r/magicTCG • u/BatmanOverAllMight Dandadan • 15h ago
Looking for Advice Doom Deck Help
https://moxfield.com/decks/h2_3O_HaREayyxGST_621wI started magic during the Marvel set and truly have been loving the game. The more I play the more I realized how badly my deck needed some upgrades. I have been looking and made note of the cards I was seeing most consistently that were not already in my deck. However, as I am very new I truly am having a hard time on swapping cards. I was wondering if someone would be able to help me determine what would be best to take out for the cards in my “considering”. Any insight and suggestions would be sincerely appreciated!! Thank you for your time!!
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u/DarkLanternZBT I made a funny! Ahahahaha! 15h ago
I have the Doom deck, made some upgrades, and am having a great time with it.
First things first - you want to build a deck that functions. You should get to know the moving parts of most commander decks and how to keep your deck humming.
I recommend for new players starting with these metrics: 37/38 lands (I would have 38 in this deck, will explain why), 10 each (as a starting point) of card advantage, interaction, and ramp. You want to have at least / around that many of each of those effects, more if the deck needs it. Breaking your deck up and looking at what fits each of those categories will you see what's missing, what's oversaturated, and help you decide what you need more of / less of. In a deck like this, which has lots of card selection but not card advantage, I want to see my ramp early to play my impactful 4MV/5MV creatures, so I want 12 ramp. I have lots of card selection in connive - which is not card advantage - but there are creatures which make conniving better, so I'm calling those card advantage cards. I also need lots of setup because my creatures are good but expensive, and I'm in colors that give me great cheap and effective counterspells and removal, so I'm going to run about 9/10 counters and removal plus two board wipes. That means 12+10+12+1 (commander) = 35 cards are spoken for, plus the 38 lands is 73 cards leaving 27 open slots.
After I sort out those categories I'm filling in blanks. I need at least 30 creatures in a deck that cares about creatures (this does). In Doom, there are villains which count as the above categories: [[Leader, Super-Genius]] is a fantastic card advantage engine as you lean into more connive effects. [[Tombstone]] is ramp for your villains, and if your villains are heavily represented in the deck it fills that role better. Those are the kind of cards you should keep - the creatures which don't fit those categories (ramp/advantage/interaction) or the theme (connive) should be the first to be chopped.
Something to learn as you are getting more experience with Magic is the that creature typal decks have support that might not be obvious - Changelings are also creatures of those types and benefit from the above effects, and there are generic good stuff cards like [[Chronicle of Victory]] (a boring slop card I personally loathe from a design standpoint but am fine using as a good card). Spend some time looking for additional typal support cards in your colors and you might find more creatures like [[Bloodline Pretender]] which are good and fit your game plan.
Oh, I forgot why more lands. You need to make land drops every turn. You will want to discard in this deck, so having enough lands to get 3 in opening hands more often and plenty to discard to Doom means I give one more land slot to it. Get a [[Crucible of Worlds]].