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Скачать с ютуб Ghyrson Starn, Kelermorph Deck Tech. Burn Spellslinger Cantrips, Each Opponent Damage. Power 7. EDH. в хорошем качестве

Ghyrson Starn, Kelermorph Deck Tech. Burn Spellslinger Cantrips, Each Opponent Damage. Power 7. EDH. 10 месяцев назад


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Ghyrson Starn, Kelermorph Deck Tech. Burn Spellslinger Cantrips, Each Opponent Damage. Power 7. EDH.

Ghyrson Starn, Kelermorph. Power Level 6-7. Izzet Blue and Red Commander Deck. Review of the 100 cards in the in a Ghyrson Starn, Kelermorph Commander deck. This version focuses on the Spellslinger style using Cantrips (Spells that replace themselves with card Draw). The spells trigger your creatures that damage opponents when a spell is cast and work with your commander to deal 3 damage to each opponent on every spell. Power level 6-7. Full Decklist on Moxfield: https://www.moxfield.com/decks/2aroBT... Search Username "Finx" on Moxfield.com if YouTube blocks the above link. Power level of 7. This deck contains 1 infinite combo. This is a general damage over time deck and can run in the 6 or 7 power level with a few changes to the deck. The deck performs well shooting down low toughness commanders your opponent’s try to keep in play. It puts a clock on the table for a response or the damage every turn cycle will eventually catch up to your opponents. Power Scale (1-10): 1-8 is casual commander. 7 and 8's can have infinite combos to go for the win. Usually includes the best tutors for the ways to achieve the deck’s win conditions. May go for a win around turns 5-7. You will see powerful (and Expensive) cards. Still tries to limit the number of Salty cards (EDHrec.com Salt score). 6: Not the best tutors to achieve your win cons, budget options instead of the technically better cards. may include lands that enter tapped. Seeks to build up to a winning state over time and takes time to develop. Usually does not win before turn 7. 3-5 includes pre-cons and slightly upgraded preconstructed decks. A level 5 can be a strong precon like the Warhammer 40k ones or a deck that is running without the best tutors and interaction, and can have lands that enter play tapped. 1-3 Decks with theme such as People sitting on chairs or wearing hats. More about thematics and the fun of the lore and synergy of the deck than winning. May be just cards that you want to play but does not have efficient deck structure and win conditions. 9-10's are cEDH decks that have a different play style than casual decks and are geared towards that format. They usually include: a direct win line that can go off at any moment, threats in the first few turns to win the game, much higher interaction spells than casual, Generally much lower mana cost curves (1-4), only the best cards to go for the win, possibly stacks pieces and cards that would be too salty to play in casual commander.

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