Alright, we made it through all of the decks from our last Changes article just in time for, you guessed it (you probably didn’t guess), the newest Changes article! After some pretty boring land cuts last article and literal nothing from the new Commander set, Ixalan brings lots of new additions. Let’s break into them and take a look at the lists as they are right now!
I’ve built many different decks over the years, that’s for sure. But I always seem to come back to the white and black color combination. There’s something about it that really appeals to my style as a Magic player: synergy, which is something I often talk about in these articles.
Alright, people, we’re here this week with Feldon of the Third Path. So, my personal take on the deck is to focus more on artifact synergy and attrition than to build around Feldon’s activated ability. That’s not to say that we’re ignoring our Commander completely, of course. Feldon is the Commander of the deck for a reason, but he feels like an equal part of the 99 as opposed to the focal cog that drives the machine. Let’s take a look at the list and I’ll show you what I mean…
In constructed formats, aggro is always a top competing archetype. It’s simple, offensive, and most importantly it’s fast. An aggro deck is meant to wallop a midrange or control strategy before they have time to set up or respond with removal. The Aggro player is the independent variable in the binary of constructed; they act first and the opponent then responds accordingly, making them the dependent variable. This being said, Aggro can be one of the hardest archetypes to adapt into Commander, because one mana two/ones don’t do anything in commander.
Annnnnnd we’re back! Last time I promised you guys that I would continue to give you a look at each of the decks that I personally own and will be covering in my “Changes” article each new set. This week’s deck is Mono-Blue Omniscience, led by Teferi, Mage of Zhalfir. I chose to build around Omniscience for a few very specific reasons:
Welcome back! Last Big Daddy Brews I promised that we would look at my Omnath, Locus of Mana deck. This deck has evolved with me as I’ve gotten better at Magic and subsequently Commander. I first learned how to play Magic when I was sixth grade or so. I didn’t play for a very long time before quitting the game for about six years. When I finally returned to the game, it was because a group of my friends had been playing Commander. The social aspect of playing long multiplayer games appealed to me, but I had a condition: Whatever deck I played had to be Mono-Green because my sixth-grade kitchen table deck was Mono-Green.
So, last Big Daddy Brews we went over the mild additions that Hour of Devastation brought to my collection of decks. In that installment, we went over card choices and the logic behind them, but we did not explore any of the lists in depth. This week’s take is going to change that. I’m going to do an article for each of the four decks featured in the last article. Which, if you care to, you may read here. We’ll be starting off with Apostle Storm because it’s the unique of my four decks in that I took somebody else’s deck, made some revisions to it, and called it my own (kind of).
Too many times I have sat down for a game of Elder Dragon Highlander only to be met with the most grueling assortment of legendary creatures that my Local Gaming Store could amass, complete with strategies that are low to the ground and unrelentingly aggressive. As someone who prefers to play Control, regardless of format, I seem to be at a disadvantage. Control functions differently in Commander than it does in any other format for a variety of reasons. This article is a lamentation and analysis of how the Commander format favors creature based strategies and shuns alternate win conditions such as mill or a “win clause.”
love Wizards of the Coast’s Magic: the Gathering. I mean, I have multiple articles on it. I run Commander tournaments at my local game store. I have spent a lot of money building decks over the years.
With that being said, there are some cards out there that make me want to literally throw something. So here is my list of My Top 5: Terribad Cards in Magic.
I first picked up Marath’s Will of the Wild deck back when the 2013 Commander decks came out. When I first created the deck, I decided to only use cards from the official Wizards of the Coast Commander decks card pool. After playing with that version of the deck for about a year, I decided I wanted to actually construct a Marath deck with little limitations.
Y’all ready for that new ish? I am. Here’s what the deal is with the new new. After every new Commander set, you guys are going to get an update on what changes I make (if any) to my personal Commander decks. The lists you guys read every couple of weeks are not decks that I build in paper and play with my friends in my home. I build and test them online myself. I do, however, have four decks that I own in paper and play fairly regularly.
Mill as an archetype is rarely explored in anything beyond fringe Modern decks and the bravest (or possibly naive) Commander players. However, out the of the burning sands of Hour of Devastation rose to glory a handful of cards worthy enough to be the salvation that mill has needed for quite some time. The deck tech this Wednesday is a mill deck, to be sure. However, it is also a madhouse of control and tempo pieces strong enough to lock any player out of the game, begging for mercy.
The Hour of Devastation is upon us! So, with that theme in mind, we’re going to dive right into this installment of Big Daddy Brews, Nicol Bolas! One of the original Elder Dragon Highlanders has returned as God-Pharaoh. I have very little to hype to build here as Wizards has done that for me so let’s dive into the list, shall we?
One of the first times that I played in an FNM event, it was during New Phyrexia, the last set in the Scars of Mirrodin block. The deck to beat was Caw-Blade, an Esper, or sometimes just Azorius deck with creatures, equipment, planeswalkers, and the mother of all creatures, Emrakul, the Aeons Torn. An Eldrazi, or an alien from the far reaches of existence known as “The Blind Eternities,” is a powerful being of hunger and destruction. The Eldrazi were defeated, but returned a short while ago with Battle for Zendikar, and was again the deck to beat for a couple months. Since then, Eldrazi has fallen off of the radar, however, I feel that even though we have mere months until they are rotated out, the Eldrazi are still a voracious threat from another world.
When it comes to Commander, I consider myself a casual player all though I am sure some of the people in my playgroup would disagree. I pride myself on my […]
Hey there, True Believers, do you remember Aetherworks Marvel tearing through Standard? Do you remember when it was spinning into Emrakul before the ban and it moved on to Ulamog? And I’m sure that you remember the eventual ban of Aetherworks Marvel itself. Well, I have either some very good news or some very bad news depending on how much you like/hate the card. It’s the focus of today’s article, and it will be featured in not one, not two, but THREE decklists. All three decks will be U/G/x because that’s where the strongest support for energy comes from and all three will feature the Eldrazi titans to spin into because I feel that’s a defining quality of the archetype. I have imposed a deck building restriction on myself this time around: no tutors. Build an energy deck, but don’t build a way into it to find Marvel every single game. I love tutors, and I tend to rely on them a lot. I know that not everybody in the Commander community feels the same way, so this week we’re going it without them! Alright, let’s delve into the first list!