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#1
DeckbuildingJun 202627K views

Using Math to Decide How Many Bad Cards to Run

It's okay to put *some* janky trash in your deck
We argue that Commander decks can include some bad or situational cards without harming consistency if they can reliably reach a post-engine state with high card draw.We recommend using hypergeometric calculations to check the odds of drawing too many early-game dead cards.By categorizing cards into premium enablers, situational blanks, and general support, deckbuilders can balance fun inclusions with a functional early game.
Use this in your deckSeparate your nonland cards into three buckets and use hypergeometric math to ensure your odds of drawing multiple blanks in the first 10 cards is low.
Pet CardsDeck ConsistencyCard EvaluationDeckbuilding Principle
Principle
  • Commander decks often have a pre-engine phase with limited card access and a post-engine phase where drawing extra cards makes individual card quality less important.
  • Including some situational or weak cards can be acceptable if the deck can reliably reach the post-engine state.
Evidence
  • Hypergeometric probabilities show that with about five situational blanks, the chance of drawing multiple such cards early is low.
  • Fast lands entering untapped early demonstrate how situational cards can be reliable when later card selection becomes available.
Deckbuilding Application
  • Categorize nonland cards into three buckets: high-quality enablers, situational blanks, and general support to assess early-game consistency.
  • Use a hypergeometric calculator to check that the probability of drawing an engine starter is high and the probability of drawing multiple blanks is low.
Limitation
  • If the number of bucket two cards grows into double digits, the risk of drawing too many dead early cards rises and can disrupt deck function.
Example
  • A Radha, Heir to Keld deck runs a single humorous seven-drop like Tyrant of Discord as a bucket two card that does not harm early consistency.
  • Protection spells like Heroic Intervention are dead early but valuable later, exemplifying how situational cards can be included sparingly.
More quotes
  1. It might actually be okay to have some bad cards in your deck.
  2. You can check how often you won't draw cards you don't want.
  3. I think of a lot of Commander decks as having two very distinct phases, pre-engine and post-engine.
  4. Getting to purge the trash for the first time in a game and sculpt a hand of seven beautiful, situationally applicable cards, delicious.
  5. You can almost think about all of these bucket two bad cards as blank for the purposes of your early game.
  6. Craft the foundation of your deck in a way that's maximally consistent and flexible, and the amount of room to sprinkle garbage into that bad boy might just surprise you.
  7. My Radha Heir to Keld deck has a single permanent funny seven drop deck slot. It was occupied by Panglacial Wurm in the past, and it's currently occupied by Tyrant of Discord, both not very good creatures.
  8. Treat this as your reward for being such a responsible deck builder in other ways.
  9. The first three turns of the game are the ones where you're going to be the hardest pressed to have a land that both enters untapped and gives the colors you need, and fast lands fill this exact profile.
  10. With any other commander, this deck's ratios would make no sense at all and it would flail around doing nothing most of the time.
Full transcript

I'm working on a little project right now, and I need your help.
All the details are on a YouTube post I'm linking, but basically I'm building a deck around an unknown event card created for me using feedback from both my in-person opponents and my online audience.
If you want to suggest cards that could go in the deck, you can do that under the YouTube post; and if you want to guarantee an on-color card going in the deck, you can send it to my PO box, address in the description.
With that said, let's get to the topic of your horrible pet cards.

Calculating Your Desired (and Undesired) Draws

Let's say you have a type of card that you want to see in a lot of games with a given deck: a mana rock, a one mana creature that gains life, or something else.
If that's the case, it can be helpful to run some calculations on how often you'll draw it, either by using a hypergeometric calculator like the one on my website, or by referencing the built-in calculators that a deck building website like Architect might have.
At this point, a lot of players are aware of these sorts of tools, but what they might not be aware of is that you can do the opposite; you can check how often you won't draw cards you don't want.
And just as you could use this to decide how many of a desirable card to include, you could do the same to decide how few of an undesirable card type to add, because it might actually be okay to have some "bad cards" in your deck.
But hold on, let's take a step back here.
What do I mean when I say "bad card," and why would I want to run any of these?

What Is a "Bad Card"?

