When (not) to Upgrade Your Decks

Source: Salubrious Snail Apr 1, 2024 Core voltron

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Summary

Argues you shouldn't always upgrade a Commander deck past a smooth mid power level. Reasons: (1) Bottlenecks—decks reliant on a 3+ mana commander's board presence fold to command-zone hate; graveyard-reliant decks fold to graveyard hate; board-wipe/goad control decks struggle against explosive or non-combat decks, all common at higher power. His Sharuum deck stays put (Astral Slide hate, artifact wipes, graveyard exile). (2) "Cheap decks" scale logarithmically—Feather runs 1-2 mana instants/sorceries targeting creatures; the best cheap ones are already in, so upgrading means cutting them for generic value, weakening the plan. Same for his Meria deck (1-2 mana equipment). (3) Not enjoying the resulting power level; his Glissa deck stays battlecruiser rather than adding combos like Torment of Hailfire. Two power factors: card quality (money-for-power, easy) and cohesion (hard post-build). Treat card-quality upgrades as a tool to hit a target power. Best upgrade candidates have strong, flexible resource-generating cores—Yuriko, the Tiger's Shadow (two-mana ninjutsu converts cheap ninjas/evasive creatures into card advantage and life loss) upgrades well; Feather's weaker core leaves flickering Dockside Extortionist as one of few high-power options. Nothing wrong with mid-power commanders.

Key Clips

  • [01:04] If your deck relies heavily on the board presence of a commander that's more than three mana, your opponents only need to hate out your command zone a couple times early in order to shut you down. If your deck heavily relies on building up a graveyard, a single piece of graveyard hate can totally blow you out, and card quality improvements alone won't change this.
  • [01:36] If your deck heavily uses board wipes to maintain control, or goad for that matter, you'll struggle against decks that don't rely on combat damage or which are more explosive, which get more common at higher powers.
  • [02:31] "The cheap deck" works well at low budgets but is very logarithmic in how it translates additional budget to power—it gets rapidly more expensive to improve past a certain level. Feather is the best example: 1-mana instants and sorceries that target creatures are cheap, so you're already running the best ones.
  • [03:38] The only option for improving a Feather deck is cutting some of those cheap targeted spells for generic value cards in the colors, and the weakening of the Feather game plan that results will negate some of that increase in power.
  • [03:43] The other reason not to increase a deck's power level is if you simply don't enjoy the power level you end up at. You might need to slip combos into your deck instead of winning in ways that play more to the deck's strengths, which a lot of players don't find satisfying.
  • [05:04] There are two main factors that determine a deck's power level: card quality—how good the cards are—and cohesion—how well the cards are put together. Players tend to overwhelmingly focus on card quality when thinking about upgrading.
  • [06:59] Yuriko doesn't have the same ceiling as Feather because she's fundamentally faster, more resilient, and simpler. Commander ninjutsu at two mana puts her head and shoulders above Feather in raw power, converting low-cost ninjas and evasive creatures into card advantage and opponent life loss with minimal mana.
  • [07:48] It's this strong core for generating generic resources that makes a deck especially upgradable—there are lots of piecemeal card quality upgrades and packages that can be added to modulate the deck to whatever power level the player wants. By contrast, the core of a Feather deck is worse and less flexible.

Tags

Archetypes/Strategy: voltron, midrange, value-engine Format/Bracket: Core, Upgraded Card Categories: draw, win-cons

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