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Hugged to Death

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Try and think of a way to build a group hug deck that isn’t 75%. It’s not easy, is it? A great deal of the card advantage you generate is symmetrical, benefitting the entire table. The same goes for the preferred methods of mana generation, threat elimination and life gain. You draw cards by drawing everyone cards. When you build group hug, a Prosperity is just as good as a Stroke of Genius. Which tenet of 75% deck-building are we violating with a standard group hug build? I’m having a hard time coming up with anything. Remember our 8 simple rules?

  • Scalable spells help tailor your cards to the power level of your opponents' decks.
  • Always start weak and improve the deck — never weaken a better deck.
  • You can skew toward power provided you skew away from consistency.
  • It is better to punish everyone equally for doing something rather than prevent someone from doing it.
  • Building around a theme will keep the power level from skewing too high.
  • Imposing limitations encourages creativity and promotes balance.
  • Do what you need to do to protect the execution of your strategy.
  • Try to vary the game experience, and build with multiple paths to victory in mind.

Phelddagrif
Looking at this list, it’s hard to see a way we won’t build our group hug deck 75% every single time without even meaning to. That said, I have a few ideas and I’m excited to pursue them on paper and see if we wind up with a pile that does something. But before we go off all half-cocked and start brewing, we need to realize that there are pitfalls beyond merely violating our 75% tenets that we need to be aware of. For example, it’s possible to follow all of our rules and still end up with a deck that isn’t 75% because it’s terrible, and the best way to make a deck that’s terrible is to build a deck with no win conditions.

If we’re building a Phelddagrif deck, for example, how do we, you know, win? The not-losing part should be fairly trivial — a combination of engendering goodwill from our podmates and protecting ourself with a delightful marshmallow coating of protective enchantments should be more than sufficient. However, not losing is not the same as winning, unless everyone else doesn’t not lose somehow, I guess. Since we can’t rely on everyone else dying mysteriously, we should look at some ways to make that happen.

Helix Pinnacle
There are a lot of ways I’d personally like to take the deck and it’s hard to know exactly how I’d end up if I built this deck and pursued it. One very attractive win condition for a deck like this is Helix Pinnacle. Since we already plan to play cards like Heartbeat of Spring and Rites of Flourishing, having a sink for our excess mana seems important. Sinking it into a fun win condition that they’ll have a bit of a tough time dealing with seems like a no-brainer. I also think with all the life we stand to gain, we’ll want something like Felidar Sovereign, Test of Endurance or both. These are sort of “Ooops, I win!” cards but that’s fine since it only feels like it’s too easy to win with these cards in this deck because we’re already doing the things that cause us to win with these cards (generating hella mana and gaining hecka life) anyway.

A 75% way to win games of Magic: the Gathering is to use their win conditions against them. In fact, I decided we can narrow our card pool significantly and therefore force us to be creative (this is an important tenet of the 75% method that even I overlook) by not including any creatures of our own. This means no Felidar Sovereign, but it also means we can Wrath of God with abandon and we can also scale our deck’s ways to kill them to their power level. If they’re going to play a Consecrated Sphinx, it’s fitting that they should lose to one. Stealing their permanents is what we’re all about and while it’s somewhat silly to rely on our opponents to provide us with a win condition, it’s insane to act like none of them ever will. Oh, they’ll give us something to beat them with. And when they do, we’ll oblige them.

Let’s look at the deck and talk about what I did special to make this the best 75% Phelddagrif deck I could afterward, shall we?

Tell me about the rabbits, George ? Commander| Jason Alt


Reito Lantern
Do you notice anything right off the bat? There’s no real way to gain life. The more I cut and refined, the more I realized that the lifegain cards weren’t really worth it. If this were Oloro, Ageless Ascetic pillowfort or something like that then Test of Endurance might make some sense but as it is, I’m not convinced. We don’t have creatures and weren’t going to run Felidar Sovereign either way so it’s not much of a loss. The space we freed up let me toy with a few other things I think you’re going to like if you’re a fan of either group hug, 75% or both.

First of all, I included some graveyard hate in the form of Reito Lantern and Rest in Peace. These not only prevent oppressive graveyard-based strategies from pulling ahead but in the case of Rest in Peace it also makes cards like Web of Inertia and Energy Field much better (or playable, in the case of Energy Field). Lantern is still a good way to spend your mana, though and I think you’ll find it useful, especially if you don’t want to get milled out like everyone else.

Prosperity
Are they going to get milled out? We hope so! Skyscribing, Prosperity, Minds Aglow, Fascination — these cards all look like you’re doing them a favor and drawing them some extra gas until they realize their library is dwindling and you are showing no signs of relenting. Howling Mine, Font of Mythos, and Forced Fruition accelerate their collision course with oblivion. Ask not for whom the Temple Bell tolls, it tolls for thee. This is one very easy way to kill everyone and initially, they’re going to thank you for the extra cards.

Stealing their stuff is a great way to cope with the 0 creatures of our own in the deck. Expropriate, Bribery, Confiscate — the list is actually pretty lengthy because I want to make sure we have enough swipe cards that we can steal enough to mount an offensive. We should, and cards like Chamber of Manipulation can swipe multiple different creatures, letting us block very aggressively if they can manage to attack around Propaganda, Norn's Annex, Sphere of Resistance, and Crawlspace.

What do we think? Do we have enough win conditions? Is it folly to eschew our own creatures when we can cut back on Wrath effects a bit and run powerful creatures like Selvala, Explorer Returned Blue Braids and Magus of the Vineyard? Is this deck a pile? Leave it in the comments section. If we have to do a second draft of this deck in the coming weeks to end up with a list that’s capable of winning 1/x games, I’m willing to take a second look at this after some feedback. As always, it’s been a pleasure and we’ll see you back here next week.


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