Monday, April 30, 2012

Budget Solutions for the Discerning Gent #1

Hey Ladies and Gents



I don't know if I want to make this a series but I feel as if this is an issue that should at least be addressed once. The issue in question is money.



Commander for all its fun is an expensive hobby. Many of the cards that are staples in decks are staples because they are good! Anyone with even a semblance of economic knowledge knows that when a product is in demand the price will rise. Especially if the supply is low which can be the case for many of the older (and newer) EDH bombs.



I know I personally have invested well over $400 overtime in my EDH decks. Many of those purchases I will never have to make again (it is a singleton format thankfully) but at some point a commander needs to take the monetary leap of faith.



Now for those of you that are not ready to make that leap yet there are solutions! Thankfully Commander is a fairly slow format. The only time a 4 or 8 man game ends on turn 5 is when someone is being on the douchier side of things. Since these games go on for much longer it is easier to run subpar cards and still come out on top.



It is going to be true that your deck will likely be clunkier than you intended it to be but you get what you pay for.



The purpose of this article is to take some of the pricier buys that a Commander is likely to make and giving a couple of cheaper substitutes that could fill the place of the more expensive card well. I will cover a number of lands which are often the most expensive part and if I recieve positive feedback I will try posting other budget articles. Maybe even a budget deck. Something under $50?



Lets get started...



Fetchlands = Evolving Wilds/Terramorphic Expanse/Panoramas


Landbases are going to be the theme of this article as they are often the most expensive part of a deck. Every single deck needs a manabase. This means that the popularity of your color essentially determines how much you have to pay for lands (good luck blue). Fetch lands are often on another level however because they can be run in any deck even if one of the colors it fetches for is not in the deck because it does not explicitly show the mana symbols of the colors it fetches only naming the basic land type. These are soem of the few cards that actually sneak under Commander's color rules. As a rule of thumb the Zendikar fetches (Misty Rainforest, Arid Mesa, Scalding Tarn, Verdant Catacomb, Marsh Flats) are around $20 while the Onslaught fetches (Polluted Delta, Flooded Strand, Windswept Heath, Bloodstained Mire, Wooded Foothills) are all around $40. That can be a big dent in a 2 color deck with 5 color decks hitting double digit price tags on these lands alone.




Thankfully there are replacements though in the form of Evolving Wilds, Terramorphic Expanse, and the Panorama cycle of lands (Esper Panorama, Naya Panorama, Jund Panorama, Bant Panorama, Grixis Panorama). Now you might be asking yourself why pay so much money if there are cards that replace them. The answer is this: fetches are amazing. They thin your deck making sure you don't draw land as often late game, are recurrable with Crucible of Worlds and fix your mana by grabbing Dual Lands (of the original or shock variety). The difference that makes the original fetches so good is that they fetch the land untapped so you do not waste a land drop. This may seem trivial at first but once you play a game with a fetch and then play a game with an Evolving Wilds you will know the difference.


Savings: Zendikar- $19.00 Onslaught- $39.00





Wasteland = Tectonic Edge/Ghost Quarter


Land destruction is rarely smiled upon but having some in your deck is never a bad thing. The first time you play against Cabal Coffers or Gaea's Cradle you'll wish you had put that Strip Mine in for that basic mountain. Wasteland and Strip Mine are the premeier in land destruction as they don't even take up a spell slot. Thankfully Strip Mine has been reprinted before with a white boarder. These can be found in excess for around $3.99 if you don't mind the white, not bad for one of the best land killers in the business. Wasteland on the otherhand has never been reprinted outside of Judge Foils and those go for $80.00. A regualr Tempest block Wasteland is going to set you back around $50.00.



I personally do not own a Wasteland because of how similar it is to Tectonic Edge. With Strip Mine and Tec Edge I have been able to deal with almost every problem land I have come across. It should be said however, that Wasteland is a strictly better card. Unlike fetches the difference here is trivial unless your intention is to "Waste-lock" someone with Crucible but if you are doing that the $50.00 price tag is the least of your worries.

Savings: $48.00 for Tectonic Edge, $44.00 if you want to shell out for an FNM promo of Tec Edge(you know you wanna).





