Description: Custom Deck - Any Commander - Commander MTG Magic the Gathering - Custom Budget I am passionate about deckbuilding, and would love to build custom commander decks for people. I can build whatever you want, and make sure it is fun and competitive. We can go with a custom budget, but keep in mind ebay fees and all that, I will only make 50$ of profit on each deck and the rest will go into your cards. The deck with take 2-3 days to design, then I have to order the cards. Anyone with experience on TCG player knows, cards usually arrive in a couple days, but can take as long as a couple weeks. So expect the deck will take about 3-4 weeks to get to you, although I can probably get it to you much faster, many of the variables are out of my control. Let me know if you have any questions about deck or the process! About my decks in general The world's fourth smallest YouTube channel, Ace's Tavern, is proud to present, custom-curated commander decks. I'm passionate about deckbuilding, borderline obsessed, and I'm excited to share that passion with the community, and hopefully make a little money to support my channel in the process. I love building decks, and I have too too many (22), so now I can start building them for you! This way I can keep experiencing my passion, but not having to own any more decks :O I never cared if my unique deckbuilding style was optimal, just that it was fun...but now that data is rolling in (all of my games since the start of 2022 are posted to YouTube) I feel like my unconventional methods being proved effective, with a win-rate of well above 50% since I started tracking games in Jan 2022. I say this not to brag, I don't actually care about winning, nor do I build decks to win (I prioritize fun and activity over winning), I just think that when you're buying a deck from someone, it's nice to know they have a deep understanding of the format and a proven track record of success. And if you do buy this deck, you'll be supporting a fledging content creator in the community, and for that, fellow human, I thank you :) Deckbuilding philosophy Card Draw = Fun, Activity, and VelocityFun over everything. (FOE?) Everyone has a different idea of fun. There are many ways to having fun playing magic, but they all involve casting spells and participating actively in the game. To do this, we'll need card draw. The more I play Commander, the more I am convinced that most decks do not run enough card draw. Everyone seems to agree, card draw is good, but how much we actually need is a subject to debate. There is a number floating around, a common answer that 10 pieces of card draw is a good baseline. I disagree, I'll attempt to establish here that we should strive to play 20 pieces, with an bare-bones minimum of 14-16. Let's get into the details, exactly why is card draw so important, and how many pieces of card draw should be in a deck. I've always loved drawing cards. I've been playing magic since 1997, and all of my old decks would run card draw. I would run Rhystic Study in 60-card constructed formats, and guess what? I would lose. Sweeping generalization incoming: Card draw is essentially a luxury in 60-card formats. Your opponent has 20 life, and you theoretically should be able to kill them by turn 6, at which point you've have seen 12-13 cards. That means, every turn, if you play one land and cast one spell, and you will be out of cards on turn 7. The same pattern applies for EDH, if you play a land and a single spell each turn, you will be out of cards by turn 7. The problem is, instead of dealing with one opponent who has 20 life, you have three opponents, whom have a total of 120 life. Turn 7 is just when the game is heating up, in many cases, turn 7 is where the game begins. We want turns 8-9-10-11 to be our most explosive and powerful turns, which means playing multiple spells per turn. So we need card draw just to have spells to play on those turns. So with a moderate amount of card draw, we can have cards to play in the endgame. But part of the beauty of Magic, having cards isn't sufficient, we want the right cards for the situation. Which brings me to the more important reason we need card draw, and why I think card draw is underutilized in everything outside of CEDH Hypergeometry Some of you may be familiar with this term, some may not. My deckbuilding is definitely focused on hypergeometry, so I'll take a second to explain it. A hypergeometric calculator is a probability tool that tells us how likely we are to get the cards we want. Confused? I'll make it easyWe plug the numbers in the calculatorIf we have 10 pieces of card draw in a deck, the calculator tells us that we have a 53.3% of drawing a piece of card draw in our opening hand. If we have 20 pieces of card draw, we have an 80.2% chance. Younger me thought ramp was the most important thing to have in my opening hand, but smarter me thinks it's card draw. Card draw can propel me into ramp that I'm lacking, but ramp cannot propel me into card draw. Or board wipes. Or lands. Card draw fundamentally changes the hypergeometry of a deck, and your chances to draw all the other sections of your deck. Let's use lands as an example, I think they perfectly illustrate the impact of card draw on hypergeometry. As any experienced commander player knows, exactly how many lands