![]() ![]() What does it do well / not so well in the current/established metagame? Why should someone play this deck as a competitive option over a different one? - "Just because" or "I like it" is not a valid answer Why does this deck exist in its current form? Explain your choices clearly.With that in mind, we ask for three key points when posting about new decks: We know that spikes like testing the waters of the metagame, particularly around the time of new set releases. Show Your Work - New Decks, Brews, and Theorycrafting: Posts that do not meet this bar are better suited for a weekly thread or the /r/spikes Discord, and will be removed from the subreddit. Posts that include all three points are welcomed and encouraged. How you've come to the conclusion(s) presented.Why you've reached the point(s) you're at so far.Show Your Work - General Discussions and Questions:ĭiscussions and Questions are better when readers know these three things: No win rates, Mythic Rank, or 'I made Mythic with this!' in post titles. Further actions of this nature will result in a permanent ban. Derogatory/abusive comments will get one warning and a temporary ban from the Mods. Spike will borrow other players’ decks."ĭo you love Magic, but dislike the competitive, play-to-win atmosphere? Check out /r/magicTCG! Subreddit RulesĬomments should be constructive. Spike does not care about deck price, spike will copy decks off the Internet. To accomplish this, Spike will play whatever the best deck is. This subreddit's goal is to provide players with a place that has a serious atmosphere devoid of jokes, memes and low-effort content in order to help more spikes better themselves at magic. Being a spike isn't about winning, but the desire to win and improve. r/spikes is about improving your skills in competitive environments. congrats you just melted two opponents.The serious, play-to-win side of the Magic: The Gathering community. fire off fall of the titans for x = 18 flashing back increasing vengeance for triple damage(two copies). flame rift, copied with increasing vengeance. or.some chain of copied spells and wombo effects. Ideally in neheb, you engineer a situation where you generate something on the order of 15-20 mana. that enhance what you already want to do. even consider guttersnipe and thermo alchemist. What works best in neheb, is wind up and explosive turns. a la mana barbs, spellshock, sulf vortex. Imho you want to avoid generic dinger effects. flame rift, chandra's ignition, and not sure on the cost, although i know it got reprinted. And although it is getting to the $25 range, ] is an absolute must have in any Neheb list, as unanswered it leads to infinite combats steps. I would look to include more X type board wipes, ] and ] are two great ones, as X for 5 can usually wipe the board and have better utility than ].įor definite includes, ] and ] are absolute studs in Neheb. Extra combat spells are also Neheb’s bread and butter, as Afflict 3 will result in minimum 6 extra mana that turn. ] does a lot of work in Neheb, letting any extra mana you have floating stick until your next turn. Neheb creates big mana splashy turns, so some big bombs should be included for creatures to match. Personally it feels like your deck is going a bit in the group slug direction with your selection of creatures, which usually would go better with ] as the commander. I’ve built and dismantled Neheb, just for its pure power within my playgroup, however a very fun commander.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |