dingusdingo says... #2
Gotta agree with Soren841 about Prismatic Vista being a nigh auto include. Any amount of deckthinning for effectively free is useful to the pilot. Let me use some examples for easy analysis here.
You are in a game where you have 15 fetchlands on the field, and your deck is exactly 100 cards (hypothetical!). You have 30 more lands in your deck. If you pop no fetchlands, the chance of drawing a land on any given draw is 30/100, or 30%. Now imagine you have popped all 15 fetchlands at the same time. You have grabbed 15 lands out while reducing the library size by 15, so your chance of drawing a land is 15/85, or 17.6%. If you don't want to draw anymore lands then the fetchlands have helped.
What if we only use 5 of the fetchlands? Chance to draw a land then becomes 25/95, or 26.3%. Our chances to draw a non-land are better with more lands removed from the deck, despite the deck size dropping overall.
To use an even more absurd example, imagine you have 3 cards in your library and one fetchland in play. 2 cards in your library are lands. If you use the fetchland, your chance of drawing the nonland goes from 1/3 (33%) to 1/2 (50%).
Combining our two examples, deck thinning increases your chance to draw any specific card in your library by reducing the overall library size. It is more effective with less cards in library, so every fetch that happens after another fetch or after any draw has greater impact on the % of lands to non-lands than any previous draw or fetch. You also have to consider that you're raising the chance to deck thin too. You have a higher chance to get a deck thinning land, and also greater significance from every deck thinning card added.
The downside to running the fetches are -1 life and possibility of getting caught by stacks pieces, giving them lower value than regular lands. In a 40 life format where people win by comboing, the -1 life is negligible in a deck that doesn't use life as a resource (i.e. Ad Nauseum). The chance to get caught by stax pieces is scarier, but the amount that specifically effect Prismatic Vista that WOULDN'T effect a basic Forest are:
- Thalia, Heretic Cathar
- Blood Moon
- Magus of the Moon
- Back to Basics (only if it enters tapped)
Also, many non-basic hate simply doesn't work on it due to timing. Ruination or anything that isn't a constant effect the Prismatic Vista can just sac in response.
You should 100% run Prismatic Vista in cEDH. And if God forbid they ever print a fetchland that fetches fetchlands, you should run that too.
June 3, 2019 11:01 p.m.
dingusdingo: Thank you so much for that, dude! I really wanted a legitimate take on it cause I was tired of getting the same response. Like I said before, I wholeheartedly believed in it but everything I could find would say it was statistically neglible and without the Dryad Arbor target I was really hoping someone would go through the trouble of expanding upon it. In it goes, I shall acquire it the moment it's released.
Thank you, Soren841. You're always pushing my to make the best possible deck I concur on the rings despite how much fun they sound.
June 4, 2019 12:24 a.m.
CyborgAeon says... #4
Rings of Brighthearth is obviously not optimal. Unfortunately it's still fun to look at the synergy.
Inkmoth using a ven-diagram you can see what overlaps and what sits on it's own. Though the more I try to picture how ouphe fits into the build the more I see this deck putting itself at risk with it in play without cat + haste enabler + thicc dork (priest of titania style).
Deciding what to cut for force? Just as tough. Except I can still see it being playable.
June 4, 2019 4:03 a.m.
dingusdingo says... #5
I mean, an approximately 1% change in card quality in your deck is rather small, but repeatedly changing it by 1% over your first 3 turns adds up quite a bit.
99 cards in an EDH deck, start with 7 in hand for 92. You also get 1 draw a turn and 1 land a turn under normal circumstances. If we compare 3 turns of fetchlands versus 3 turns of regular lands I think it will make more sense. We will assume 30 lands, with 3 starting in hand, and that you don't draw any lands for ease of math purposes.
Regular lands
- Turn 1, after draw you have 27/91 for 29.6% land chance on any draw
- Turn 2, after draw you have 27/90 for 30% land chance on any draw
- Turn 3, after draw you have 27/89 for 30.3% land chance on any draw
Fetchlands
- Turn 1, after draw you have 27/91 for 29.6% land chance on draw. After cracking the fetchland, you have 26/90 for 28.8% land chance on any draw
- Turn 2, after draw you have 26/89 for 29.2% land chance on draw. After cracking the fetchland, you have 25/88 for 28.4% land chance on any draw
- Turn 3, after draw you have 25/87 for 28.7% land chance on draw. After cracking the fetchland, you have 24/86 for 27.6% land chance on any draw.
