{"ops":[{"insert":"i have an opponent mill deck that is home brew. not a precon or a changed up precon.\n"}]}
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{"ops":[{"insert":"what archetype do you want to play? if you don't have one yet, what color? if you want a very general idea about how many draw/ramp/removal you need having a commander is a good start. but generally you need about 15 cards that draw more than one card, about ten pieces of single target removal and five pieces of mass removal, 15 pieces of ramp(not including \"rituals\" that only give mana for one turn), and 40 lands. this still leaves about 15 cards for nonspecific things, like cards that do nothing on thier own, but boost your deck indirectly, such as a instant that doubles your tokens. but again, the commander and theme may change these numbers. for example: an aristocrats deck usually needs a little less ramp,and more draw, whereas \"stompy\" (playing big creatures) usually need more mana and less draw. my first commander was wilhelt, the rotcleaver. If you are interested in zombie tribal that might be a cool commander, but I can reccomend based on other commanders too. lastly, If you want to get a paper copy of your deck, playtest it first in archidekt so you know what cards to actually buy.\n"}]}
Edited 3/4/2025, 2:48:12 PM
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