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BMoor's Magic The
Gathering Deck Garage
Hopefully, all of you
reading this have heard
about the Commander Contest
I’ve announced, and are at
least considering entering
it if you haven’t already.
Perhaps even more gratifying
to me would be if you plan
on building a Commander deck
for use in your local
playgroup. For those of you
who haven’t gotten the
Commander itch yet, or have
gotten it but haven’t had
much success, let’s talk
about what makes a game of
Commander different from a
game with the usual 60-card
decks. I explained the rules
of the format in my last
article, but there’s more to
a game than just its rules.
There’s also the exploration
of how those rules define
the play experience. It’s
said that the CEO of a
company informs the
company’s character; the
same can be said for the
rules of a game.
Take a Different Route Home
Every Night Build a
60-card deck, playtest it a
few times, bring it to FNM
every week for a month or
two, and if your deck is
streamlined, you should
pretty much know how your
games are going to play out
before you even play them.
In the top tiers of play,
you need that level of
predictability to properly
adapt to what your opponent
does. Commander decks are
built for a completely
different
mindset—predictability is a
liability. When you’ve
played your Commander deck
enough times to know how
your games with it will play
out, most folks would say
it’s time to take it apart
and build a new one, because
it’s not fun anymore. Half
the thrill of the format
comes from your deck
surprising you. Hopefully,
that surprise comes not in
the form of manascrew, but
of card interactions you
never thought of in
deckbuilding and of your
deck performing differently
from one game to the next.
The purpose of EDH as a
format isn’t really to win,
even though everybody deep
down wants to. It’s a casual
format. The purpose is to
play with cards you normally
wouldn’t and create
interesting, fun games and
board states for you to try
and puzzle your way out of.
EDH is naturally geared for
that kind of spontaneity.
You need to get your head
around that if you’re going
to make the format work for
you.
There is no Plan C In
regular 60-card Magic, decks
tend to be either aggro,
combo, or control, though
hybrid strategies exist. EDH
doesn’t support this system
very well. The higher
starting life total means an
all-out aggro strategy will
run out of steam before it
gets the job done. The fact
that your general can be
recast from the command
zone, and the skew towards
multiplayer, makes it harder
to play dedicated control
and grind down an opponent’s
resources. And the 100
Singleton deck rules make
most combos nigh impossible
to reliably assemble unless
one piece is your general.
Thus, in EDH, most decks
tend toward midrange (a
slower aggro with a higher
curve, but bigger creatures)
or commander combo (full of
cards that combo well with
the general but may not be
game-winning combos. In my
last article, I mentioned
Niv-Mizzet and Ophidian Eye.
That’s an example of a combo
that can work in EDH,
especially as a Niv-Mizzet
deck would likely have
plenty of ways to draw extra
cards and find the ‘Phid
Eye. But I’ve seen games
where this combo actually
failed, because there were
three opponents at life
totals high enough that
Niv’s controller would deck
himself before dealing
enough damage to win. Other
notorious combos, like Kiki-Jiki
and Pestermite, are just not
viable. You can’t run
Pestermite if Kiki-Jiki is
your general, and if he
isn’t, then you may never
find both without dedicating
your deck to it. Adding
Kiki-Jiki and Pestermite to
a Niv-Mizzet deck might be
entertaining and win you a
game or two, but don’t
expect to pull it off
reliably. Make sure your
deck isn’t dead in the water
if you don’t draw all your
combo pieces.
We Have Mana to Burn Whether
it’s the 100-card deck
slowing people’s strategies
down, the 40-point life
total taking longer to
whittle down, or the appeal
of a format where you get to hardcast Ulamog, the
Infinite Gyre, EDH is a
slower format that you may
be used to. Getting to ten
lands isn’t an unreasonable
expectation, especially
since you’re probably going
to want to run Rampant
Growth-style effects anyway.
Don’t be too quick to
dismiss that huge creature
you turned your back on in
Constructed because it cost
seven. And don’t be too
surprised when your opponent
plays it. Everyone’s mana
curve is a little more
spread out and a little more
likely to have a higher
endpoint. If you really want
to run 100-card Sligh, there
have been enough decent
two-drops in Magic’s
nineteen-year history that
you can do that. But if your
opponent drops Autochthon
Wurm and your biggest
creature is a 3/2, well, you
need to be prepared to deal
with that. Whether it’s X
spells, repeatable activated
abilities, or even
man-lands, you’ll need some
means of which to properly
exploit excess mana if you
wants to stay competitive.
You’ll also need some way to
deal with whatever your
opponent spends all that
mana on. Burn spells like
Flame Slash just don’t shine
so bright when your opponent
is casting 8/8’s.
My Commander, My Constant For all
this talk of randomness and
spontaneity, the fact that
your general starts the game
in the command zone, where
you can cast it whenever you
have the mana for it, does
create a pattern around
which a coherent deck can
form. In a way, your
commander is the one card
you never have to worry
about “drawing”. The command
zone may as well be in your
hand. And that changes
things. For one, beneficial
Auras become more
attractive, as you will have
at least one creature on
which to play them. Life
gain becomes less
attractive—the “21 general
damage” rule was instated
specifically for fear of
infinite life gain combos
dominating the format.