Analysis
Assuming no lands drawn and 3 lands in hand, the percentage chance to draw a land increases with every draw. While using fetchlands, the percentage decreases. After 3 turns of using non-fetches, there is a 30.3% chance to draw a land, versus the 27.6% for using entirely fetchlands. The difference after 3 turns ends up being 2.7%, which doesn't sound like a lot until you factor in performance across a large number of games. Having access to higher quality cards is just as important as having access to more cards.
The difference in % of card quality is interesting to look at too.
- Turn 1 there is a 0.8% difference.
- Turn 2 there is a 1.6% difference.
- Turn 3 there is a 2.7% difference.
The other thing to consider is how density of fetches is impacted by adding 1 more fetch. You currently run 4 fetches, with a 7.07% chance of starting with one in the opening seven. To put it another way, you have a 92.93% chance of NOT starting with any given fetch. We can calculate the odds of not starting with ANY fetches by using (0.9293)^x, where x is the number of fetches you run. With 4 fetches, you have a a 74.5% chance of not starting with a fetch in hand. If we bump that up to 5 fetches (adding Prismatic Vista , we instead have a 69.3% chance of not starting with a fetch.
Put another way, swapping a basic forest for Vista increases your odds of starting with a fetch from 25.5% to 30.7%, a 5.2% increase! You are increasing the chances you get a card that increases your draw quality, which is a great way of saying you're improving card quality.
5 Fetches scenario
Using the same scenario but starting with 5 non-fetches or 5 fetches instead. Assuming 30 cards of your 99 are lands, and no lands drawn during this period.
Regular Lands
- Turn 1, 25/92 for 27.2%
- Turn 2 25/91 for 27.4%
- Turn 3 25/90 for 27.8%
- Turn 4 25/89 for 28.1%
- Turn 5 25/88 for 28.4%
Fetches
- Turn 1 25/92 for 27.2% prefetch, 24/91 for 26.4% postfetch
- Turn 2 24/90 for 26.7% prefetch, 23/89 for 25.8% postfetch
- Turn 3 23/88 for 26.1% prefetch, 22/87 for 25.2% postfetch
- Turn 4 22/86 for 25.6% prefetch, 21/85 for 24.7% postfetch
- Turn 5 21/84 for 25% prefetch, 20/83 for 24.1% postfetch
Difference
- Turn 1 0.8%
- Turn 2 1.6%
- Turn 3 2.6%
- Turn 4 3.4%
- Turn 5 4.3%
Thoughts
Having a smaller chance to draw a land off the top deck is nice. It means you need less draws to reach the cards that make you win. Fetches also are incredible for color fixing purposes, which can't be overstated in a 3 4 or 5 color deck. Fetches are actually more useful in a 60 card environment too, because you can run higher density of color appropriate, as well as the smaller land count + card count means each land and card removed has a higher impact on your draw percentages.
One of the ideas that makes Magic really fun is how chance and probability play into it. In casual circles, chance helps to level the playing field between decks, as anyone can get hit by bad top decks. One of the things that separates casual and serious play is knowing how to build decks to navigate the % chance of chaos, as well as designing decks to work consistently despite chance being part of the game design. Most decks do this through using tutors (effectively copies 5-8 of your winning card), or by drawing many cards (increasing your chances to draw the card you need). Deck thinning is a staple of competitive decks in all formats because it gives you that small advantage which you then hedge against other decks. Even if the advantage is small, by repeatedly stacking every advantage in your favor, you are much more likely to win.
June 4, 2019 5:20 a.m.
Ink already knows what he should cut for Force because I told him smh. He knows I know everything o.o my mom instilled her know-everything-mom-powers in me
June 4, 2019 6:53 a.m.
Ya it’s just that you, the guy with 233 upvotes, should not post it every day and give a nobody a chance
June 4, 2019 7:26 a.m.
Fellin22 just shut the fuck up he can do whatever he wants. Stop being a salty bitch.
