this post was submitted on 03 Feb 2024
1013 points (98.8% liked)

Comic Strips

12619 readers
2849 users here now

Comic Strips is a community for those who love comic stories.

The rules are simple:

Web of links

founded 1 year ago
MODERATORS
 

cross-posted from: https://mastodon.social/users/MrLovenstein/statuses/111862356629002380

Secret Panel HERE ๐Ÿƒ https://tapas.io/episode/2357963

You do not play for fun. You do it to inflict pain.

you are viewing a single comment's thread
view the rest of the comments
[โ€“] ArmoredThirteen@lemmy.ml 3 points 9 months ago* (last edited 9 months ago) (1 children)

This is outdated I've scaled back the control some in favor of power artifacts. Also the "side board" is like another 30 or so cards I swap chunks out for depending on the feel (like if I want to do group hug, play to win, fuck with a specific person in the playgroup, etc). But should get the general idea across: https://tappedout.net/mtg-decks/heckin-snekin-elf-control/

[โ€“] v4ld1z@lemmy.zip 3 points 9 months ago (1 children)

Interesting, thanks for sharing! How often do you get your commander out, I'm wondering? I imagine playing all of the mana dorks likely nets you lots of mana early on, but 8 cmc is quite a lot still

[โ€“] ArmoredThirteen@lemmy.ml 3 points 9 months ago

It can be a bit rough to get them out sometimes especially with how few land are in the deck. I usually aim to have them out turn 5 or 6 but sometimes I never pull off getting them out. Part of the current deck list is having more viable options if they aren't on the board. The whole deck can be stopped dead if someone targets the commander and I over invest trying to bring them out again