Dual Lands = Many


Mono colored commanders can ignore this. These are the "money cards" of Magic save for the Moxes and a select few cards from way back in the day (although the Beta duals are pretty old). There are really two series of true dual lands those being the Ravnica shocklands (Hallowed Fountain, Blood Crypt, Breeding Pool, Overgrown Tomb, Watery Grave, Steam Vents, Stomping Ground, Sacred Foundry, Godless Shrine, and Temple Garden) and the Beta duals (Volcanic Island, Underground Sea, Tropical Island, Taiga, Badlands, Tundra, Scrubland, Savannah, Plateau, Bayou). The most expensive shockland is Hallowed Fountain at $30.00 while the an actual Beta dual is around $1500.00. That is not a typo. Ya! You can pick up white border versions for around $150 (all these prices are for Underground Sea some are a little cheaper).



Now there have been many iterations of the dual lands since but none have been quite up to par. For all intents and purposes however these lands function in a similar way. There are three cycles of lands that come to mind the Karoo lands (Azorius Chancery, Boros Garrison, Simic Growth Chamber, Golgari Rot Farm, Selesnya Sanctuary, Izzet Boilerworks, Orzhov Basilica, Gruul Turf, Rakdos Carnarium, Dimir Aqueduct), the Scarslands (Seachrome Coast, Darkslick Shores, Copperline Gorge, Blackcleave Cliffs, Razorverge Thicket), and the taplands (Glacial Fortress, Drowned Catacomb, Rootbound Crag, Dragonskull Summit, Sunpetal Grove, Clifftop Retreat, Sulfur Falls, Isolated Chapel, Hinterland Harbor, Woodland Cemetery). All of these lands produce two types of mana and have some sort of stipulation that determines whether they come into play tapped or not. The Karoo lands are probably the worst replacements for the duals but should be used for any "enemy color" (W/B, U/R, W/R, B/G, U/G) combo as there are no Scarsland cards in those combos. The biggest issue with these lands that does not make them dual lands in the traditional sense is that these lands are simply non-basic lands. The original duals and shocklands all count as both basic land type of each of the colors they produce (example Badlands is a Mountain Swamp because it produces B/R). This is why they can be fetched out by the fetchlands discussed earlier.

Savings:
Shocklands = Scarslands- $14.00
Shocklands = Taplands- $24.00
Shocklands = Karoo- $39.00



Well I hope this small article has helped you. Again if this is something yall wanna see more of I am more than happy to write more of these type of article as money can be one of the things that holds people back the most when it comes to EDH.


Also and I cannot stress this enough. This is not Standard! If your deck is incomplete use it anyway and see how it goes!  Everytime you play you gain more insight into the format and your own cards. I never fully decide a decklist until after I have played with it a little cause I always find myself changing cards around that I found less than satisfying. Worst comes to worst ask your playgroup if you can use proxies. This is a last resort but if it gets you paying that seems like a sucess in my book.


Well yall thanks for reading I will be posting the White EDH Staples tomorrow so be on the lookout for that!


Remeber the deck is only as good as the Gentleman playing it!

Cards Any Good Gentleman Should Play: Artifacts

Hey ladies and gents,



Happy Monday! So I finally got all of the card links into the Hanna article if you were wishing for those over the weekend and I wanted to start off this week right. I also want to apologize if you are having trouble viewing the aformentioned deck right now as the site is busy integrating the new set, Avacyn Restored.



Humor me for a minute. When I was starting out I wanted to build my deck to win but, I also wanted to put the best backup cards I coud find into the deck. So I went online and looked up "staple EDH cards". I found list after list that were usually 25-50 cards long. I eventually used these and experience to find out what cards were best but, I found that many of those lists were misleading or just too broad.


For me a staple card is a card that is nearly auto-included in almost every single deck that can run it. A player is not running 25 staples in a deck let alone 50. That is why I am going to attempt my own list of staples starting with artifacts then going around the color wheel (W,U,B,R,G in that order) and ending with colorless utility lands. These 10 card lists will have no particular order since you should at least consider for a moment running these cards in every deck they could be run in.

For those new players aquiring these cards will help you in setting up a solid foundaion no matter the deck you want to build.

So lets start it off...

1. Sol Ring $6.00

One ring to rule them all...

Sol Ring is a classic card. Every single game that I start out Turn 1 Sol Ring has been a good game. Playing this card puts you so far ahead of everyone that else everyone has to play it or risk always being behind. This means Turn 2 you are putting down a 4 drop with Sol Ring and a colorless 2 drop already in play. Thats a mana rock I can get behind. Cards in the same vein are Mana Crypt and Mana Vault. They didn't make it on the list because there are some deck where the extra damage you take is just not worth it, Sol Ring is painless. I would say this card is fighting for the title of #1 Trinket Mage target with...