June 4, 2019 8:27 a.m.
dingusdingo: I can't imagine how much time you put into that comment and I will be save it onto a clipboard for future referencing. Thank you for taking the time out of your day to thoroughly explain the reasoning behind running every possible fetchland. I've always wanted this to be true and my findings were always saddening and unsubstantial, so I would always ride on the " Dryad Arbor target" reason and since I lacked the mathematical knowledge to make a valid argument besides a gut feeling I was really hoping someone more knowledgeable would rise to the occasion (Dingusdingo, the hero we needed). Once again, thank you so much! I always wanted this written down<3
Soren841: Your know-everything-mom-powers have not convinced me on the Force of Vigor ad I really do want to find a slot for this.
Fellin22: That's just bad luck, dude...I have actually laid off Featuring for a while and I only cycle when I remember (3-4 times a day now). So if my post overshadowed yours, post on my wall a deck to get featured and I'll use a token for you as soon as I have some.
CyborgAeon: Stahp.....I want it.
June 4, 2019 9 a.m.
Brittle Effigy is good turn one for spot removal later on. I am wondering would Vorinclex do something in here? Zendikar Resurgent is also great.
June 4, 2019 9:15 a.m.
Brittle Effigy : It's too narrow, non-repeatable and that 4 mana cost just to activate is way too much for a one time effect.
Vorinclex, Voice of Hunger / Zendikar Resurgent : Both are too slow and unimpactful, if I have the mana for them I usually have mana to actually close the game out.
June 4, 2019 9:24 a.m.
sorry guys i just worked on that list for 2 hours, just bad luck. Sorry for being a jerk
June 4, 2019 5:29 p.m.
Fellin22: Which one? Maybe one of us can help? It's all good, just try to take it easy. It wasn't easy to get this deck to where it's at.
June 4, 2019 5:36 p.m.
scotchtapedsleeves says... #17
Hey there, not sure if I got to you for this but do you mind crediting me for the page? A few users and I on our little coding group made a button for your deck, here's the code so you can put it in your description!
EDIT: I see that you've already credited, sorry didn't look too hard for that in the first comment. You can still replace the code with this code if you'd like since it fits in more with the theme. If you do I can change the deckcycle and preview comment colour back to the blue since you're not using that code anymore
<a class="btn hidden-xs" href="/mtg-decks/the-deckcoders-alliance/" style="background-image:url(https://dl.dropbox.com/s/z8smfgjs5wtqv35/link-green.png?dl=0);width:100%;border-color:black;color:white;">Credit to The Deckcoders' Alliance for the code on this page</a>
June 5, 2019 8:24 a.m.
CyborgAeon says... #18
Not necessarily for everybody; but I like to add style to the response box too; it makes for even these elements to feel unique. Ie
Inline opacity to match your current style:
element.style {
opacity: 0.8;
}
Button background:
.md-editor .md-footer, .md-editor>.md-header {
display: block;
padding: 6px 4px;
background: #000000;
}
Fix the buttons:
.btn-group > .btn, .btn-group-vertical > .btn {
position: relative;
float: left;
border: black;
color: #42905a;
background-color: #2b2c2b;
}
Text-box:
.md-editor>textarea {
font-family: Menlo,Monaco,Consolas,"Courier New",monospace;
font-size: 14px;
outline: 0;
margin: 0;
display: block;
padding: 0;
width: 100%;
border: 0;
/* border-top: 1px dashed #ddd; */
border-bottom: 1px dashed #ddd;
border-radius: 0;
box-shadow: none;
background: #000;
-webkit-text-fill-color: #a6baa7;
}
Text box in focus:
.md-editor>textarea:focus {
box-shadow: none;
background: #000000;
caret-color: #cfcfcf;
}
If you're a little uncomfortable with the CSS'ing yourself, the basic way to adjust the slick dark-style I've suggested is to access the development console, find the elements in the css (each of the elements start with a name like
.md-editor>textarea:focus
) and there should be a small box next to the hexcode (starts with #) - if you click it it'll pop out a colour adjustment window. Give it a go!
June 5, 2019 9:02 a.m.
CyborgAeon: Honestly, this sounds neat, but I am completely out of my element. Being at work makes it borderline impossible for me to tinker with this, I'll try and mess around with it later.
Do you have any examples of a finished product?