a deck should run is a highly debated topic in the community. Making a land drop is a seemingly innocuous, but incredibly powerful play, and MTG Goldfish has a great episode entitled, "Are Mana Rocks a Scam" that takes a deep look at Sam Black's idea that people should be running more lands and less mana rocks. But lets stay in the pocket. How many lands should an EDH deck run? The goal is to drop one land per turn. My games from 2022 lasted an average of 10.4 turns, with the longest game lasting 19 turns. Commander Clash season 13 games lasted an average of 10.8 turns. I think its safe to say, we're going to want to be able to drop lands for at least 10 turns, but in reality, you want to be prepared to drop lands until turn 19 or 20.How many lands you need depends partially on your card draw. Let's take a look at hitting our land drops WITHOUT drawing any additional cards as a frame reference. We want to hit land drops consistently over the course of a game that will last an average on 10 turns. You start the game with 7 cards, so by turn 10, you've drawn a total of 17 cards. You're wanting to hit a land drop every turn, so, you want 10 of those 17 cards to be lands, meaning you'll want your deck to contain 58 lands. In commander, there's some variance, the hypergeometric calculator tells us that if we run 58 lands, we have a 60.3% chance of drawing 10 lands in our opening 17 cards. Of course, if the average game is 10 turns, that means some of the games are longer, and we really don't want to miss land drops, no matter the duration of the game, so if the games goes on until turn 20, we'll have drawn a total of 27 cards, and we'll have wanted 20 of them to be lands, so we would want 73 lands in our deck. So, if we run 73 lands, we will surely hit a land drop, every single turn, even if the game lasts 20 turns! Right? Well...the hypergeometry never lies. If we run 73 lands, we have a 54.9% chance of hitting all our land drops in this scenario. I feel like it should be 90%+, but its just....not.The answer is card draw. We really need to be drawing three cards per turn.Let's take a look at a player who is drawing two extra cards per turn from turn 6 onward, and the impact those extra draws have on land drops. By turn 10, this player has drawn at total of 27 cards (including the opening 7), and they're wanting 10 of them to be lands, so they'll want approximately 37 lands in the deck. Of course, if the average game is 10 turns, that means some of the games are longer, and we really don't want to miss land drops, no matter the duration of the game. So, if the games goes on until turn 20, this player will have drawn a total of 57 cards, and will have had the opportunity to make 20 land drops. Hypergeometrically, if this player had 34 lands in their deck, they would actually have a lower chance of missing a land drop than our hypothetical "non-draw player" who is running 73 lands. Drawing cards mathematically impacts how often you will hit your land drops, but the reason I'm laboriously making this point, is that the math behind this does'nt just apply to lands, it applies to every other area of your deck. How likely am I to draw enough removal, ramp, wraths? How much ramp should I run? How many board wipes? How much spot removal? It's hard to get enough of everything in, I could argue its actually mathematically impossible, but that's a topic for another time. A common occurrence is for a player to look at a deck and realize it needs more spot removal, or more lands, or maybe more ramp. So you go to add a piece of ramp, which means cutting something. Every piece of ramp you chose to include decreases your chances to draw lands, spot removal, board wipes, protection cards, recursion, graveyard hate...and card draw. Card draw is the ONLY thing that will actually increase your hypergeometric chances of drawing the cards that you need in your deck.Card draw is incredibly powerful, it overcomes the 100 card variance, and balances the other segments of our deck. But more importantly, it's fun. There's nothing worse than being in top-deck mode, or having to draw and pass while other people at the table are playing out massive turns. You get to play more, see more cards, have more options on your turn, and winning is just a by-product. Trust me. Or go watch my games if you think I'm bluffing! :)The quickly answer the age-old question of how many lands we should run, it varies by deck, but not by much. I could write an essay on the details, but I'll spare you, and give you a good answer. With enough card draw, we need 34-37 lands. With the amount of draw we have, we could run less, and accept the increased risk on missing a land drop on turns 4-6 before proper draw is established, but I run a few extra lands to minimize this risk, because missing a land drop on turns 4-6 is sneakily devastating to a commander deck in my humble opinion.The financialsWhen I look through the other EDH decks that were for sale, I was floored by how little $$ value in cards they were offering. I thought, I can build better decks and sell them for cheaper, with more $$ value in cards. So I set off, and designed a really cool budget deck, the entire deck contained 33$ worth of cards. I had a plan of selling it for 45$. When I went to buy the deck, the shipping was 27$, and then I