I recently played a series of games (#208 -213) against a player who was doing a “RPG / Level-Up” style enhancement of a stock Atraxa Pre-Con. For each game he played he could swap out one card, and for each game he won, he could swap a second card. Making the already “Wins EDH Games Right Out of the Box” deck successively better.
I had packed the Yidris deck to just play for fun, but decided to borrow the “advancement” and slowly transform the “Entropic Uprising” into the Yidris deck that I’d likely want to play. I didn’t steal the concept exactly, because I don’t tend to focus on playing one deck, and because a reward for “winning” is antithetical to my EDH philosophy. I bounced around a few ideas as I was talking to the people I was playing with (including the Atraxa player). Some were simple, some were crazy (“once a card is removed from the deck, it can never be returned”, “no ‘new’ card can leave the deck until all of the ‘old’ cards are out”, ideas that had me swapping large numbers of cards each time, and not being allowed not to). After mulling it over, here’s what I’ve come up with…
Card Swap Conditions
- Finish a Game with The Deck: 1 card
- Cast Yidris at least once*: 1 card
- Meet a new predetermined achievement : 1 card
- If the new achievement is met, and a prior un-met achievement is also met during the game (on a different stack / play): 1 card OR
- if the new achievement is met and there are no other un-met achievements and a prior achievement is also met sometime during the game: 1 card
- Meet every achievement on the achievement** list in a single game: 1 card
- Maximum of 5 Cards, Minimum 1
- * (this may change to “Cascade due to Yidris”)
- **(if achievements contradict each other (ex. “Win by Milling all opponents” & “Kill an opponent with Commander Damage”) only one need be met)
- I have to swap the cards.
- I can’t swap back a removed card until all of the original non-land, non-Yidris, cards have left the deck. That is goal 1.
- Once the deck is a totally different deck, restrictions on swapping requirements are lifted and I can put back cards that have been removed to build the deck into what I decide I want it to ultimately be.
- If it becomes too much of a slog, I can adjust the achievement rules to skew towards the maximum rate of switching.
- Cascade twice in a single turn. MET: Game #213.1 (29 Nov. 2016)
- Damage each opponent with Yidris. ~MET : Game #213.2 (Dec. 2016 *1v1 game).
- Damage each opponent with Yidris in a MULTIPLAYER game. MET: Game 213.5 (31 Jan 2017)
- Control 20+ Zombies: MET: Game 213.9 (1 Aug 2017)
- Generate 30+ Mana in a single turn: UNMET
A few philosophical notes about my deck-building goals.
- The deck needs to be fun for me to play AND opponents to play against.
- I would like to build towards “Wheels” and “Cascade” craziness.
- “The ‘Nekusar’ Rule“: I want to minimize punishing my opponents due to discards and draws (by me or them). Losing their hands is punishment enough. It’s not forbidden as a win condition, but should not take up more than a single slot. Other offenders include things like Psychosis Crawler, Leovold, etc.
- “The ‘Waste Not’ Rule“: I want to maximize rewarding me due to discards and draws (by me or them). Geth’s Grimoire, Kydele, Horizon Chimera, etc.
- “The ‘Memory Jar Rule“: I hate that card (but it doesn’t strictly break The ‘Nekusar’ Rule, so I might play it).
- I’d like to avoid straight “discard” unless Waste Not brings me there when the wheels are gone.
- I’d also like to maximize Cascade triggers: ensuring Yidris gets through, double strike, etc.
- I reaaaally like Burgeoning and Waste Not. They may hang around
- As the deck shifts, I can see it possibly going towards being more mill based, and/or more Voltron.
- The deck needs to be fun for me to play AND opponents to play against. (yes, 1 and 10 are the same).
I will be posting changes to the deck list, both here and on TappedOut ( http://tappedout.net/mtg-decks/project-yidris/ ) as I make them. I will be posting brief game summaries — highlights only — as Game #213.X.