Starting with that first question, the card we're talking about could truly be a "bad card." My Radha, Heir to Keld deck has a single permanent funny seven drop deck slot; it was occupied by Panglacial Wurm in the past, and it's currently occupied by Tyrant of Discord, with both of these being not very good creatures.
However, the meaning of "bad card" could also be a bit more complicated, being a card that is either situational or bad without certain other cards to support it.
As one example, in three different grindy decks I play, there's a card present that is there entirely for the purpose of life gain.
These cards are pretty worthless outside of this task, but they do an admirable job in a mid-to-late game situation where my life total is in a state of peril.
As another example, in my bracket two deck, I run a couple artifact creatures that untap things.
These cards on their own are terrible, but paired with other cards, they can be pretty powerful; and Voltaic Construct is technically part of a convoluted infinite combo the deck can assemble.
As a final example, protection spells fit both of these criteria as cards that aren't useful until you're doing something worth protecting, and whose usefulness isn't realized until an opponent tries to disrupt you.
So, this is what I mean when I say "bad cards": cards that frequently don't feel very good to draw for one reason or another, particularly in the early game.
But why does the category I'm constructing treat these different types of cards as the same?
And if they're bad in some sense, then why run them in the first place?

The Pre-Engine and Post-Engine Distinction

The answer is that I think of a lot of Commander decks as having two very distinct phases, "pre-engine" and "post-engine." In the early phases of a game, you only have access to a very small number of cards, and a lot of decks gain access to additional cards through the synergies between these early cards.
This could take a lot of different forms: maybe you have a Wall of Omens and a Teleportation Circle; maybe you follow up your Caustic Bronco with an Ishin; maybe you curve Thran Dynamo into a Pull from Tomorrow; maybe you just play a standalone draw engine like an Esper Sentinel or a Phyrexian Arena, or even a series of one-off spells like Night's Whisper and Harmonize.
Regardless, you're using stuff from your more limited early game card pool to help your deck reach a state where it's online and has access to a much wider range of the different tools within it.
And there are actually a lot of things that can help with this: card draw, tutors, filtering, ramp, synergy pieces that assist with any of those last four things.
All of these can help you build up to a point where you have access to a greater amount of your library.
Removal and defensive cards can also help with this, since they buy you the time to get that engine up and going.
Different cards will help different amounts with this, but quite a lot of cards will assist at least a little bit.
All of this is well and good, but you might still be wondering why exactly I'm drawing this "pre-engine" and "post-engine" distinction.
The answer is that once you're cycling through a more significant amount of your deck per turn, whether or not each individual card is useful in a wide variety of situations starts to become a lot less important.
If I draw five cards and one of them isn't that useful to me right now, that's okay; I still drew four other cards.
This is also the point of the game where you're going to start discarding to hand size if you don't have a Reliquary Tower effect, and this is one of my favorite points in the game to be in, getting to purge the trash for the first time in a game and sculpt a hand of seven beautiful, situationally applicable cards, delicious.
As a slight tangent, this sort of reasoning is also why I like a type of budget dual land that a lot of other people seem to dislike, the humble fast land.
A land that enters tapped if you control three or more other lands might seem kind of bad in theory.
In the average bracket three Commander game, you're hopefully making at least seven land drops; so, in less than half of land drops will this land enter untapped.
However, turn four and beyond is also a point in the game at which a lot of decks will be drawing or looting or otherwise filtering, enabling them to find their way to a variety of different lands with relative ease.
The first three turns of the game are the ones where you're going to be the hardest pressed to have a land that both enters untapped and gives the colors you need, and fast lands fill this exact profile.
So, if your deck is one that rounds a corner and starts to see a lot more cardboard at some point, having a somewhat subpar or situational card is a lot less of a problem from that point onward.
But what does this mean for the early game?
Well, as I suggested earlier, you can do a bit of math to see how likely it is for your game plan to get online.

The Three-Bucket System

One option here is to separate your non-land cards into three buckets.
"Bucket one" is high-quality drawn filtering, stuff that finds you what you need to succeed quickly and easily.
"Bucket two" is stuff that's basically useless for getting your deck online: hyper-situational cards, protection spells, later game tech pieces, finishers, and stuff that's just kind of bad that you include for shits and giggles, as is your god-given right.
"Bucket three" is all the other stuff outside of these two categories: ramp, removal, somewhat narrower draw, and sometimes applicable tech pieces.
Now, you perform two different checks here.
For one, how likely is it for you to draw one of your "bucket one" cards, your premium quality enablers?
The larger this number is, the better; but there are certainly reasons why this number could be lower for some decks.
Question two is how likely it is for you to draw one of your "bucket two" cards that helps you very little in the early game, and possibly more importantly, how likely is it for you to draw multiple of these?
If you're running five or so hyper-situational cards, the odds of drawing more than one of these is quite low.
By contrast, if that number starts creeping up into the double digits, you might have games where you draw an Overwhelming Stampede and a Heroic Intervention in your first 10 cards of the game, a Fervor and a Full Throttle, a Clever Concealment and a Storm Herd.
You can almost think about all of these "bucket two" bad cards as blank for the purposes of your early game.
Having a lot of these is generally going to slow your timeline for getting off the ground and lead to more stall outs; but you can counterbalance these tendencies with a greater amount of "bucket one" cards, high quality draw and filtering.
Hitting a string of situational cards you won't want until later in the game can be a problem, but it might not be if you have a lot of filtering and draw and tutors at the ready to cut you through this dead air.