June 5, 2019 9:15 a.m.
CyborgAeon says... #20
Oh, the information I put in there is it complete; it's really very simple; if you go to the styles sheet, press ctrl+f then do the following process: 0: Copy the current style sheet and save it to a notepad; there's no point in changing it without having a way to undo it.
1: paste element title name into the find (ie: .md-editor>textarea)
2: copy the text within the curly braces( these bad boys => {}, not these () ) over the previous curly braces for that element
3: Take a look at your page, and voila! You'll be happy to see that the text box now matches your theme.
June 5, 2019 9:26 a.m.
Hi! I have a similar Yeva list that has since drawn a lot of inspiration from yours and I thank you for that. My only concern is that I don't see the result of the Primal Command + E-Wit + Beast Within loops doing all that you say. At the end of the described loop you have primal in hand and both beast within and the witness in your graveyard. Do you need a draw loop without the cat like duskwatch recruiter to make this work?
June 24, 2019 12:01 p.m.
Robobro72: Hello, good sir! :D I am delighted to hear inspiration was drawn from this list and you are certainly most welcomed! Comments like yours are the very reason I had to get this list out there, so feel free to drop a link to see what you came up with and I would love to support your decklist as well :)
As for your question regarding the Worst-Case Scenario. In that situation The Cat is exiled therefore there are only 2 ways to get infinite mana: Umbral Mantle and Staff of Domination . We need Staff to keep drawing out the deck to keep repeating the loop. Staff could be obtained with Genesis Hydra if the former was used for infinite mana. Once staff is online, it can draw out the library to continue looping. If Staff is also unavailable, you need to assemble a draw engine comprised of Duskwatch Recruiter Flip and Beast Whisperer . This route however is annoying to play out and it could whiff.
However, Primal Command is slated to be removed for Shared Summons (M20 spoiler, 5cmc, Instant, tutors two creatures), so this loop might be removed all together for the sake of consistency. Stay tuned for updates as testing is still underway before any changes can be finalized.
June 24, 2019 2:12 p.m.
Hey Inkmoth,
Love your deck. It has inspired me to build a Yeva deck of my own. My meta tends to have a reasonable amount of pesky flyers. Most of which hit hard with dragons or Voltron commanders like Sigarda, Host of Herons , Bruna, Light of Alabaster , etc. The powerful levels of these decks are around the 6-8/10 on the power level.
Have you had issues running into flying/evasive creatures? I've been mulling about putting in: Thornweald Archer , [Silklash Spider], and/or [Arashi, the Sky Asunder]. What are your thoughts on evasive aggro decks?
June 30, 2019 12:19 p.m.
Glad you love the deck, man! :D As for your flying problem, I can't say that I have one. My meta usually consists of fast combo decks that aim to win around turn 5-6 or heavy control and stax decks. The deck currently has the best possible suite for general creature control without compromising the combo and as an added side bonus Great Oak Guardian can also help if absolutely needed.
Furthermore, there are other precautions you can take, like the Thornweald Archer . You can also use Kraul Harpooner and Emerald Charm . Personally, I don't like the other guys cause they do nothing for the combo at hand.
As for the Hexproof, you have access to Lignify and Song of the Dryads which can be brought out via Genesis Hydra . However, this is only relevant when you're trying to wipe the field with a pesky Hexproof creature and you're trying to end with Shaman of Forgotten Ways .
If damage is that much of an issue you can still make some concessions for something like Spore Frog or Timbermare for killing blows or set up a Turbofrog with Eternal Witness / Skullwinder .
However, if your pod makes you the archenemy because you're playing Yeva Draw-Grow, you might not be in the right arena. This is a deck that should be matched with similarly strong decks that don't rely on damage/voltron-like strategies that can pummel this deck in archenemy-like situations. Though, I promise you this deck will still manage to pull through those situations if played correctly and patiently as is.
I hope this helps!
June 30, 2019 2:38 p.m.
Paradox engine got banned today, a sad day :(
Any idea how to remedy that yet? Or is that a tbd?
Soren841 says... #1
Ink it's basic stats. A fetch pulls an extra land out of the deck, increasing odds of drawing a nonland. As there's no downside to running it, it is optimal.
June 3, 2019 8:31 p.m.