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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
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
get
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
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 whene
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 t 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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