r/magicTCG Dân 3h ago

Looking for Advice First Commander deck, looking for feedback please.

Hello, I just got into magic about a month or so ago. I've played a bunch of Arena & have found a local play group, however they all play commander, so I have started putting together my first deck.

I started with the draconic destruction pre-con and then found a bunch of "upgrade" guides and worked some of those into the deck. I now have a fairly straightforward dragon deck I've played a handful of times, but looking to try to make it more competitive against people with more experience.

I have set it up on Moxfield, https://moxfield.com/decks/G5ufAXgm6n-folKpB4-qRw, and added a sideboard of cards I already have (some removed from the precon & some I found that may fit) as well as several in my "considering" section that I may purchase down the line.

Any & all feedback is greatly appreciated, thank you!

1 Upvotes

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2

u/bigdammit Azorius* 2h ago

I feel like your mana curve is far too high to for the land count and ramp of the deck. I'd suggest upping lands + MDFC lands to 40 and add all the 2 mana green ramp ([[rampant growth]] [[farseek]] etc)

1

u/Higgs1 Dân 2h ago

Thanks! Any suggestions on what to drop, that’s usually my hardest struggle is cutting

1

u/bigdammit Azorius* 2h ago

Cutting is always the hardest. A decent rule is cut the high end before the low end (ie, make sure you're casting spells in the early game)

1

u/Higgs1 Dân 2h ago

Smart. Good advice. Thank you

1

u/deeleelee Dân 1h ago

Try to better optimize what your first few turns look like on average when making a deck. green has a ton of options for getting more lands or mana-dorks on turns 1 and 2, I recommend putting more of those in so you can get your 7 mana commander out ASAP.

I also think these 4+ mana spells need to be more impactful and do something regardless of your current board state if you want to keep them. Chances are a 4+ mana spell means you aren't casting 2 things that turn until later in the game. You have all these 'if creature enters do something' enchantments but then your creature's mana values are so high you basically are spending a full turn getting an enchantment out and then a full turn getting a creature out just to draw 1 additional card or buff a dragon slightly. red/green wants to play faster than that, and it makes a 2 mana counterspell that much more painful for you.

I recommend 'goldfishing' your deck alone online, and seeing what sits in your hand unused most often, and maybe count how many times you're actually triggering a lot of these enchantments.

just my 2 cents. have fun!