The Way to Fit More Cards into your Cards

Source: Salubrious Snail Dec 27, 2023 Bracket unknown midrange

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Summary

The video teaches "slot compression": fit more of each card category (finishers, draw, removal) by running cards that do multiple jobs. In a cheap Rakdos deck, most creatures either draw cards or force discard; finishers are mostly blood artist effects that also discourage board wipes. A Glissa deck spends ~20 slots on ramp but pays big creatures (5/5s, 8/8s, 10/10s) stapled to removal and draw, letting it win without a dedicated wincon slot. Hate bears decks run stax effects that are also creatures (example: Liesa) for pressure plus disruption. For combo decks, pick pieces that double as value: use altars in artifact-synergy decks, or Fanatical Devotion and Greater Good as generically good sac outlets. A mid-power Najeela deck can add low-cost warriors of any color that further beats and combo. Synergy decks focusing on a card type (equipment, auras) or attribute (Goreclaw wanting power-4+ creatures) get more power and better conditional tutors. On lands: run MDFCs and utility lands; push counts up to 35-36 (even 38-40 for high-curve decks) since players run too few. Caveat: the deck still needs a real way to win—smoothness and interaction don't replace a wincon.

Key Clips

  • [00:28] For midrange decks, an easy way to do slot compression is to run decently-statted creatures that do other things your deck wants to do — in a cheap Rakdos deck, the vast majority of creatures either draw cards or make opponents discard, and even the finisher-oriented ones are mostly blood artist effects that also discourage board wipes.
  • [00:56] If you pay a lot of mana for a creature, it will often be great for multiple things. My Glissa deck caches ~20 slots up front for ramp, but is rewarded with a creature base of powerful removal and draw spells stapled to 5/5s, 8/8s, and 10/10s, so the deck can win games without a single dedicated wincon slot.
  • [01:20] Hate bears decks run stax effects that are also creatures, so they heavily oppress opponents' game plans while still keeping a board to block and pressure life totals — sometimes that pressure is pivotal to winning, other times it serves as an alternative wincon.
  • [01:39] For combo decks needing a sac outlet, instead of running only a couple plus tutors, run a bunch of altars in a deck with artifact synergies, or sac outlets that get buffed for an alternative beatdown wincon, or cards like Fanatical Devotion and Greater Good that are just generically good — make combo pieces valuable in their own right so the combo feels less space-gobbling.
  • [02:07] In a mid-power Najeela deck, a reasonable plan is throwing in low-cost warriors you like from any color, which furthers the beats and combo potential offered by the commander while also giving you high quality creatures.
  • [02:49] If you're building a Goreclaw deck and your draw and removal mostly consists of creatures with power 4 or greater, you can fit a whole lot more beef into the deck while still having it feel smooth and well-rounded; conditional tutors then give you access to a good portion of your deck.
  • [03:06] MDFCs, utility lands, and other dual-mode cards that get you lands are great. If you're running land counts in the low 30s in a deck that isn't low-curved, throw in MDFCs or utility lands to bring your count up to 35 or 36 — and don't be afraid to MDFC a high-curved deck up to 38, 39, or even into the 40s.
  • [04:17] At its core, your deck still needs to do a thing that wins. I've built decks that run smoothly and feel good but lack substantive wincons and just get outscaled — playing smoothly and having interaction isn't a substitute for a good way to end the game; you should have both.

Tags

Archetypes/Strategy: combo, midrange, value-engine Format/Bracket: Core, Upgraded Card Categories: ramp, draw, removal, finishers, win-cons

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