facebook

CoolStuffInc.com

Star Wars: Unlimited Spark of the Rebellion available now!
   Sign In
Create Account

75% – Overperformance

Reddit

Roon of the Hidden Realm
You thought you did everything right. You don’t have many tutors or similar cards that would make your deck too consistent. You tried to mostly include cards that would scale to your playgroup, and you built with a theme in mind, hoping those restrictions would help scale back the raw power of the deck, forcing you to win through synergy, skill, and a bit of luck. You sleeved it up in eager anticipation of Commander Night, and when the big reveal came, something was wrong. You annihilated everyone. You won X – 1 ÷ X games where X is the number of games you played. People in the group are starting to look at you sideways. You clearly need to tone your deck down because it’s not quite 75%, but how can that be? You thought you did everything right.

I had a conversation this week with Commander writer Jason Rice. Jason has started penning a series called Unified Theory of Commander that I think is very interesting and that has started a lot of great discussions online. We were discussing me shipping him a Hazezon Tamar so he could build a new deck. “I need something a little jankier in my portfolio,” he said. “Saturday night, I played a couple of games, and my Roon of the Hidden Realm deck just absolutely went off.”

I don’t know that there’s anything wrong with going off, but he elaborated. “Someone tried to Pyxis of Pandemonium the table, but I already had Sylvan Library in play, so I just kept putting strong enters-the-battlefield effects on top. Then, when he popped it, I went infinite and ended the game. ‘Oh look . . . Deadeye Navigator, Palinchron, and Venser, Shaper Savant all got exiled. How did that happen?’ So I tried to tone it down in the next game by playing my 75% Slivers deck that you featured in that article . . . only to hit a Primal Surge for half my deck.”

“I think next week I'm just going to play my 50% Kemba jank deck and lose a little bit.”

Primal Surge
This got me thinking. Is the 75% Slivers deck too good? Or was the Primal Surge in there almost for LOLs? Sure, when you hit it, you’re going to go on a rampage, hitting a ton of cards off the Surge and putting a ton of Slivers into play, which will cause them to magnify each other and make everyone else at the table a little upset. But is chaining his Roon deck into a 75% Slivers deck and still winning indicative of a power-level disparity for the group?

“I don't want to get a rep as a face stomper try-hard. I like the variety of the decks I get to play at my shop.”

Last week, we decided that if you knew what to expect from your normal group, it wasn’t necessary to jam a 75% deck. However, that’s not to say a 75% deck shouldn’t be fine for that group. Wasn’t that the entire point of this project? You can build a deck for casuals and build a deck to take on try-hards, but isn’t it good to have a deck that works for both? Is the only way to follow up a few wins strung together to play a durdle deck with the express purpose of letting them pull your pants down, lest ye be branded a try-hard and exiled from the lunch table?

How do we deal with stringing a few wins together, and how big a sample size is big enough?

I had all of this in mind when I revisited an e-mail I was sent back in early May from a reader named Laurent Lignon.

Hello Jason,

I've been reading your column at Gathering Magic since you came with the idea of 75% Commander, and I noticed that you said once that Voltron wasn't very 75%-ish.

Which is true IMO—unless you tweak it a bit.

I strictly play the usual multiplayer version and despise the French Commander variant (one-versus-one) which is, IMO, just a disguised Legacy in other clothes (I play it only when there's no other choice for me, and generally, I don't enjoy it).

This said, here comes my problem. Of the ten or more decks I have (I also play Pauper Commander, which is damn better in one-versus-one), there's one I'm especially fond of: my Autumn Willow deck.

Why Autumn Willow? Because I love Homelands (no shame) and because green was the only color left I was not playing when I've built my first three decks.

The goal of the deck was quite simple: Build a big Autumn Willow, and strike whoever was looking at me the wrong way. Plan B (which more than once turned into Plan A) was to keep a low profile, put in play a lot of tokens (Wolves, Snakes, Cats, etc . . . I didn't care as long as there were more than ten of them), and suddenly strike on all players at once through a Craterhoof Behemoth or a similar thing. On the day I ended a five-player game through a combined 1,095 of trampling damage on four unsuspecting friends, I knew that something was wrong.

And I've stopped playing the deck. It was too efficient—way too efficient for my own good and the pleasure to play with friends. But I like Autumn Willow, and I want to play her as my commander. I just don't have any idea on how to reduce her from 100% to 75%.

So, I'm turning to you for some help: Could you help me in having Autumn Willow come back at the table, with the pleasure to drive her in a 75% way? I'm not necessarily asking for a full list, but more like ideas—I've browsed Gatherer, tried many styles (land-matters, full Voltron, full tokens, etc.), but I never found something that has really caught my attention.

Thanks in advance,

Laurent LIGNON

(Into the Wilds used to be Rowen.)