So How Much Janky Nonsense Is Okay?

I mean, don't let me stop you from living your best life, especially if you're in more bracket two territory, but the realistic answer is that it depends on what the rest of your deck is doing.
If we're talking about some terrible pet cards that you would literally die for, take a look at how many other cards you're running that you'd be kind of bummed to draw before turn five.
If that number is very low, you're probably okay to add some garbage to your deck; treat this as your reward for being such a responsible deck builder in other ways.
If that number is stretching into double digits territory, you'll want to be a bit more careful.
How much general purpose draw and filtering are you running?
How broadly useful is your commander for generating resources and helping your deck get going?
My deck with the highest number of "bucket two" cards is my Meria of Ultron deck with a ton of protection as well as equipments to give extra damage and evasion.
With any other commander, this deck's ratios would make no sense at all and it would flail around doing nothing most of the time.
However, because Meria is a sweet draw engine and one of the best mana producers in the game, and because my deck is pretty decent at protecting her, it ends up working out most of the time.
Likewise, it's not a coincidence that my one bracket three deck where I allow myself to indulge in significantly more janky pet cards is also one where I have a mana dork commander and a massive pile of four cost ramp spells and six to seven cost bombs that I'm pretty much always happy to draw.
Craft the foundation of your deck in a way that's maximally consistent and flexible, and the amount of room to sprinkle garbage into that bad boy might just surprise you.

Thank You and Channel Support

Thanks for watching.
Make sure to check out the YouTube post in the description if you want to contribute to that.
Another thing you can check out is fantastic products from Dragon Shield.
I'm a long time enjoyer of their dual matte sleeves, with my Radha deck still going strong in the same set of peach sleeves thousands of shuffles in.
Sleeves that have been used that heavily have a really interesting shuffle feel to them, but that's not something you'll ever get to experience with most other brands.
Dragon Shield has also been expanding out into deck boxes and other storage methods, which I'm also a fan of; the deck boxes are elegant and effective.
Get 5% off your order at the link in the description, and you'll be helping us in the process.
If you want to support us more directly, you can sign up for my Patreon or a YouTube membership.
I'm in the process of moving right now, which is exciting in some ways but also expensive; so, any extra dough to throw at gas and Craigslist furniture is much appreciated.
A big thanks to my current patrons and YouTube members for their ongoing support.

#2
DeckbuildingJun 202663K views

How to Build a Hidden Commander Deck: Two Key Principles

The Two Rules for Making a Successful "Hidden Commander" Deck
To build a successful hidden commander deck, you must find functional analogs for your secret commander and minimize cards that only work with that commander.These rules ensure the deck works when the key card is absent or removed.We demonstrate by building a budget deck around Sibsig Ceremony with Athreos, Shroud-Veiled as a synergistic commander.
Current statusverified Jul 2026
  • The card tags on this entry follow Scryfall: Athreos, Shroud-Veiled is White and Black, and The Sibsig Ceremony is mono-black. The green-black heard in the transcript is a spoken slip (source: Scryfall card records).
Use this in your deckFind at least one functional analog for your hidden commander and cut any support cards that do not also synergize with your visible commander.
Athreos, Shroud-VeiledWhiteBlackAristocratsTokensReanimatorBudgetDeckbuilding RestrictionsSynergyResilienceDeckbuilding Principle
Principle
  • Two rules for hidden commander success: find functional analogs and minimize the footprint of synergy cards.
  • These rules follow from the simple fact that you often will not have your secret commander in play.
Evidence
  • Sunforger decks succeed because the instants they fetch are already independently useful.
  • Astral Slide decks succeed due to available direct analogs like functional reprints.
  • Sibsig Ceremony lacks inherent analogs and requires dedicated support, making it a trickier build.
Deckbuilding Application
  • Choose a commander that independently synergizes with the secret commander to reduce card slot demands.
  • Ensure support cards advance your visible commander's strategy to avoid dead draws.
Limitation
  • If a hidden commander demands heavy support without analogs, the deck becomes vulnerable to targeted removal.
Example
  • The Sibsig Ceremony deck used Athreos and other indestructible creatures to turn forced sacrifice into token generation.
More quotes
  1. Hidden commanders are an interesting subject, but they definitely aren't all made equal.
  2. Some of the classically touted examples of build-around cards, such as Sunforger, are deceptively simple to pull off because the cards they work with don't eat up that much deck space.
  3. How do I make weird niche hidden commanders work?
  4. Cards don't always get drawn and sometimes get removed.
  5. [The Sibsig Ceremony] This card keeps coming up.
  6. In the process [of building a deck], I ended up landing on two principles that should guide anybody building a deck centered around a card in their 99.
  7. One, find analogs for your central card, and two, minimize the footprint of cards that synergize with your central card.
  8. Both principles stem from the essential fact that you simply won't always have access to your hidden commander card.
  9. Astral Slide is a ridiculously powerful late game tool, so I'll almost always want a copy of the card at some point even if I survive the early to mid game.
  10. The Sibsig Ceremony provides us a lot of mana through its discount. So the first order of business in making sure the deck works without it is adding a lot of other ramp, finding analogs.
Full transcript
The Hidden Commander Question

