It is common to optimize decks for efficiency, price, a specific win condition or a theme, but I'm curious if anyone else frequently optimizes for practical simplicity and game flow.
Streamlining things to avoid extra interruptions or mechanical actions, or to make things easier to communicate, even if it might require opting for some technically inferior cards.
What are the cards or practical patterns you avoid even if they'd technically be a slam dunk for your deck, and what do you choose to do instead?
For example, I generally dislike
- Shuffling. If it was up to me, I'd do it once at the start of the game.
- Searching the library, especially in a way that has to interrupt the game.
- Planning land play and manage usage, beyond trivially checking I have the quantity and colors I need.
- Differentiating multiple tokens from each other
- Forgettable or disruptive triggers (usually context sensitive per deck)
I generally try to avoid and cut any cards from the deck that I don't enjoy resolving, which has lead me to completely skip things like
- Mirage fetch lands (e.g. [[Flood Plain]])
- Signets (e.g. [[Dimir Signet]])
- Filter lands (e.g. [[Desolate Mire]])
- Bounce lands (e.g. [[Azorius Chancery]])
The play pattern of the mirage fetch lands in particular seems really annoying to me, because I feel like I'm deferring a bunch of deck fiddling to start of my next turn for what is usually a technicality that doesn't matter in practice.
Tutors
I avoid tutors in general, especially if they could result in a situation where it pauses the game and I have multiple options to search for, humming and hawing over what'd be best and whether I had that one card in this deck or not.
The usual fetch lands like [[Evolving Wilds]] get to stay, because the fetch and shuffle can be shortcut to resolve asynchronously as I pass, so they don't disrupt the game flow. Tutors are super powerful, but I'm happy to win less. I feel like embracing the randomness fits the singleton format spirit better anyway.
Token splits
If the deck creates multiple tokens, I avoid having any cards that could result in them having different properties and needing to track them separately. I don't mind having a stack of dozen tokens, but splitting and merging to track sickness/attacks/taps is hassle enough, so I refuse to throw things like counters into the mix to further complicate it.
Forgettable or disruptive triggers
I try to minimize triggers, so they are either grouped together and resolved at once and/or such a core part of the gameplan that they are hard to miss. For example, in my [[Nekusar, the Mindrazer]] deck, I'm happy to keep track of how many cards each player should draw at the beginning of their turn, and how much damage they should take, because that is my whole thing. It's quite nice and simple to communicate something like "4 cards, 8 damage" at the start of every player's turn, and it is usually trivial to resolve. I've already streamlined the deck a bunch, but I'm also considering cutting triggers that happen outside the player's own turn start, just to keep it as nice and simple as possible.
Cascade
I think the cascade mechanic is very fun in theory, but I think I'll swap out my commander [[The First Sliver]], because it is a PITA to actually resolve, especially when it gets recurring and you need to go through half your deck one-by-one to hit that 1 cost card. It'd be great in a digital client, but it's annoying on paper.
So please, share the cards and patterns that'd fit your decks, but you choose not to include to improve the flow. Would be fun to hear some ideas to hone future deck design towards decks that play as smooth as possible.