Selesnya Value Deck.
New command zone template :
Ramp 10-12
Draw 10
board wipes 2-3
Spot Removal 10
Started has a deck for my girlfriend at the time.
To get her into magic and playing with me and her brother.
I aimed to build the best deck I could featuring womens, unicorns, angels and other arts she found pleasing.
As a rule of thumb if it feel Selesnya, or has unicorns it fit.
Turn out the deck was too hard to pilot for a beginner with trigger left and right.
But there's a lot of sinergy, with trigger left and right.
And well I liked it so I keep playing it and tunning it.
Also I really enjoy attacking each turn with vigilance and 1 sided combat using battlefield healer or loyal unicorn
Things to think about :
-With Selvala we can produce a lot of green mana. So everything green is easier to cast. So we should move the color split towards the green when possible. Even if we end up paying a little bit more for the same effect.
-Having ways to use excess mana is good : Sometimes I end up with a really nice board that can keep growing by itself. But i need to keep card in hand to bounce back after the unavoidable boardwipe. And sometimes I have a loooot of excess mana.
Selvala mana production odds Show
I'll spare the math but using Binominal distribution with 4 players (assuming 33 land each (so 2/3 success rate))
Note these are rounded and might not perfectly add up.
Producing 0 mana = 1.3%
Producing 1 mana = 10.3%
Producing 2 mana = 30%
producing 3 mana = 39.1%
Producing 4 mana = 19%
With 3 player :
Producing 0 mana = 4%
Producing 1 mana = 23%
Producing 2 mana = 44%
Producing 3 mana = 28%
With 2 players :
Producing 0 mana = 12%
Producing 1 mana = 45%
Producing 2 mana - 44%
Assuming hitting 3 land drop, turn 1 ramp, turn 2 selvala and 4 players :
98.7 % of producing : 3+1+1 = 5 mana or more
88.4 % of producing : 3+1+2 = 6 mana or more
58.4 % of producing : 3+1+3 = 7 mana or more
19 % of producing : 3+1+4 = 8 mana
a refaire avec 37 lands/100
Turn 3 available mana :
turn 1 ramp and having both 1 green and 1 white might be unreliable... what are the odds ?
Need to calculate the odds of turn 2 selvala
Need to calculate the odd of turn 3 selvala
need to calculate the available mana of turn 3 selvala
Need to calculate effective mana with :
https://medium.com/@schulze.mtg/the-math-of-landbases-in-magic-the-gathering-commander-3f03aadac92c
Making the last cut :
Can i accept a deck weakness (ex nothing to deal with enchantement)
Is the card a win-more card. How does it play if behind or with no board.
Is it only good vs certain deck ?
Does is work/is only good if I have other card in play? (not really talking combo)
Be really strict about categories. If a card is with out a categorie...
Cut within categorie say categorie ramp : you already have 13 ramp. do you need the 3 cmc mana rock ?
Is the card on theme or not ?
Be honest about pet card. You can keep them but be honest vs deck goal card that spark joy
Cut nonbo and anti-synergistic card first
Some ''staple'' might need to leave if they don't sinergize with the deck
Keep a maybe board with explaination
Also keep the maybe board close when playing. to see
Keep a journal of edit with reason
Play the deck play the deck play the deck
It doesn't have to be perfect to play the deck
deglamer and unreavel the aether have more utility than destroy. work on indestructible.can force a shuffle. harder to recur than in the graveyard.no graveyard trigger
in work cut and add Show
Side deck is a copy of the current phisical deck.
Main is the target.
Add:
Abiding grace : safe enchantement. Give life or can bring back soul sister in a pinch. Protect the game plan.
Cut :
-Selesnya charm. Don't need the ramp.
-Cut : Slaughter the Strong non-bo with all the +1/+1 counter
-cut Aegis Angel, Too expensive to protect only 1 tagged on a correct beater. Got other means of protection.
