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So. For a long time I had a version of The Commander's Quarters [Codie, Vociferous Codex] deck sitting in my theorycrafting folder on Arkidekt, but I've drifted away from being a fan of his work, so I decided to take the inspration and make my own thing. I started brewing, and these were the ideas/goals I ended up with:
- Use as many cards as I actually own as possible.
- Build this as cheap as possible.
- Play suboptimal cards that get better when they're free. No staples.
- Embrace modal spells.
- Mathematically confirm that every cast off Codie is most likely to hit a spell of one mana value less. I'll share the spreadsheet if you want to see it.
Don't look at EDHRec, because that's not going to help.
This is what I ended up with, and these are conclusions I've drawn from the process:
My draw advantage isn't conventional, it's a more focused topdeck manipuation than straight draw, which sets me up for future Codie activations and other such effects. But straight draw is still good.
Untapping Codie is good, and getting multiple activations in my turn is good.
My ramp isn't about getting ahead on mana in the early game, it's about hitting land drops consistently far into the late game, and being able to discard extra lands from my hand to do things is good.
I'm not going to win in combat, but I want to make tokens to have a decent number of chump blockers.
I want to keep putting cards I've already cast from my graveyard back into my library and repeat patterns, so I don't run out of 4/5 MV spells to psudo-cascade from.
This is my problem:
- HOW DO I WIN?
If anyone can understand what I'm going for here, please... I welcome your suggestions, and offer my condolences for your mental state.
(Inspiration for the Deck Name goes to MaldHound.)
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