Craterhoof Behemoth
Does this deck look too consistent or powerful to anyone? I see a lot of cool ways to win, but I see an awful lot of durdle cards, too—and not a lot of ways to draw them consistently. I see Hurricane, not Harmonize. I see Jayemdae Tome, not Sensei's Divining Top . . . Strata Scythe, not Scroll Rack. I see a perfectly 75% green deck with a fun, durdly commander and a few powerful, splashy cards such as Craterhoof Behemoth that do what we want cards like that to do in a 75% deck: shut things down. If you’re doing 1,095 tramping damage, it’s because no one else is doing anything. There are no sweepers, counters, or other disruption spells going on, and there is a big, stupid ground stall. A 75% deck needs to be equipped for situations like that because you’ll need that kind of muscle to beat tuned decks.

Has Laurent’s deck been overperforming? That is the real question. It sounds to me like Laurent thinks so, and his playgroup may even think so (I can scarcely blame anyone facing down 1,095 damage for thinking that way), but are they right? Or is the deck overperforming because the rest of the group is underperforming? Remember that the commander is Autumn Willow, and this is ostensibly a Voltron deck of sorts. Token swarm is only Plan B. It sounds like the real issue is that the rest of the group can’t deal with a guy just farting out tokens for many, many turns and then using Craterhoof as a coup de grâce.

You have no choice sometimes but to jam a bunch of games. Are you going to trample for 1,095 more than 1 ÷ X games? Fewer? Are you going to Primal Surge for infinity often? How often will you have Venser, Deadeye Navigator, and Palinchron? Tooth and Nail isn’t inherently bad, so how often does it have to appear to be considered too often?

There is no choice, folks; we need to jam games. Laurent’s deck may be much more powerful and consistent than I am crediting it for because I have not seen it in action. Jason’s Roon deck may need significant modification to make it a 75% deck, and that’s not even a way to build a 75% deck that we want to pursue. That Sliver deck we made together may be super-bonkers and unfair. Or the heart of the cards may have been with Jason that night, and I may have balanced him karmically during my Commander night, watching my Mayael the Anima deck give me zero eligible creatures with Illusionist's Bracers on it! That’s two triggers! Are you telling me I had no fatties in the top ten cards of my library!? Is my Mayael deck poor or is it underperforming? Given the situation I encountered the other night, when the guy who borrowed Mayael spit out an It That Betrays, improbably, on turn four, I’m going to go with “the deck just doesn’t like me.” And, sometimes, your deck will like you. That doesn’t mean you should weaken the deck and take out your favorite combos. That’s a bit like throwing out the baby and keeping the bathwater. And no one wants a bathwater deck. The whole reason we started this project was so we could have reasonable decks that didn’t make casual groups miserable.

Autumn Willow
It’s been established that I like to supply my Commander-group friends with better cards, both out of a sense of wanting their decks to improve and also because there is financial incentive to do so. It’s a niche I like to fill. I would advocate jamming a few more games with Autumn Willow. What’s the real issue? Is it your opponents not having access to Blasphemous Act or Decree of Pain? Or is the deck just that good? There is no need to overreact and start ripping a deck apart after an evening of overachieving, especially if the best solution is the rest of your group stepping its game up. If you play with them often enough that they say, “Please, no Autumn Willow”—they would say, “s’il vous plait,” I guess—“Laurent! It’s so consistent and wins on turn three like clockwork!” you are playing with them often enough to abide by our last axiom: If what you want is a deck to play only against the same group every week, a 75% deck isn’t what you want.

I don’t have all the answers, but I will tell everyone you need a big sample size before you take a paring knife to your deck meat. Get your games in. Is the deck really consistent or are you getting lucky? Is everyone else durdling? Is everyone drinking and watching the World Cup and not paying attention when you play Waiting in the Weeds for twenty? If the deck is just overperforming some nights, leave it alone. Decks are 75% because they’re not 50% and you’re going to win more than 1 ÷ X games a session sometimes. It will even out in the long run. If your group dubs you a try-hard, it doesn’t matter which deck you play. The problem is with a skill-level disparity and a deck-power-level disparity.

As a final thought, if any of us decide that one or all of our decks are too strong for our playgroup, let’s avoid tearing a 75% deck apart to play with them. Build something new: all white-bordered, a commander from Homelands, or all ladies looking left. Whichever restriction you choose, you’ll be glad you left your 75% deck together to battle stronger foes. And remember that if your group ever feels that their decks are too weak, everything in your binder is for trade.




That does it for me this week. How many games is enough to know if your deck is overperforming? Have you ever felt the need to weaken a deck based on how your playgroup responded? Have you ever felt behind the eight ball and stepped your game up? Leave it in the comments below or on reddit, and let’s get a dialogue started.


Order Magic 2015 singles, packs, and boxes at CoolStuffInc.com today!

Sell your cards and minis 25% credit bonus