Greatest Ryusei, the Falling Star EDH decks

Which strategy should I pick for Ryusei, the Falling Star

Before you build your deck, you must study. Understan the mid games and you get a strategic step ahead. Do you like control, combo out or do you want to set the pace with a high tempo creature push, which will cause your adversary to surrender Readjust things out and place your tactics in the mid zone. The mid spot between control decks & combo decks are the winner of EDH. But there are also alternative strong strategies in other directions, like resistant which is very critical when not playing 1 on 1. Ifyou are building a Ryusei, the Falling Star deck, you need to rely on a deck synergy. That doesn’t mean that you cannot have supporting synergies. But beware not to pollute your primary synergy. Sub strategies can in best case work isolated, but also as support for your primary strategy. This will take time to learn.

These are the stax for Ryusei, the Falling Star, which are core

For every color, there are magic cards, which are so robust, that all EDH-decks should have these cards – regardless which commander you are having. Typically green has manacards, blue has counter spell, card draw or mass bounce. Red has some useful combo pieces and black got tutors. Lastly white has board wipes and tokens. This was only to name a few of them. You also need some critical artifacts, like Skull clamp. If you consistently pick those cards – all your decks will look similar and get very uninteresting. So unless you’re playing only for winning – you should blend things up from time to time and try other cards. When examining cards you should naturally focus on CMC. Your manavurce I EDH, isn’t so critical as in modern or type, but you need to possess early control or defence grid. If we don’t focus on synergy to your commander, you should focus on 2 things, when selecting cards. 1. The upper effect and 2. the lowest outcome.

1. Some cards has high potential effect, like destroy all creatures and get a card for each creature that left the battlefield this way. Other cards like a direct damage has a obvious small maximum effect.

2. Then we got the minimum effect. A mass removal has a minimum effect of nothing – because there might not be any creatures on the board when the spell is being cast. Other cards like direct damage are more secure to cast and works immediately, which raises the minimum effect. Go for a card, that performs both directions if it makes sense. It’s super strategy to have a good mix of cards with both assets, but even better to have cards, that works in both ways in some degrees.

How much should you go for a combo win con

It is funny to win. But the winning feeling can be replaced with bitterness, if your fellow players dislike your win condition. Some combokills are more attractive than others. Here are some tips about which combos to avoid:

• Stop playing two card infinite combos, which creates instantly win.

• Don’t play mass mana removal – unless you are able to kill within a couple of turns.

• Avoid over use one supercombo – it is dull

• Don’t use a ton of tutor cards to look for the same combo pieces over and over again

• Avoid using repeatable draw, card search and board control to cause a long and slow death to your opponents.

No players love to wait for time consuming turns. Elseways you have tomust choose how aggressive you wanna play. There is a thin line between fun and competitive magic. Individual play groups are often more casual. Arranged magic groups are in the middle. Thirdly the elite tournaments, organized by retailers or local shop, are the most competitive, where the fun level is lacking.

Best mana ramp cards for Ryusei, the Falling Star

Mana acceleration is important when playing aggression as well as building up for late game finishers. If you do not hit a land acceleration card within the first 4 rounds, you will lose terrain to your competants – specially if you are third in turn order. You should blend mana acceleration cards in the range from cmc2 to cmc4. The best land acceleration cards can tutor for all land cards and get them into play tapped or untapped. This will bend the manacurve and let you play bigger cards sooner. Lands put directly into the battlefield is much more secure methop to ramping, than using artifact rocks or other mana utilities – thus that lands are more difficult to remove. When playing green it is easy to get great ramp cards. If you do not play green, you need to look at non-green cards.

Which cards does the top players suggests

If you look at the decks from world cup you will see that EDH is not the most used game in the 24K tour. But on this website we have summed up some of most winning magic cards within a long money range. Maybe you won’t focus only on the top cards, but also on the funny cards, creative suggestions, bizarre alternatives, and proposals from the best in the pro tour.

Do you want to play to win budget or casual

World class level is a pricy thing. Casual gaming can be a too fun and you might want to boost your win rate. A non-pricy deck is attractive, but it can get way too low-priced and you will miss out on good cards in the middle-range and lower top-range. You need to choose a balance that is appropriate for your style and budget level.

Other alternative commander cards to Ryusei, the Falling Star

Magic the Gathering is a funny game – especially when playing EDH. Even though you have the optimal general for your deck. You maybe want to amend it now and then to boost your gameplay.