Global board wipe becomes at
once more and less
attractive, as you can
easily get a creature back
on the board, but so can
everyone else. Really, you
can build an entire EDH deck
by looking at each card in
your commons shoebox and
asking yourself “is this a
good card if I have my
general?” Some generals
encourage this behavior more
than others. If your general
is The Unspeakable, there’s
no acceptable reason not to
run Veil of Secrecy. But
with a Meloku, the Clouded
Mirror deck, you’re not
given much more to go on
than “land ramp… in monoblue”.
The Company Spokesman Of course, not every EDH deck is built by starting with a legendary creature and working from there. Sometimes you just want to build a Goblin deck that uses Goblins from every good Goblin set there is all in one deck. Commander’s 100-card singleton format makes that work, but then who do you pick as the general? Ib Halfheart has a decent ability for a Goblin deck, but then you can’t run any of the black Lorwyn or green Shadowmoor boggarts. Sek’Kuar, Deathkeeper is all three of Goblins’ biggest colors, and its ability fits in pretty well in a Goblin deck, but neither it nor its tokens are Goblins, so it doesn’t benefit itself. Wort, Boggart Auntie is a decent choice if you’re planning to sacrifice a lot of Goblins… not so much if you want to make Goblin tokens. But don’t forget—your general is visible to the other players at the beginning of the game. Show them Ib or Wort and it’s obvious what you’re playing. Show them Sek’Kuar, not so much. But which of the three is most likely to “make a good impression”? Forget Goblins. Let’s say you want to make a mono-black deck, with all that implies. Lots of discard spells, Phyrexian Arena, reanimation, the lot. For your general, would you rather have Maralen of the Mornsong or Seizan, Perverter of Truth? Imagine your opponent was playing the mono-black deck. Which general would you rather see? Which one would intimidate you more? Personally, if I saw Maralen, I’d be determined to keep it off the board. If I saw Seizan, I’d likely be grateful when its pilot hit five mana because I enjoy a free Sign in Blood every turn… until he uses that turn to cast Kagemaro, First to Suffer instead. Your choice of general shapes your deck, but it also shapes your opponents’ expectations of your deck. Notorious powerful generals like Sharuum the Hegemon or, yes, Niv-Mizzet will draw targets on your head. Otherwise powerful generals with no obvious route to domination, like Patron of the Kitsune or Glissa Sunseeker will put opponents at ease and allow you to surprise them. Five-color generals like Cromat or Progenitus could imply literally anything. A general with a “quirk” like Shimatsu the Bloodcloaked or Kozilek, Butcher of Truth may encourage opponents to leave you be simply because they want to see what your deck actually does. Here’s a thought experiment. Five people sit down to a game of EDH, multiplayer free-for-all. Their generals are: Maralen of the Mornsong; Mayael the Anima; Gwafa Hazid, Profiteer; Sapling of Colfenor; Arcanis the Omnipotent. Before anyone has seen a single card of anyone else’s deck, who do you think is going to win? Maralen of the Mornsong’s ability seriously handicaps Arcanis, who will likely have to devote a good chunk of his resources to keeping her off the table. Gwafa Hazid actually benefits from having Maralen on the table, as it eliminates his ability’s drawback. Since both Arcanis and Hazid are in colors that imply a control deck, one could easily expect Arcanis to try and stymie Maralen, only for Hazid to step in with his own counterspells to force Maralen through. Since it’s unlikely Arcanis has the resources to survive Maralen and Hazid teaming up against him, he can be safely counted out. Meanwhile, both Mayael and Sapling of Colfenor has abilities that allow them to circumvent Maralen’s “can’t draw cards” ability. But Sapling’s ability requires her to attack to use the ability, which puts her at a disadvantage against Gwafa Hazid. Sapling of Colfenor, therefore, finds herself in a similar position as Arcanis, and may team up with him against the Maralen/Hazid team-up, which would give Arcanis a chance. How Mayael fares in all this is the wildcard factor. She may be able to drop an Eldrazi titan or Blightsteel Colossus on the board on turn five, but her ability is random in nature and thus subject to misfires. Of her four opponents, Gwafa Hazid and Sapling of Colfenor have the least reason to fear Mayael. Gwafa Hazid can lock down attacking beef, and Sapling of Colfenor is indestructible, which not only makes her a good blocker but incentivizes her to run Damnation-style board wipes. Arcanis and Maralen, on the other hand, may be legitimately threatened by what Mayael might summon… or they might dismiss Mayael as a gimmicky Naya block deck that just wants to run Godsire and the like. This is very much the same mental gymnastics that each player at your table will go through at that moment when everyone flips their general over and opening hands are drawn. You have to take into account not just how well your general supports your strategy, but how loudly it broadcasts it and how badly it scares your opponents into thinking you need to be knocked out first.
You Can’t Win it if You’re
Not In It I’ve gone over a lot to think about, but I’m starting to regret taking so long to go over it. April 1st will be here before you know it, and there’s still a chance to enter the Commander Contest! We’ve had some good entries, but not as many as I’d hoped. If this hasn’t inspired you to enter, I just don’t know what I can say that will. Except maybe this: I’m extending the deadline! Instead of April 1st, the contest will now be open for entries until April 15th! This means you now have 25 more days to come up with a Commander deck instead of ten more! It also means that the week-long winners announcements won’t interfere with PAX East, where much Magic: the Gathering will no doubt be played and many of my readers will no doubt be attending. Even if you’re not going, this deadline pushback means two more instances of Friday Night Magic for you to consult with your colleagues over your entry. Good luck! ~BMoor
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