Kotori, Pilot Prodigy Vehicle Theme Commander Deck Tech. Power Level 5.

Описание к видео Kotori, Pilot Prodigy Vehicle Theme Commander Deck Tech. Power Level 5.

Just fun with vehicles and running people over :O

Kotori, Pilot Prodigy Vehicle Theme Commander Deck Tech. Power Level 5.
Review of the 100 cards in the in a Kotori, Pilot Prodigy Vehicle Theme Commander Deck. This version is focused on crewing vehicles for a reduced cost via Kotori’s ability and swinging in with large vehicles for combat damage. Double strike lets you finish out games. This is a lower power level due to the inherent drawbacks of vehicles but is great fun to play against similarly powered decks that primarily win through combat damage. There are number of unique synergies with vehicles including gaining a bonus when tapping a vehicle to crew, and being able to tutor for them with monetarily cheaper tutor abilities.

Crew your vehicles and threaten with powerful attacks. Build an Artifact army and swing in for the win!
Power level 5.
Full Decklist on Moxfield: https://www.moxfield.com/decks/YdDuaP...
Search Username "Finx" on Moxfield.com if YouTube blocks the above link.

Power Scale (1-10):
1-8 is casual commander.
(High Power 8’s): Finely tuned decks with the best pieces to go for the win. May contain a small number of Salty cards (EDHrec.com Salt score) that work extremely well with the theme of the deck. Sometimes held back by the commander from being full cEDH. May have cards like Mana Crypt, Jeweled Lotus, and reserved list/combo cards. Recommended you let people know this is not a casual deck when you sit down and play. Has been through multiple iterations, many playtests, and is tried and true to get wins.
7 and 8's can have infinite combos to go for the win. Usually includes the best tutors for the ways to achieve the deck’s win conditions. May go for a win around turns 5-7. You will see powerful (and Expensive) cards. Still tries to limit the number of Salty cards (EDHrec.com Salt score).
6: Not the best tutors to achieve your win cons, budget options instead of the technically better cards. may include lands that enter tapped. Seeks to build up to a winning state over time and takes time to develop. Usually does not win before turn 7.
3-5 includes pre-cons and slightly upgraded preconstructed decks. A level 5 can be a strong precon like the Warhammer 40k ones or a deck that is running without the best tutors and interaction, and can have lands that enter play tapped.
1-3 Decks with theme such as People sitting on chairs or wearing hats. More about thematics and the fun of the lore and synergy of the deck than winning. May be just cards that you want to play but does not have efficient deck structure and win conditions.

9-10's are cEDH decks that have a different play style than casual decks and are geared towards that format. They usually include: a direct win line that can go off at any moment, threats in the first few turns to win the game, much higher interaction spells than casual, generally much lower mana cost curves (1-4), only the best cards to go for the win, possibly stacks pieces and cards that would be too salty to play in casual commander.

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