2. Sensei's Divining Top $15.00

Top, go.

Top, top, top. Known for being banned in Modern, not for its raw power, but for making games go far too long. Commander players have learned over the years to Top on their own turns to save people the hassle but still tends to be a game-slower particularly if in the hands of a blue player. This card is just so cheap and so useful. What color deck doesn't want to smooth out their draws? I'll tell you: not a single one. Missed a land drop? Top for a land! Need a bomb? Top might just find ya one! DO NOT be that guy that combos this with Counterbalance. I will sit with my monocle and shake my head all game long. A similar card that almost made the list is Scroll Rack. I personally run both in almost all of my decks but Scroll Rack can be less useful in some decks.


3. Solemn Simulacrum $7.00

Sad robot is sad.

This guy is just 4 mana-worth of value! Not only do you get a colorless Rampant Growth on a dude but when he does die (hopefully after inflicting mild damage) you get to draw a card. He becomes a "2 drop" if used with #1 on the list. Add in some reanimation (#6 on the list) or flicker (Venser, the Sojourner) shenanigans and this guy is an all-star in basically every deck he is put in. It's a rare deck that has him cut from the lineup.



4. Lightning Greaves $2.00

Shoes...

So generals tend to be big tatgets when they hit the board. If I had a dime for everytime Hanna ate a removal spell the minute I cast her well, I wouldn't be in college right now. I'd be playing Commander casting Hanna against seven mono black opponents. That however is beside the point. Greaves has been saving commanders for 0 mana since Mirrodin block. Not only does it give your most prized creature the inability to be targeted but it also allows you to attack or activate the sweet ability of said creature the minute it comes on the the battlefield. Also sweet to put out Turn 1 with Sol Ring (it's almost like that card is good or something). Generals are never safe. If this forces your opponents to waste a "wrath" effect to get rid of your general, Greaves has done its job. Bonus it probably stuck around and two turns later when you recast your general it will still protect your main man (or woman). Honorable mentions go out to Swiftfoot Boots and Darksteel Plate, the trifecta of general protecting equipment.



5. Oblivion Stone $2.50

Boom.

A colorless wrath effect that can miss one or even multiple cards on your side of the board. It's a permanent on top of all that. A permanent that happens to be of one of the most recurrable types in Magic! Wrath effects are so good in Commander! I cannot stress that enough. If board sweepers are good enough to see Standard play (and those are 1v1) think about wiping 8 boards. The beauty of this card is that it can go in any deck. This is incredibly significant for a decks like mono green or mono blue which don't have many reliable sweepers in their colors. This time I want to shoutout to Nevinyrral's Disk the first colorless sweeper. While Disk is more aggressively costed, this card can save your stuff and hits planeswalkers which is not insignificant. Often times I will put both in my decks but if I'm going to choose one I will always grab O-Stone.


6. Mimic Vat $2.50
 
Put Fleshbag Maurader under? I think so!

A rather new addition to a "staples" list this card follows the pattern of giving an effect not usually avalible to all colors and making it colorless. In Commander creatures will die. It is a fact of the game. There has not been a real game of EDH that has not seen the death of at least one creature. This card gives recursion to your guys while allowing you to steal your opponents fatties at a huge discount. At the same time this gives you an awesome way to abuse those 187 (enter the battlefield) creatures like Woodfall Primus, Fleshbag Marauder, and Mulldrifter. Just throwing it out there but Reveillark plus this thing and a bunch of small dudes in your graveyard is bonkers. Bonus points for pictures!


7.  Sword of Fire and Ice $40.00

Hey at least it's not being held by a Hawk!

Obviously all five of the swords (Sword of Fire and Ice, Sword of Feast and Famine, Sword of Light and Shadow, Sword of Body and Mind, and Sword of War and Peace) are amazing and if I could put all of them on the list I would but, that wouldn't be very interesting now would it? The truth is that in more decks than not at least one sword is present. These cards are amazing! For five mana you can make one of your dudes possibly unblockable, bigger, and give him two sweet abilities if he does connect give free value. Then when someone does finally answer your beasty if they didn't kill the sword every single guy you play from then on out is two mana away from being just as much a problem. This is one of those cards that is laid down and screams answer me or die. Amazing equipment that did not make the list include Umezawa's Jitte, Batterskull, and Loxodon Warhammer


8. Crucible of Worlds $25.00

Why you gotta be so good Strip Mine?

