Winning the game can be an odd topic in Commander. Most games aren’t about the win itself, but the fun you have along the way. The journey from first land drop to scooping it up is one that we try to make as memorable as possible. While it doesn’t usually matter who wins, sometimes it’s fun to change how the …
Ranking Magic’s Sword Equipment Cycle in Commander
Equipment decks are one of my favorite types of deck to build. There are a bunch of great swords, staffs, boots, and spears that can augment your creatures and increase your consistency. And, it’s fun from a flavor perspective–granting exciting weaponry to your seasoned warriors. Swords of X&Y One of the most famous equipment cycles in Magic is the Swords …
Playing “Bad” Cards in Commander
Building a tuned Commander deck can mean a lot of different things. Some people build for a theme, every card contributing to a grand story that the deck tells in myriad variations. Some build a well-oiled machine, designed to do one thing with ruthless efficiency. Sometimes they figure out some arcane and byzantine Rube-Goldberg machine and just want to see …
The Best Clones in Commander
Clones see a lot of play in Commander, and are often considered one of the utility effects that should be in every deck (where possible). Like removal, they always have an application, provided there are creatures on board. While removal might deal with a problem, sometimes you’d rather become a part of the fun instead! Clones are a subset of …
White’s Problem is it Doesn’t Get Explosive Turns
Kristen suggests that white’s issues aren’t card draw or ramp – at least not entirely. The problems arise from how little tempo it can generate. Historically, white has struggled with ramp and card draw when it comes to EDH. It’s entirely reasonable that this would be the case if you examine how the colors interact in 60-card constructed Magic. Red …
Tackling Treasures in Commander
Over the past couple of years, Treasures have permeated the Commander metagame at all power levels. Between the stifling stranglehold of Smothering Tithe, the explosive burst from Dockside Extortionist, and the constant stream from Pitiless Plunderer, we’re practically swimming in the stuff. It’s great when you’re the one with the Treasure, but it can prove to be a struggle to …
How Much Life is an Extra Turn Worth in EDH?
Kristen asks a question you should be asking yourself in a game of Commander: How much life is an extra turn worth? So, I was a little devious when I recently put up a poll on Twitter. I asked people how much life they thought was fair to pay to take an extra turn in EDH if the spell cost …
Codifying Power Level in Commander
I don’t think of Commander as a format. Now that I have your attention, I should probably explain myself. To me, Commander is less of a format, and more like a framework. When you call something a format, that implies there is a strict set of rules by which to define it. When you play Modern, Pauper, or Pioneer, there …
Not Everything that Slows You Down is Stax
Kristen sets out to reframe Stax’s place in EDH. She argues that too many cards are pigeon-holed as Stax when they actually have a place in the format. If you’ve played a game of EDH, you’ve probably encountered the “groan.” While quite often it’ll arise from terrible puns and wordplay (at least at my tables), it’s usually heralded by a …
Neon Dynasty Commander Upgrade Guide: Buckle Up
Kamigawa: Neon Dynasty is here, and it’s looking like the start of a bright new future for Magic. Kamigawa is now much more advanced than when we last left it; we’re introduced to dazzling future tech like High-Speed Hoverbikes, but there’s still a sense of tradition with the more reserved Jukai Naturalists. This balance between tradition and modernity gives this …