This entry is part 8 of 15 in the series Journey to Nowhere

by Judson AKA GUDoug

GUDougI’ve been pretty down on tutors for a while now.  If I had to blame an incident or moment in time where this happen I don’t  think I could pin-point anything with any certainty.  Maybe it was with the printing of any number of new cards that can single handedly dominate a game and the redundant easy everyone seems to fetch and summon them for their bidding, the ever increasing ridiculousness of what the new tutors are capable of (good or bad in actual application), or the slow but steady elevation in the number of tutors that I witnessed both within my playgroup and online.  Or it could have been my desire to get closer to the Highlander aspect of format.  Maybe just maybe it was that I started making a lot of theme decks with few to no tutors and saw a deck could work just fine with out them, and often times the randomness was more enjoyable then every game playing out the same. How many tutors are too many: 1, 2, 4, 8, more?  That is a really hard question to answer when everyone has their own expectations, version of how to play, and idea of what is acceptable.  All while the format is without expectation and is lacking definitive/consistent rules regarding what is acceptable to play and not play.  A social contract is only as solid as the least abiding of its followers. Read the rest of this entry »

This entry is part 06 of 15 in the series Journey to Nowhere

by Judson AKA GUDoug

GUDougA few years ago I caught the Gladiator bug pretty bad, so I did what any devout EDHer would do and built a Gladiator themed deck.  I tried to jam pack the deck with as many flavorful elements as I could and combined more subjective criteria for picking the creatures with more thematic criteria for the other spells.  I was pleased with how it turned out for the most part but it was a little slow and durdlely in a lot of aspects.  High CMC creatures and spells mixed with no ramp and limited card draw is not the perfect recipe for a deck.  I made changes constantly trying to get the deck to perform the best I could but in the end it just wasn’t suited for the group that I was playing with at the time.  Everyone was rushing to combo out as fast as possible and a red zone deck just wasn’t fun to play against that type of strategy.  When turn five “game is over” is the norm, with a good hand I was lucky to have 6-7 permanents on the board representing my non-interactive contribution to the game.  Even online the deck was hit or miss and I felt I was making a lot of concessions to the theme in my card changes in order to have a more playable and competitive deck.  Sometime in the summer of 2011 having not played the deck in months, I had lost hope in it, gutted its cards, and used its sleeves for a better purpose.  I still have fond memories of the deck and I liked many of the ideas it had, so maybe it is time to take a second look at it, freshen up the list, and breath new life into a memorable fallen warrior. Read the rest of this entry »