Alright now if you have read some of my other articles you know that I generally disapprove of this card but, the fact of the matter is, this card is AMAZING. Like it or not there is going to be land destruction, either from the sadist with the other Crucible and a Strip Mine or from some DB running Obliterate. This card helps you out. Everytime I play this artifact I try to play it fairly only getting back fetchlands or only getting Tectonic Edge if someone lays down Cabal Coffers or some other unfair land. The truth is this card is just insurance for your lands and produces an effect that would be unique to one color (Life from the Loam) or incredibly slow (Petrified Field) otherwise. Abusable but, played fairly, is still an amazing card with fetchlands.


9. Skullclamp $3.00

You use it for the +1 right?

I thought long and hard about adding this card to the list and I finally caved in because, no matter how much I don't want to admit it, this card is fantastic and could easily be run in every deck I have ever even thought about building. There is good, GOOD reason that this card was banned in Standard while it was legal, Modern AND Legacy. This card is banned in LEGACY! Only in Vintage and Commander is it considered even mildly fair. Spoiler alert for those of you that do not know the only thing you will likely use this for is as a 1 mana draw two with some sort of token engine or as a rattlesnake card that says don't kill this guy or I get a huge advantage. While this card is not douchebaggery and will often be destroyed the minute it hits the table, this card is just unfair if allowed to go off. I cannot morally tell you to run it in a deck but if you must be aware that it is often target #1 on a table.


10. Expedition Map $0.50

Grabbing Academy Ruins. Muah ha ha!

Okay so if there was a card on this list that someone was going to argue with, this would probably be the one. I have a soft spot for this particular artifact but it is just way too good to pass up. The ability for a deck to seach up any land at any time is top 10 material if I have ever seen it. I am a huge fan of utility lands to the point where I have ruined perfectly good mana bases by shoving in as many utility lands as I could think up. I know one of these days I'm gonna build a mono brown (all artifact) deck and be in heaven. I auto-include this card in every deck I have ever built, including mono green, and have never regretted it. Think about this card in your opening hand! Are you ever saying to yourself darn I wish this were X or Y? No you are saying "sweet Expedition Map now I can get a land and fix my mana or grab a utility land. Some of my favorite targets are Bojuka Bog, Academy Ruins, Mistveil Plains, and Mystifying Maze. For those of you that disagree with me (as I am by no means an expert) I have included a more traditional honorable mention that can be subbed in for # 10 if you would like.



Honorable Mention Caged Sun $1.00

Finally it's asymmetrical!

Caged Sun is the latest member in a long line of artifacts that are "mana doublers". Other cards that are often played in addition to Caged Sun are Gauntlet of Power, Extraplanar Lens and the original Gauntlet of Might. Caged Sun stands out from the rest of the pack as being the first of these artifacts to make the effect asymmetrical (only effecting your side of the board). There is not a single deck, not even a white weenies deck, that would not enjoy having their mana doubled and all of their dudes made bigger. This card is an autoinclude in any sort of mono colored deck and should definitely be considered in 2 color decks for its utility and raw power.



Well I hope this has been informative and will give you a good starting place for aquiring the artifacts you need to start or improve your Commander deck. I'm sure for those veteran players who are reading this, this list doesn't really have too many surprises but these articles are geared more towards the newer players.


I will be posting maybe one more article today but keep checking back here or on Facebook as I will be sharing my articles as I write them. If there is anything you specifically want me to write about message me on Facebook and I will see what I can do! All card prices are according to starcitygames.com so take them with a grain of salt.

The White staples will be coming tomorrow! Thanks for Reading!


Remember the deck is only as good as the Gentleman playing it!

Saturday, April 28, 2012

Deck Tech: Hanna, Ships Navigator & a Primer on Deckbuilding

Hey yall Kyle here,

So I have gotten a couple of people who have asked me what a Commander deck looks like and how one should go about making one of their own.

First I am going to include one of my first and favorite decks and then I am going to include the process that I went through to make the deck at the end to give you an idea of where to start in determining your first Commander deck.

So here it is my Hanna, Ship's Navigator Commander Deck!

