Beginner with beledros witherbloom

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EASTONR123 avatarEASTONR123 9 months
{"ops":[{"insert":"I’m looking to build my first commander deck and would love some advice building it around beledros as my commander. any advice is appreciated!\n"}]}
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Stochasty avatarStochasty 8 months
{"ops":[{"insert":"Let's start with the simple stuff: "},{"insert":{"card-link":"Beledros Witherbloom"}},{"insert":" is a 7-mana Commander that creates Pest tokens on end step and allows you to pay life in order to untap your lands. That immediately suggests three primary goals for your deck-building strategy. Goal #1: get to 7 mana as fast a possible. Goal #2: have enough life to pay for Beledros's ability at least once. Goal #3: have something useful to do with the extra mana Beledros provides. There's also a hidden Goal #4: survive long enough to accomplish goals 1, 2, and 3. Every card in your deck should, in some way, further one of those goals. I'll go through each of them in order in subsequent posts.\n"}]}
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Stochasty avatarStochasty 8 months
{"ops":[{"insert":"Goal #1: get to 7 mana as quickly as possible.\n\nThis goal is of paramount importance, and how well you accomplish it is going to go a long way towards determining how powerful your deck is. It's also going to be the primary factor in determining the deck's budget, since high quality mana bases are expensive. The majority of cards in your deck should be focused around this goal.\n\nThe first part of this goal is your mana base. 7 mana is a lot, but with a few ramp spells you should be looking to get there reliably by about turn 5. This means you need to guarantee land drops for your first 5 turns. To do that, you need to be running upwards of 40+ lands. You'll want as many of them to be untapped duals as possible, up to budget considerations.\n\nThe second thing to consider is your ramp spells. You don't want to rely solely on lands getting you to 7 mana, since you'll be dead by turn 7 in most games. Mana rocks ("},{"insert":{"card-link":"Sol Ring"}},{"insert":", "},{"insert":{"card-link":"Arcane Signet"}},{"insert":", etc.) are fine here, and are auto-includes in most decks. Additionally, your Commander cares about lands, so you'll want to focus on ramp spells that help you put additional lands in play, such as "},{"insert":{"card-link":"Nature's Lore"}},{"insert":" or "},{"insert":{"card-link":"Three Visits"}},{"insert":". There are a lot of these types of cards to choose from, so some considerations when making your choices: spells which put lands on the battlefield are good. Spells which put lands into your hand are much less good. Prioritize cheap ramp which fetches single lands over more expensive ramp that fetches multiple lands - you want to cast your ramp spells as early in the game as possible, even at the cost of putting fewer total lands into play.\n\nOther good sources of ramp include cards which let you break the \"one land per turn\" rule, such as "},{"insert":{"card-link":"Exploration"}},{"insert":" or "},{"insert":{"card-link":"Azusa, Lost but Seeking"}},{"insert":". The drawback of these cards is that you'll eventually run out of lands in hand, so they're typically only helpful for a turn or two after you cast them (unless you have a good source of card draw and can refill your hand quickly).\n\nLastly, there are a few cards which double as both ramp spell and win condition, such as "},{"insert":{"card-link":"Cultivator Colossus"}},{"insert":" or "},{"insert":{"card-link":"The Gitrog, Ravenous Ride"}},{"insert":". These are great cards to include, since they fulfill multiple purposes in your deck.\n"}]}
Edited 5/6/2024, 1:21:17 AM
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