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Скачать или смотреть Valgavoth - Bring the Pain! Group Slug Commander Deck Tech. Bracket 3. Valgavoth, Harrower of Souls

  • FINX MTG
  • 2025-08-11
  • 2420
Valgavoth - Bring the Pain! Group Slug Commander Deck Tech.  Bracket 3. Valgavoth, Harrower of Souls
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Описание к видео Valgavoth - Bring the Pain! Group Slug Commander Deck Tech. Bracket 3. Valgavoth, Harrower of Souls

Valgavoth, Harrower of Souls. A deck that utilizes a unique strategy with your commander to “ping” opponents for one or more damage on their turn and draw a card on each of your opponent’s turns. Focus on throwing damage around the board and encouraging other players to attack each other for a group slug style battle royale. Power Level 7 (Bracket 3).
Review of the 100 cards in a Valgavoth, Harrower of Souls (EDH) Deck. It’s fun drawing tons of cards and having the answers to address your opponent’s worst threats!

General Gameplay:
Utilize your commander for card advantage and keep putting damage across the table to widdle down opponent’s life totals.
Power level 7 (Bracket 3).
Full Decklist on Moxfield: https://moxfield.com/decks/ffWol9wEcU...
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). 8’s have more game changer cards while 7’s are usually limited to 3.
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 being thematic and fun from the lore and synergy of the deck rather than winning. May just include cards that you want to play, but lacks 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 the cEDH 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. Also may include limitless monetary budget cards.

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