Hanna is a Blue/White general who works very well with artifacts and enchantments that usually are only one time effects (they sac themselves). She can also be very condusive to combos (both fair and unfair) as many of the combo pieces that are most broken are in these colors and enchantments or artifacts.
Since I try to keep things low on the DB scale I have only included two real combos in the deck for when the games get stale.
Hanna might be the general for you if:
  • You like using enchantments to do goofy or whacky things
  • You like using enchantment and artifact "rattlesnakes" to deter attacks
  • You like Enduring Ideal
  • You enjoy flying under the radar politically until you see an opening
  • You like utility lands
Some of the reasons to NOT choose Hanna:
  • Absolutely no board presence (if I have three creatures someone used Terastodon or something wierd is goin' on)
  • Very mana hungry
  • Taps out almost every turn
  • If you are known for comboing this will put up red flags
Now I want to go over some of the synergies within the deck.
Hive Mind + Enduring Ideal: If I want to end the game right away this is the combo I use. Effectively what this means is that the only things that matter for the rest of the game are the enchantments in everyones deck (you have a LOT more than most) and the cards on the field. To deal with the cards on the field I usually go grab...
Teferi's Care + Enchanted Evening: These cards must have been made for each other. This allows me to sac any permanent on the field to kill any of their permanents. That could be any of their lands, any of their creatures or any of their artifacts. The first time you trade a plains for Thraximundar you will know how good this feels. Be careful Enchanted Evening and Enduring Ideal do not always play well together if everyone is Hive Minded. I have found myself staring down Blightsteels and Eldrazi before because my opponents searched up "enchantments" and put them on the field. Which brings us to the next combo...
Enchanted Evening + Enduring Ideal: If your opponents are not doing anything relevant don't search up Hive Mind, search up Evening! This means every other Enduring Ideal will be able to tutor from your deck to play 89% of your deck!!! Unless they answer you, you will get out of hand quick.
Crucible of Worlds + Tectonic Edge/Wasteland: Now these next two combos are the most DB-esque so think before using these turn three. With this I can essentially lock my opponent at three lands or kill off all of their significant duals and utility lands until all they have are basics. I will however shoot Cabal Coffers, Gaea's Cradle, and Academy Ruins without remorse.
Mindslaver + Hanna, Ship's Navigator/Academy Ruins: I always want to take this out of the deck. Evertime I do however, I end up so underwhelmed by Soul Conduit my fun little replacement for it. The concept is simple aquire so much mana that you are able to Mindslaver the last one or two significant people in the game and then sabotage them turn, after turn, after turn. You will not make friends doing this.
Those are the basic combos in the deck you will find others as you play it but it lends itself well to multiplayer and I often find myself in a winning situation.
Now on to the process that I went through to make the deck.
Now I started out know which colors I wanted to build and the concept. I wanted a blue white enchantment deck. So I went to gatherer and typed in what I wanted. I saw Hanna and instantly knew who my general was (I LOVE the Weatherlight and all the cast associated with it saga). Another way to go about picking your general is to look through your collection for Legends and Legendary Creatures. You will be surprised sometimes at who is legendary (Experimental Kraj, Geist of Saint Traft, Spirit of the Night).
  

Once you have a legend you need a theme or concept for the deck. All of my most fun and rewarding decks are the ones I build with a theme in mind. I will list some of the most common themes and some suggested generals below:
Some definitions:
  • Voltron: Like the robot you are attempting to assemble the pieces (either auras or equipment) and then hit for 21 general damage.
  • Chaos: These decks revolve around randomness. This kind of deck can include Warp World, Confusion in the Ranks, Scrambleverse, other such tomfoolery
  • Group Hug: Revolves around hurting the player in the lead and helping the players that are mana screwed or falling behind.
  • Stax: Named after the infamous artifact Smokestack this strategy revolves around hurting everyone equally but still hurting everyone. These can become really unfun if not built right.
  • Ramp: You "ramp" up your mana to play big things before everyone else.
  • Tribal: Pretty self-explainitory, however these decks recieved a huge boon in the form of Cavern of Souls.
Now that you have a genral and a theme build from thereby ensuring you enclude some of these card types (I will also list colors that are best suited to each type. U=Blue every other one is self explainitory):
 Commander is a casual format so there are no universal ratios everthing should be based on your own communities meta-game. I can't tell you what the right number of artifact hate cards is or how many board sweepers to include. Just look at the Hanna deck. I have 9 creatures (10 if you include Hanna) in the deck and 22 enchantments. In most other decks that sort of ratio would be rediculous but it works here. The only thing I can recommend for every deck is this: USE BASIC LANDS!
Mana bases are the easiest and hardest part of building a Commander deck. As a rule of thumb try to run anywhere from 40-36 lands that produce mana and a couple of mana producing artifacts. If there is one part of all of my decks that is constantly changing it is my mana base. Looking back on it RIGHT NOW I am thinking do I really need those vivid lands or would basics be better...
It is so easy for a deck to flounder and die because the mana base is subpar or above par but filled with too many colorless utility lands. Running too many non-basics also leaves you vulnerable to Ruination, Wasteland, and Blood Moon.
And remember even if your first deck sucks a little if you have a good community they will help you to make the best, most enjoyable deck possible. Every Commander deck is a project even to the day I still do not have a Flooded Strand and a Wasteland in my Hanna deck (Misty Rainforest and Ghost Quarter are filling in). Don't think because your deck is not 100% complete it is not playable.
One final note is that since Wizards has released their Commander product almost all of those decks are capable of being played with success right out of the box so if you don't have the time or money to build a Commander deck try shelling out the $25 or so so to get a deck full of fun powerful cards and some good staples for when you wanna improve on it or make your own.
I hope this has helped you in your first foray into one of the most fun formats in Magic.
Remember the deck is only as good as the Gentleman playing it!

