how much you can reasonably run by way of creature theft, and if you take out your own creatures, your commander becomes weaker.

In short, I don't see anything wrong with it. I don't think it's on the weak end of 75%, especially with questionable cards like Consecrated Sphinx, which I'm personally fine with but that a lot of people rue. I think you can try to run more spells you're trying to draw into with all of that card-draw and maybe a Mirari or Uyo, Silent Prophet to maximize the spells you do draw. Maybe if all you draw are more Ophidians, you can feel that your late game sucks because you're out of gas and drawing weak stuff.

Commander decks should do one unfair thing because that's how you win—not unfair such that it makes other people quit or hate your deck, but unfair such that it helps you be good enough to win. Stealing opponents’ dudes is unfair, for example. What are you doing besides hitting them with unblockable dudes? If that's what you want to do, why not run Blightsteel Colossus or something with better hit triggers? Thada Adel is a shoo-in, but what about Scroll Thief? Is that good enough for Commander? If you want to focus on hitting opponents with unblockable dudes, I would focus on having creatures that make hitting them worth it. Creatures with prowess? Sword of War and Peace? Grappling Hook? If your shtick is hitting them with creatures they can't block, make hitting them worth it. Ophidian is great in a 20-life format in which you don't have Consecrated Sphinx. How worth it is hitting opponents with it in Commander? I think the power level is perfect, but you're right: You do need to focus it. What do you like most about the deck? Answer that question, and maximize how often you do that thing, whatever it is.

Scroll Thief
I think, over the course of writing my reply, I figured it out. He wasn’t running out of cards, he was running out of relevant cards. Drawing someone’s ire by hitting him or her with Scroll Thief and Ophidian is a losing proposition if all you accomplish is that you bring him or her down to 38 life and you draw an Island and a Neurok Commando. /u/darthcorvus agreed that he felt that his late game was a tad weak and drawing a Scroll Thief late felt durdly.

The deck looked solid on paper to me. There’s a decent amount of mana, good card-draw, a nice mana curve, and some great utility creatures, powerful spells, and scaling spells—this list appeared to have it all. My perception was that the deck was on the powerful side of the 75% spectrum. Having played several games and suffered from being focused and dogpiled as well as having durdly late-game draws of just more Ophidians, /u/darthcorvus felt the opposite—he just wasn’t winning, and he perceived the deck was on the weaker end of the spectrum. And part of his problem stemmed from playing with a group that perceived a 6-mana 4/4 creature as an existential threat.

Is the deck on the stronger end or the weaker one? I suspect Darth and I are both wrong and the answer is somewhere in the middle. He’s too close to be objective, and I’m too far removed to be invested—maybe. I do know that we seem to have gotten to the bottom of the case to an extent.

Since I do this kind of thing from time to time in this series, how would I improve the deck? Can we keep the power level the same but improve the win percentage?

Ninja of the Deep Hours
I made a few superficial-feeling changes, but I see the agony in cutting things that the deck’s creator was talking about. I found a few creatures that had better on-hit triggers than merely drawing a card. If all any of them do is draw a card, Coastal Piracy and Bident of Thassa scarcely matter. A lot of blue on-hit triggers are milling cards (Raven Guild Master is the best casual staple that’s useless in Commander), so I had to look hard, but I found a few, such as Living Lore, that could be a lot of fun. Cephalid Constable was already in the deck. But why stop there? I added Grappling Hook to make sure we wreaked a lot of havoc and generated double triggers and maybe made our swings have a bit more of an impact. I cut Spellbook, which may need to go back in for all I know. I cut and re-added Ninja of the Deep Hours. His synergy with Frost Titan and various other creatures that have enters-the-battlefield triggers was worth it. Smashing someone for 10 with Draining Whelk and then bouncing him to ninjistu to recast him again later seemed non-trivial. I cut Thieving Magpie. Not everyone will be happy with that cut, and maybe that’s why I did it.

I’m sure a lot more could be done to the deck to tune it, but I’m not sure how it’s playing right now. I perceive it to be better than when I started meddling, but that’s hard to know, isn’t it? I think making a few changes and sallying forth and jamming some more games is the ticket—and maybe do it with a group that won’t dogpile us right away for no good reason. Three-on-one can be tough whether or not you’re playing a 75% deck.

What do we think? Have a story about how your perception of a deck didn’t exactly jive with reality? Should I have gotten in there and made some profound changes to this deck or is it good where we landed? Is it best left up to the original designer? Did you click on this article by accident and regret it? Leave it in the comments section. Keep sending me your lists, and we’ll be back next week with another exciting installment.


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