realized, when I sell it, the selling site takes a commission. So if I bought the deck, I could sell it for 65$, I would actually LOSE MONEY, and the person buying the deck would only be getting 33$ worth of cards. The real winner would be eBay and TCGplayer. So I quickly re-evaluated my position that the other sellers of custom EDH-decks are just greedy and overcharging consumers, it's actually tricky to provide people real value in this space, and I've been working out exactly how to do it for a long time. Method 1: Mid-BudgetThinking about how shipping fees impact budget decks allowed me to repivot my strategy from selling ultra-budget decks to selling mid-budget decks. Since shipping cost for a 1 cent card is the same as the shipping cost for a 5$ card, I can provide the customer a much better value by selling decks in the 100$-300$ range, as a very high percentage of this money will reflect money spent on cards, not on shipping. I'll still always vie to have a few ultra-budget decks for sale, but just know if you're buying a 60$ deck from me or anyone else online, it's really hard to offer monetary value in this range, and you should be buying the deck only because you find the mechanics of the deck cool and exciting. Which I guess is the only reason you should be buying a deck anyway. Method 2: FoilsCollector boosters have changed the foil game. For many cards, the foils cost only a few cents more, while for some, the foils are 10x of the cost of the non-foils. When I'm done designing a deck, I then look to the foils, comparing the foil price, to the non-foil price of each individual card, and adding foils where it makes sense, taking into account the overall budget of the deck, and the value for your collection. It takes some time, but its a part of the puzzle I enjoy, and I think its a cool way to distinguish myself from other deckbuilders, and especially from pre-cons. Pre-cons are the main competition for me and fellow deckbuilders, as they can easily print 100$ worth of cards and sell it for 50$. But why buy a deck thousands of other people are playing? Get something that is unique, and I know foils make me happy, for some unexplained reason.Method 3: Avoiding shipping feesBuying cards in large quantities allows a drastic reduction in the shipping fees. In the above example of the 33$ deck with 27$ shipping, if 40 copies of each card were ordered at once, the price per deck would drop from 60$ to about 43$, which would allow a deckbuilder like myself to sell the deck to the consumer for 60$, the same exact price they would pay on TCGplayer, and net about 5$ profit, which brings me to my next methodMethod 4: Less profit So it's a much better plan to sell decks in the 100$-300$ range, for both me and the consumer, to get over the shipping problem, AND for the power level of the deck, being able to keep up with local playgroups instead of running strictly at a pre-con level. But selling decks at a higher price point does present a problem. Take for example, the budget version of my 1200$ Boros equipment deck that I'm putting together to sell. Once it's ready, I will sell this deck for 465$, with approximately 74 foils, and it'll be awesome, and powerful and operating at approximately 90% of the efficiency of the full optimized version. The buyer will be receiving about 400$ worth of cards, I'll be making 30$ profit, eBay and TCG will be getting their money, everyone's happy. But from a business standpoint, this is a great deal involved for everyone except me. I've invested 400$, and that money has to sit there, for who knows how long, maybe never sell, and if it does, I will get 30$, a 7.5% profit margin over an unknown timeline. And that's not including the hours I've spent building the deck. As a business, this is not viable, if someone was to invest 400$ into a deck, business-wise, they should determine their profit based on a percentage of how much money was invested, which would lead to having to charge 600$ or more for a 400$ deck, and now the consumer is not getting a good deal. So I'll accept a flat amount, hoping to make 10$ on cheap decks and 30$ on expensive decks, because it allows me to build and share decks, which I'm passionate about, even the very thought of someone playing a deck I designed and having great time brings me joy and warm fuzzy feels. And who knows, if I could get into a flow, and be selling 10 decks per day, that would be enough to support me and my son and I could quit my restaurant job and be doing what I love!If you're still reading, wow. Good job and genuinely thank you for your time. If you don't want to buy a deck, or can't, you can also support me by subscribing to my channel. Just search Ace's Tavern on YouTube and you'll find me.Have a great day!You're doing a great job(:
Price: 265 USD
Location: Asheville, North Carolina
End Time: 2024-02-12T14:44:44.000Z
Shipping Cost: 5 USD
Product Images
Item Specifics
Restocking Fee: No
Return shipping will be paid by: Buyer
All returns accepted: Returns Accepted
Item must be returned within: 30 Days
Refund will be given as: Money Back
Format: Commander
Game: Magic: The Gathering
Set: Commander
Language: English
Number of Cards: 100
Card Condition: Near Mint
Manufacturer: Wizards of the Coast
Country/Region of Manufacture: United States
Character Family: Magic the Gathering