Card of the Week #1: Jar of Eyeballs

Howdy yall!

I'm gonna start a new section here that hopefully will go on for a little while. So I really like to experiment with my Commander decks to find new tech and new cards that are amazing in the format but sometimes overlooked because they are bad in standard, not multiplayer or just seemingly narrow cards.

Now most of these cards I actually do run in my decks however almost none of these are in all my decks and I won't be covering cards like Sol Ring or Sensei's Diving Top and say to yall "Wow what a great card" because you know they are great already. These are just cards that are older and less played or cards that I am looking forward to playing (lookin' at you Wild Defiance).

On to the card this week...

Have you ever been sitting there looking at the board or your hand in your green/black or black/red creature aggro deck and said to yourself: "if only I could Impulse right now for that one card I need to finish this puzzle of cards in my hand!"

I have.

So I started to look around gatherer and found this little gem from Dark Ascension:


So I shoved this little guy in my Savra, Queen of the Golgari deck and ran with it. The first game I got it out on turn three and it sat there the entire game slowly building up eyeball counters. I would use it every now and again to find an answer to someone's bomb or look for a land or something but no one at the table wanted to use a removal spell on it.

The thing was Jar of Eyeballs seemed way too marginal.

Afterwards when on the last turn I had Jarred for Living Death and wiped the field bringing back almost all of the creatures in my library my friend came up to me and said: "I was holding a Krosan Grip in my hand the entire game, I just couldn't justify using it on Jar of Eyeballs until it was too late."

Lets look at this card more indepth to see why it is such a powerful card in a creature deck.

Now if you have ever run blue you know about Impulse:


If you ARE in blue and thinking of running Jar I'd recommend looking at how many creaturs you are running. If that comes out to be less than twenty (which it probably does) there are just better options in your color.

The issue for most people when it comes to Jar is that if played turn three it is a do nothing card that taps you out. Pretty much irregardless of the situation it will come down and just sit there. Therein lies some of the innate beauty of the card.

In a large multiplayer game there are TONS of artifacts coming down that say to the table deal with me or you WILL die. Then on the other side of the spectrum you have Sensei's Diving Top and Jar of Eyeballs which say we are here giving incremental value but we don't really pose a threat.

So lets look at the text box, it states: "Whenever a creature you control dies put two eyeball counters on Jar of Eyeballs."

Sadly this means that your opponents creatures won't feed your card draw engine but any creature they steal that is yours still puts counters on the Jar. This lends itself well to a deck like Savra where lots of tokens are being created for sacrificing anyway (think Awakening Zone tokens) and most of the creatures come back from the graveyard once or twice to die again.

"Pay three colorless mana, tap, remove all eyeball counters from Jar of Eyeballs" This clause is possibly the most important because it makes it better than this card:


But far worse than this one:


This is because it does not have to sac itself so it falls more into the category of reccuring card advantage. After a couple of games however, where your opponents begin to see it more like a reusable Impulse for X, they will try to kill it either right away (which is just value for you because I'm pretty sure any veteran magic player would be extatic to trade Jar for a piece of artifact removal) or they wait until it has tons of counters on it. If you do find yourself in that situation you either need to pop it with less counters on it more often (still nice but not quite as tutor-esque as before) or keep three mana open at all times so you can pop in response to destruction or just once the remover is tapped out.