At a panel I was hosting during MagicCon Vegas a few weeks ago, an audience member asked a question that really got me thinking: “I’ve been trying to build a hidden commander and I don’t know how to make it work.
It’s the Sibsig Ceremony, it’s green-black.
Creature spells cost two less to cast, and when a creature you control enters, if you cast it, destroy that creature, then you get a token.
I don’t want to just make it a token instead.”

Hidden commanders are an interesting subject, but they definitely aren’t all made equal.
I responded to this person’s question, as well as my co-host’s answer, by saying that some of the classically touted examples of build-around cards, such as Sunforger, are deceptively simple to pull off because the cards they work with don’t eat up that much deck space.
Red and white instants that cost four or less mana are good and you’ll already want some of them in your deck; equipments are also good, and you should be able to find some other options to grab if you want to run tutors for your Sunforger.
However, for a secret commander that typically requires more deck space to support it, as the Sibsig Ceremony often does, you’ll need to thread the needle a bit more carefully in deck building.

Looking for Analogs

The second question to consider is: are there analogs?
Are there cards that will do what you want to do with the Sibsig Ceremony that aren’t it?
Because if people get to know this deck, they will start removing this card very rapidly.
So that’s another thing you want to look at; if you are dedicating a lot of deck space to this card, what else can work with this card?
That’s kind of where you need to be looking.

And that felt like pretty good advice to give generally.
Cards don’t always get drawn and sometimes get removed.
I tangled with the Sibsig Ceremony myself a bit a year prior for a video building a deck based around cards chosen by my patrons, so I had some familiarity with that card in particular and its challenges, but I’m by no means an expert.
That deck was a little on the goofy side and the card isn’t really my first choice as a build-around in the first place.
So I figured it could be somebody else’s job to be a scholar on the Sibsig Ceremony in particular.
However, that plan was upended about a week later when I was spinning a wheel to decide what deck I’d build for the Magic Mirror podcast.

The Wheel Lands on the Sibsig Ceremony

“My card.
Pretty much the same thing.
Dragon swarm, dragon swarm, dragon swarm.
Oh, no. Oh, please no. Oh, yes.
Oh, god, no. The Sibsig Ceremony.
This card keeps coming up.
Let’s go.”

The set of wheels I created spun me into building a $60 budget deck with 50 or more subtypes in some way centered around the Sibsig Ceremony, this old nemesis of mine.
At this point, I just accepted that I needed to create a full-effort build-around for this card in order to shake whatever curse had caused it to follow me.
And to be clear, I do mean an honest-to-god bracket three deck, maybe a little janky by choice and by nature of the requirements going into this deck, but no jankier than that and with plenty of powerful plays up its sleeve.
In the process of doing precisely this, I ended up landing on two principles that should guide anybody building a deck centered around a card in their 99.
One of these being something I directly identified at the panel, and the other one being something I kind of alluded to more indirectly and have since developed further.
These principles are: one, find analogs for your central card, and two, minimize the footprint of cards that synergize with your central card.
Both principles stem from the essential fact that you simply won’t always have access to your hidden commander card.
So, here, I’m going to walk you through my process of building a Sibsig Ceremony deck and in doing so, demonstrate how these two rules produced a successful hidden commander deck.