-Angel of Vitality/Honor Troll. Feel winmore ? And I think i get more out of individual life gain trigger than bigger one. To verifie that last point tough. The angel beat the troll for that deck. (flying beat vigilance in that deck + other angel synergie) heum the troll might be better in the end since I have so may more green mana. It also keep the mat simpler to exclure them.
-Captain of the watch : high value and create a lot of bodies but no synergie beyond that. How many soldier do I have ? Lots of soul sister triger tough. Also with all the counter it simpifly the math to not have buff on top of that.
-Banisher Priest : Was there has a strong lady. Feel clunky ish might not need the removal. Will bring back if I need more removal.
-Oath of ajani : efficient way of putting +1/+1 counter on everything. But do I need it? Check if i need more early counter on all creature.
Don't need the planeswalker ramp.
-Favorable Destiny i don't think i need that much single target protection. And aspect of mongoose is better.
-Enduring Scalelord : Strong late game and can quickly become huge. but is kinda win more. might need him has a late game punch.
-Archetype of Courage : was used to give one sided fight. Probably have better ways.
-Huatli, Radiant Champion : board state dependant, Real high seeling but low floor. Feel too winmore.
Maybe board reflection
-Gwaihir, Greatest of the Eagles : low life gain threshold at 3 to get the token. Can give flying to other creature for big attacks.
-Charismatic Conqueror : Create lifelink token when my a creature or artifact enter untapped under my opponent control. powerfull might be annoying like Rysthic study and make people salty tough.
-Spectrum sentinel : soul sister for non basic land. not worth it. The protection from multicolored make a nice commander blocker. might be worth it in some meta.
-Prize pig : cute but the ramp is too late/not enough to be worth it + other thing to track on top of the +1/+1
-Vaultborn tyrant could be good but the art doesn't fit the themre and i would need to count how manny creature with power 4 or greater i have.
-Silverback Elder : Good body not for the price + whenever i cas creature destroy artifact or land into play or live gain. The fact that it doesn't count token (Whenever you CAST a creature ) might keep it out of the deck to simplify keep track of trigger.
-March of the Multitude : Lifelink token a bit expensive the art fit the theme tough.
-Shamanic revelation : card draw with loooow floor high ceilling but is winmore... might not be worth it. The life gain can be a superb winmore
-Seraphic Steed : awesome art and produce token but must be saddle and then attack too many hoops.
-Disciple of freyalise : I see no reason not to swap a land for this card if I still have enough basic land.
-Ocelot Pride : would be nice be way way too expensive. and is only my end step. Might skip it to keep it simpler ( lot of the cards in the deck trigger at every end step.
-Hurska Sweet-tooth : X is linked to the amount of life gained at that triger so might only be 1. and can only beused when trigered so can't relly be used as a combat trick.
-Valkyrie Harbinger : Another copy of resplendant angel. It's more expensive and better body but the life treshold to get the token is lower. the swap might be worth it. I don't think there's space for both of them in the deck.
-Archon of Valor Reach : tough hatebear awesome art might include as the pet card of the deck.
-Patron of Kitsune : good life gain. but the art doesn't really fit
-Moonlit Wake : a worst Ashes of the Abhorrent but isn't as targeted because it's not and hatebear.
-Paradise plume : only one color and too expensive manarock i don't need.
-Leonin Elder : Souls sister for artifact. Might be worth it in certain meta. Note : all the food/treasure token/clue are artifact.
-Gala Greeters : Life gain or ramp (treasure) or +1/+1 counter when a creature enter on my side. Different enough of soul sister that i will not mix them up it's also flexible and green only. might be worth it. Keeping the treasure can help with bounce back after a wipe.
-Angelic Chorus : Safe as an enchantment and Way to expensive vs Trostani also the the 2 White in the mana cost are annoying. If it was green green I'd think about it.