For our new players: if you have tons of counters on Jar and search when everyone has tons of untapped mana it will get destroyed in response and you will get absolutely nothing from it.

So to wrap up Jar is a fun, unique way for a non-blue creature decks to tutor up answers instant speed. Generals that work well with Jar include:

The Mimeoplasm (lots of reanimation)
Almost all B/G generals

Cards that synergyze well with Jar include:


These are just a couple that I have found to work well though certainly not the only cards that work well with Jar.

Hopefully this helps you in building your next Commander deck! I will try to do a card of the week every week that I think is fun or useful but oft overlooked. Please leave feedback on whether I should keep doing these or if you would like to see something different. 


Remember the deck is only as good as the Gentleman playing it!

Friday, April 27, 2012

Being a True Gentleman of the Tables


So now I want to talk about a subject that is foreign to many new Commander players and is sometimes overlooked by veterans of the format. That subject is ettiquette.

 First, however, some background. Since the inclusion of prizes for winning, the goal for most Magic players has been to win at any cost. Thats is, find the broken combo, use the cheapest most powerful creatures, and outplay your opponents. Most commanders do not start out with the format, they find it as they peruse hundreds of other articles written about Magic. I like many saw the format and saw the lack of restrictions to my card choice and instantly threw together the cheesiest combo deck I could make. It was filled with Hive Mind, Pacts, Iona, reanimation, ways to cheat Blightsteel and Ulamog into play, and even a Mindslaver combo that could lock out every player other player from every taking a turn.

 Sounds awesome right?

Maybe not so.

While I won my first eight man with ease and had a great time, everyone else at the table looked less than satisfied. The next game I played the same deck and the seven people I was playing with (the same seven mind you) decided to focus me down and kill me turn five.

You see I had made one of the easiest mistakes a new commander can make: I took the mindset that I needed to break the format, like standard, and applied it to Commander when there is a fundamental difference. Commander was designed and played as a social experience less like chess and more like a board game. Yes you all try to win but one of you is not playing with loaded dice cause where is the fun in that?

Let me put it into perspective. Historically one of the most popular generals in the entire format has been this fluffy guy:

He's like Barney with wings...

If a player were to approach this card and ask "how many games am I going to win with this?" The answer would probably be very few. This is where the subtlties lie because a deck that runs Phelddagrif is not going to try to win in a traditional manner that is possible in a 1v1 format. "Group Hug" decks, as they are called, focus on helping whoever is struggling and crippling whoever is in the lead to make the experience more fun for the entire table. Playing political games is almost as important in your card selection as power level.

Another example: In one of my first decks as I slowly learned to be less of a "douchebag" as Sheldon Menery would put it I had included Luminarch Ascension. Now this card is by no means an infinite combo card or a really huge threat at the time. The issue was that I had put it in a deck with Hanna, Ship's Navigator as the general. The other players knew that even if they destroyed this annoying enchantment I would find ways to reaquire it. After all realizing what needed to be done I was promptly hit upside the head by a 13/13 indestructable, shrouded Rafiq of the Many that had survived a board wipe intended to clean up my small Meloku token army.

26 general damage later and I was wondering why I had painted a huge red X on my forehead when a turn before I had been flying fairly under the radar. This isn't just true of cards you play in your deck though.

There are a select few generals themselves that will set off alarms the minute you put them in the command zone. For those new players I am going to list some generals and cards I would not recommend playing unless you are very confident in your ability to repel 7 decksworth of aggresion.

Hated Generals:
  • Sharuum the Hegemon/Arcum Dagsson- Known for fostering decks filled with infinte combos and broken artifacts.
  • Azami, Lady of Scrolls- Mono blue is a bad place to be if you don't like a lot of attention. People tend to resent having everything in their decks stolen from them or countered which blue does only too well.
  • Empress Galina/Tsabo Tavoc- Any card that has a negative interaction with every single general in existence is gonna get some notice form anyone who intends to actually play their generals.
  • Zur the Enchanter- One of the least interactive generals in existence. All he does is build up Auras, counter everyone's important spells, and then one by one he picks off players dealing 21 general damage.
  • Gaddock Teeg- This general cripples so many decks. When you get him on the table the artifact, enchantment, and control players will be begging the other aggro players to finish you off so they can actually play.
  • Skithiryx, the Blight Dragon- Before you ask it only takes ten poison to kill in commander. This means you only have to give 6 power to a hasty, flying dragon in order to donk someone out of nowhere. Have fun watching from the sidelines...

