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Big Deck Arc-Slogger Brew Off

The day we cut all the “bad cards” and trim our deck to the minimum is the day we graduate from noob scrub to Big Shot Pro. As Big Shot Pros we can now point and “LOL” at the noob scrubs with their 87-card decks. What noob scrubs!

From here we get it into our heads that it is ALWAYS correct to ALWAYS play the minimum number of cards without exception and it’s “so bad” to play more than the minimum.

Well today we are going to dispel that myth and reclaim our ability to think creatively. Today we will be building 60+ card decks for STRATEGIC ADVANTAGE.

Opportunity Cost

Opportunity cost is the mathematical/economics rules that guides us to sculpt our decks down to the minimum. Opportunity cost basically evaluates every new addition to the deck against our best card in the deck.

Opportunity Cost – The value of the best alternative foregone when choosing between several mutually exclusive alternatives.

So if we are playing a Genesis Wave deck, 4/60 is the maximum ratio of Genesis Waves we can play. Every card we add has an opportunity cost. Every card we add reduces our Genesis Wave ratio and reduces our chances of drawing Genesis Wave.

This is a compelling argument to play the minimum number of cards—sometimes.

Library as Resource

The library is a resource. This is expressed in various ways, sometimes more explicitly than others.

We have the obvious.

We have the slightly less obvious.

We have the obscure.

We have defense against mill.

We have more diverse selection for tutors.

It gets even deeper.

Reverse Opportunity Cost

What if we have a WORST card that we NEVER want to draw but we NEED in our deck?

Reverse Opportunity Cost – The value of the worst alternative foregone when choosing between several mutually exclusive alternatives

A Living End deck needs Living End as a resource in the deck but hates to draw Living End.

If our plan is to Gifts Ungiven for Iona, Shield of Emeria and Unburial Rites, drawing Iona can lose us the game.

If we are Scapeshifting for Valakut and Mountains, it’s important that Mountains stay in the deck.

In these cases it is advantageous for us to play more cards because it’s better to draw anything than that one card we really don’t want to draw.

You can see clearly that there are many cases where playing more than the minimum offers a strategic advantage.

Sure, these are exceptions, and in general it makes sense to go with opportunity cost and shave to the minimum—but not always.

Arc-Slogger Brew Off

Today we are going to build decks that play extra cards, and our starting point is Arc-Slogger. Arc-Slogger is an obvious one—the more cards in the deck, the more potent this beast. Though, the more cards in the deck the less likely we are to draw Arc-Slogger, so consider the balance.

How would you build with Arc-Slogger?

One winning submission, picked on creativity, competitiveness, uniqueness, presentation, and brevity will receive $25 in store credit at ChannelFireball.com.

Arc-Slogger Brew Off Submission Rules

I’m requesting no Battle of Wits submissions because 1) Battle of Wits is obvious and 2) Battle of Wits deck lists are exceptionally long and confusing.

As always decks should be COST SORTED low to high to present the game plan in a coherent turn-by-turn order. If a card has multiple costs, put it at the cost you expect to play it at.

Also include the number of cards you are playing in the deck title and why in your short description.

66-Card Living Shift with Arc-Slogger

This is a controlling Living End deck that has a surprise Scapeshift finish on turns 6-7. We play 66 cards to reduce our chances of drawing Living End, Valakut, and Mountains without diluting the deck significantly, topping off with 1 Arc-Slogger as a 3rd win condition. Excited to record videos with this!

I look forward to seeing your big deck Arc-Slogger brew in the comments!

 

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