-Trostani, Selesnya Voice : Life gain and a way to populate with excess mana. and a descent body to block with. The way to keep growing the board and feed life gain with excess mana is really good. And it fit the visual theme
-Case of the Uneaten Feast : 1 life whenever I cast a spell enchantement and sticky. Easy to resolve but i think I all ready have enough of this effect and it doesn't count as a creature for my other soul sister. And doesn't count my opponent creature
-Leyline of Vitality : for free it sound nice but if I have to pay for it i don't think it's worth it vs other effect i can find.
-Guide of Souls : life gain and +1/+1 counter but only when a creature enter the battlefield under my control. I think i will skip it because i might mix it up with soul sister that count opponent creature too. And traking the energy is anothing thing to track. To keep the deck simpler i'll skip it.
-Confessor : gain life whenever a player discard a card. Really low floor, ceilling could be high against certain deck. Not reliable enough. vs soul sister.
-Elder Gargaroth : Draw token or like when you attack with a nice body could fit well ,maybe too expensive$ need to check current price, doesn't fit with the flavor. Need to count off flavor cards
-War room : I usually have life to spare and sometimes lack card draw. Need to check how many basic I have. Luminous art.
-Lifegift : Reliable life each turn unless an opponent miss a land drop. Good vs landfall deck but I don't have any in my playing pool. Floor is low but ceilling is low/unlikelly.
-Kutzil, Malamet Exemplar : +1/+1 sinergy and card draw on top of a good hatebear but the phrasing is annoying and i don't think i would like to have to to rule lawier.
-Gourmand Talend : Life gain sinergy enchatement that can give token and counter and is cute ? and work each turn i'm in
-Collective resistance can offer a 2 for 1 if we can target an enchantment AND and atifact for 3 mana arguably better than naturalyze + it can protect a creature. Art is meh for the theme tough.
-Voice of resurgence lot's of possible token and strong ones.
-Utopia Spawl turn 1 ramp and protected from board wipes doo like.
-Season of Gathering flexible counter artivact and/or enchantement boardwipe or card draw. sorcery and slow tough. cute art
-Rootcast apprenticeship cute art. +1/+1 some removal (trough forcing sacrifice) populate effect sorcery and slow tough a bit expensive depending on what is needed. and I don't have huuuge token in this deck ( best is 5/5 horse or 4/4 angel)
Notable exclusion Show
Archangel of Thune : hard to keep track of all the +1/+1 counter.
-Conclave Mentor : excluded to simplify math when proliferating and stuff. there's enough trigger allready.
-Scurry Oak : would fit great but I dislike combo.
-Sword to plowshare : boring
-Ezzaroot Channeler : 6 mana ramp is too slow especially for ramp that is succestible to removal and his swingy , doesn't reduce himself it hit the board too late to make a massive difference,also kinda winmore.
-Accomplished Alchemist : Kinda slow at 4 mana for a ramp card that is succestible to removal and his swingy. also I gain a lot of time from casting creature so after I need the actual mana an selvala (unreliable ish)
-Sylvan library would fit perfect in there... budget. I also try to avoid color break. Too good to pass up tough. Would trade for it.
Ajani's Strenght of the pride : budget
-Ageless Entity : doesn't fit in visually. There's of powerfull woman/unicorn and stuff
-Hopeful Initiate : doesn't fit flavour wise and i think i have enough enchantement/artifact removal
-The Ozolith : budget
-Duskshell Crawler Flavor fail vs the Cat.
-Hex Drinker : too expensive
-Wirewood Lodge : budget
-The great henge : perfect for this deck. just too expensive
-Ochre Jelly : doesn't fit flavor wise
-Elder Gargaroth : would fit, too expensive, doesn't fit with the flavor
-Flawless maneuvre : too expensive.
-Griffin Aerie : only work on my turn.
-Impassioned Orator : only my creature daxxos is better (harder to cast tough)
-Daxxos : only work on my creatures
-Rune-Tail, Kitsune Ascendant #Protection : a bit too expensive. allready a lot of protection.