Honorary Mentions:

"Red Flag Cards":
  • Hive Mind- Either you have it in to brew up some chaos (perfectly acceptable use) or you are trying to insta win with Pacts we don't know!
  • Door to Nothingness- Any card that says target player loses the game tends not to go over well...with anyone other than you. Goes for everyother insta win/lose card.
  • Mindslaver- In the words of Sheldon Menery "Mindslaver once is fine, its Mindslaver bunches and bunches of times that I really, really hate." So recurrable.
  • Magister Sphinx/Sorin Markov- The format starts you off at 40 life for a reason. The ability to point at someone and say your life total is now 10 on turn five or six without attacking or paying huge amounts of mana is absurd.
  • Crucible of Worlds- It is assumed by most players that if you are running Crucible you are running Strip Mine and most of those players are attached to their lands.
  • Obliterate/Armageddon- In the same vein. If any of the table manages to recover they will taking you down first.
  • Anything that goes "infinite": Necrotic Ooze + Bloodline Keeper + Grimgrin, Melira + Visera Seer + Kitchen Finks, etc...

These are not by any stretch of the imagination the only cards in these categories just some of the more well known cards.

Before I end this post one final note on combos. It is incredibly imortant to talk to your play group  before putting combos in or taking them out. Some playgroups are ultra competative and try to win as fast as is humanely possible. Other groups have house bans on combo cards and sometimes even tutors. I have found after experiencing a couple of different communities that the general concensus is keep a combo or two in your deck but try not to us it unless the game is really dragging on and everyone wants to end it and start another. Sometimes a quick finisher is the best way to keep things fresh and exciting.

Thanks for reading!

An Introduction to Commander/EDH

Hello Everyone,

I am Kyle Brondyk a writer and Magic the Gathering enthusiast. In my time as a cardboard slinger I have tried out the Standard format, Modern Format (Extended too), and even a little bit of Legacy. It was not until a year ago however, that I discovered my soon to be favorite format: Commander or as it is sometimes called EDH.

For those of you who do not know, most formats require a player to build a 60 card deck of cards that fall within a number of blocks set out before hand by Wizards of the Coast (ex. Standard consists of M12, Scars of Mirrodin Block, and Innistrad Block as of April 27th, 2012). Within these decks you are permitted to run any colors and may include up to four copies of any one individual card.

Commander is another breed all together.

The Commander format originated from a casual multiplayer format invented by the player base of Magic called Elder Dragon Highlander. As the name suggests the format focused on using one of the five Elder Dragon cards from the Legends block to serve as generals for 99 card decks where everone at the table starts at 40 not 20 life.

So where does the Highlander part come in? Well...


"There Can Only Be ONE!"

I'm serious here ladies & gents!

The nickname developed over time as the format only allowed for singletons of each card. This meant a player was stepping up to the 8-man table with 100 (99 + a general) cards with zero of the "Spike" player's so called consistency.

 As time wore on and more and more people entered the format players began to bore of the same old generals. This is when the General rule was established for the Commander format: A decks general must be a Legendary Creature card or Creature whose type is Legend. The colors that appear in the generals's casting cost are the only colors allowed to appear in the deck.

The first question that a savy Magic player might have would be: "What about Rhys the Exiled or Bosh, Iron Golem are they legal generals?" The issue here being that Rhys has only green in his casting cost and black as an activation cost for one of his abilities.

 The answer to this is yes. Rhys, Bosh, Memnarch and a few others are all considered legal generals however it is up to your individual playgroup and community whether Rhys is a mono green general, a black/green general or a green general who can produce black mana only to activate his ability.

One other thing to note about generals is that they present a unique win condition: If a general is able to connect for 21 points of damage regardless of life gain or the players current life they have lost. After this change is when the format truely begins to shift from the old traditional definition of EDH and moves towards the Commander format players can enjoy now.

Recently Wizards decided to endorse the format and make it tournament legal. This meant that they released an official banlist and products for the player base. For those of you that would like I have included the link to the ban list here. If this introduction has gotten you interested or if you already know that Commander is one of your favorite formats I invite you to continue reading as I am going to cover one of the strangest paradigms associated with the Commander format in my next post.