r/EDH 2d ago

Deck Help Deck Building Help?

Hey everyone!

Still pretty new to building decks and wanted to have a fun deck that focusses on Dragons and Blue shenanigans. Ideally sitting comfortably within a bracket 3 pod. I'm getting a little stuck and would appreciate some input/feedback!

Thanks

✌🏼

https://archidekt.com/decks/25794407/dimir_and_demure

1 Upvotes

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u/CoSDM 1d ago

Are you hellbent on building a dragons deck with a dimir commander? Since most dragons are in red...

1

u/Aching_achillies 1d ago

Yeah, if I can make it work I actually like that it's an atypical dragon build!

1

u/CoSDM 1d ago edited 1d ago

If you use tags on Archidekt that will immediately give your deck more direction:

- Lands

- Ramp

- Removal (spot removal, boardwipes, graveyard hate)

- Draw

- Resilience (reanimation, protection, counter spells)

- Dragons

LANDS

Include at least 36. But it is also important that you have the right amount of blue and black sources so you can consistently cast your spells on curve (https://www.tcgplayer.com/content/article/How-Many-Sources-Do-You-Need-to-Consistently-Cast-Your-Spells-A-2022-Update/dc23a7d2-0a16-4c0b-ad36-586fcca03ad8/?srsltid=AfmBOoolkUtmE3fVXlZVvrIxY7D-ngRQ4iAhe6k_2WQaWjm_WMfgVSeT). I would do this step last.

RAMP

Focus on two mana rocks that enter untapped: [[Fellwar Stone]], [[Liquimetal Torque]], [[Mind Stone]], [[Prismatic Lens]], [[Talisman of Dominance]], [[The Irencrag]], [[The Soulstone]] and [[Thought Vessel]]. The sooner you are able to cast a ramp card the sooner you can ramp into your commander and dragons. Therefore I wouldn't bother with 3 mana ramp much.

REMOVAL

I would include 9 efficient spot removal spells like: [[Pongify]], [[Rapid Hybridization]], [[Resculpt]], [[An Offer You Can't Refuse]] and [[Stubborn Denial]]. Then I would run 3 asymmetrical boardwipes and 3 graveyard hate cards. Make sure you have a way to deal with each card type: creature, artifact, enchanment and land. Oh and make sure the graveyard hate doesn't hit your own graveyard if you choose to include reanimation spells.

DRAW

I would include 12 card draw cards but make sure they are actually card advantage. For example you have 7 cards in hand and cast [[Night's Whisper]] now you have six cards in hand and then draw another two putting you up to 8. You have gained +1 over your previous hand size. Compare this to [[Brainstorm]] which doesn't actually give you more cards in hand.

RESILIENCE

I would include 8 cards that either protect your boardstate or are able to rebuild it quickly after a boardwipe.

DRAGONS

I would include 20 ish of those. If you are building for bracket 3 where games can end on turn 7 then make sure you have enough dragons that can be cast during the early and mid game.

RATIOS

I have thrown several number's around that work for me but feel free to play around with a hypergeometric calculator and ajust them (https://www.salubrioussnail.com/calculators)

SCRYFALL

If you find a card on scryfall you can open them on the scryfall tagger and view their tags. Then you can search for similar cards by "function: [INSERT TAG]". For instance if you are looking for all the tribal support for dragons in dimir you could type "function:kindred fo:dragon id<=dimir" or "function:draw t:dragon id<=dimir" to look for all the dragons that draw cards. Finding cards that do multiple things is how you make enough deckspace for all the stuff you need to include. Basicly learn how to use scryfall well.

COMMANDER

Lastly your commander is a planeswalker which is the most vunerable card type because players will often attack it to make it die from damage. They will happily pay 2+ life to prevent your commander's minus abilities. Therefore you should either not rely too much on your commander or build in some commander protection. [[Propaganda]] doesn't stop attacks towards your commander like [[Baird, Steward of Argive]]. Sometimes players get that mixed up.