Revision journal Show
2024-12-11
-Remove Settle the Wreckage it can give wayyy to many land to my opponent and i almost never want to use it on myshelf to ramp. At least not in this deck.
-Add Harvest Season, It feal like it can reliably get 2+ land and can prepare us for board whipes wich are a weakness of this deck.
2024-12-16
-Remove Archangel of Thune : hard to keep track of all the +1/+1 counter.
-Add Exemplar of Light +1/+1 counter when I gain life, + card draw what is not to like and the visual fit the thme auto in.
-Remove Twinblade Paladin : there's better for the same effect. in this case Elanda's Hierophant
-Add Elanda's Hierophant : +1/+1 counter on life gain and create 1/1 lifelink vampire if it die so boardwipes protection/compensation.
-Remove Ajani, Mentor of Heroes slow and not efficient card draw
-Add Kutzil, Malamet Exemplar
-Remove Blossoming Sand : tapped land way too slow
-Add War Room : enter untapped and allow card draw
-Remove Ranger Class : bad draw and slow
-Add Utopia sprawl : turn one ramp and resist boardwipes best ramp for me
-Remove resplandant angel : 5 life per turn doesn't happen often. 4 with Valkyrie Harbinger is easier and it alway's have lifelink vs resplendant anget
-Add Valkyrie Harbinger : 4 life is easier to get per turn and the 5 of resplandant angel. It also alway's have it's life link and a nicer body.
-Remove unbound potential
-Add Light of Hope
-Remove Angelic Accord : 4 life doesn't alway's happen
-Add Gourmand's Talent : get a token as soon as i get life andafter that i wan get +1/+1 counter if i want to
-Remove Oketra monument : only when i cast creatures
-Add Sun Droplet : I rarely block so this give really reliable life gain each turn if i got attacked earlier.
-Remove Ashes of the abhorrent : could be better to keep in certain metta but i want to try Roots of Life
-Add Root of Life : non creature linked and non creature life gain so it survive board wippes also is fully green and there should be a blue or black player at the table.
-Remove Aetherflux Reservoir : While it'S a win con and it allow to gain life it paint a targer on my as soon as I drop it and it usually doesn't allow me to kill my 3 opponents at the same time. So it's usually kill one and then feel bad... I would keep it in a harsher meta on in a tournament.
-Add Squall line : I sometimes get insane mana with this deck. So it can give me the reach i need to finish off certain opponents or get rid of flyer.
-Remove Devoted Druid : Not turn one and not that explosive / annoying to track
-Add Gala Greeters : Life gain or ramp (treasure) or +1/+1 counter when a creature enter on my side. Different enough of soul sister that i will not mix them up it's also flexible and green only. might be worth it. Keeping the treasure can help with bounce back after a wipe.
-Remove Seraph Sanctuary sometimes i just doesn't see a single angel the whole game
-Add Disple of Frealise basically a land and possibility of life gain and card draw
-Remove Jiang Yanggu, Wildcrafter doesn't help much after a board wipe and is kinda slow ramp. Enduring Vitality would be way way better but i don't have it right now
-Add Treebeard, gravious host
-Remove Pridemalkin
-Add : Gwaihir, Greatest of the Eagles #LifeGain_Synergy #Token
-Remove Abiding Grace : not enough 1 drop creature to be worth it and the life is not worth it either #LifeGain #Recursion
-Add : Trostani, Selesnya's voice Life gain and a way to populate with excess mana. and a descent body to block with. The way to keep growing the board and feed life gain with excess mana is really good. And it fit the visual theme
-Remove Wanderer Strike : supper expensive the proliferate isn't really interesting.
-Add Archon of Valor Reach : tough hatebear awesome art might include as the pet card of the deck.
To buy 2024-12-11 : Harvest season, Exemplar of light