Why the Sibsig Ceremony Is Tricky

To start with, let’s discuss the nature of hidden commanders a bit and why the Sibsig Ceremony is one of the trickier ones you can choose.
The phrase “hidden commander” simply refers to a deck where one of the cards in the 99 is built around more heavily than the commander itself.
My Sharuum Astral Slide deck is an example of this, where Astral Slide is a key piece of how the deck works and Sharuum plays more of a secondary role in adding flexibility to the deck.
This type of deck usually involves some number of tutors to find the core card, although whether or not a deck tutors for its hidden commander every game might depend on the nature of the card a bit.
Astral Slide is a ridiculously powerful late-game tool, so I’ll almost always want a copy of the card at some point even if I survive the early to mid game without it.
For purposes of adhering to principle one, having analogs, Astral Slide makes my job easy because it has a functionally identical card as well as a similar enchantment in a different color, effectively giving me three copies of my key card.
I don’t need to get creative finding cards to do something similar; they’re just handed to me.

Other hidden commanders make principle number two the easy one, allowing a player to minimize the footprint of cards that work with their central card quite easily and not feel like their deck space is being gobbled up.
As I mentioned earlier, Sunforger is a great build-around because the cards it works with span a wide range of different roles, and since they don’t even need to be in hand for Sunforger to synergize with them, the challenge of figuring out the right number of instants to guarantee setup and payoff lining up is basically nonexistent.
So, these are two secret commanders where one of the two principles I mentioned earlier is basically guaranteed, easing a bit of the challenge of deck building.
However, some hidden commanders don’t make either of these two principles easy, and this brings us to the Sibsig Ceremony.

Building Around the Sibsig Ceremony

Let’s start, as I did when building this deck, by tackling what this card does.
The first line of text is 100% upside: it makes our creature spells cost two less.
That’s a pretty great effect for three mana.
Urza’s Incubator and Semblance Anvil come the closest to this rate among artifact-based producers, but each of these has a substantial downside or limitation.
So does the Sibsig Ceremony, though.
The second line of text destroys creatures when they enter if they were cast and creates a 2/2 Zombie.
This does place a serious limitation on what’s going to make sense to go with this card, though it’s definitely not an insurmountable limitation.

Choosing the Commander and Early Synergies

When I was searching for a commander for this card, I knew I wanted it to be something on the more generic side to work out with the other restrictions I’d been given.
And I also knew I wanted it to do something that combines relatively easily with the Sibsig Ceremony to produce positive outcomes.
In other words, I wanted something low footprint, a commander that kind of just works with the Sibsig Ceremony without me needing to put in a lot of extra effort or bring in additional cards.
This is how I landed on Athreos, Shroud-Veiled.
The card is six mana, it’s indestructible even when I have it fully online via devotion, and it has an ability that works well alongside ETBs and on-death effects among creatures I play.
Even without anything else on my side of the board, the card is just pretty solid if I get it into play on turn four off a turn three ceremony and start throwing coins on opposing creatures, effectively making Sibsig Ceremony a worn powerstone for this precise function.

To go along with this, I grabbed a handful of other indestructible and pseudo-indestructible creatures: Erebos, Bleak-Hearted as another god that works well with my zombie tokens, Yahenni as a sac outlet, Breathkeeper Seraph as a unique soulbond creature that can save itself and others, and all four in-color Myojins.
These are eight-mana spirits that enter with an indestructible counter and can remove this counter to do a variety of powerful effects.
So in these instances, we’re taking advantage of the Sibsig Ceremony’s powerful ramp potential with creatures that don’t care about the rest of its text box.
And already amongst these indestructible creatures, we can see a lot of points of cohesion.
Erebos plus Myojin of Blooming Dawn can draw a billion cards, and any big Erebos plays are assisted by a free sac outlet like Yahenni.
Athreos, Shroud-Veiled and Myojin of Grim Betrayal both work fabulously alongside conventional board wipes, as does Breathkeeper Seraph to a lesser extent, and Myojin of Cleansing Fire is a board wipe.
The picture that’s being painted so far is of a big-mana controlling aristocrats-oriented deck.
And to minimize friction, we’re going to want to expand on that vision and make sure it’s a consistent feature of the deck, starting with mana.

Enabling Mana Without the Ceremony

The Sibsig Ceremony provides us a lot of mana through its discount, so the first order of business in making sure the deck works without it is adding a lot of other ramp, finding analogs.
Heartless Summoning is the easiest choice here as a similar two-mana creature discount plus downside sort of effect.
Another solid choice is ramp on ETB creatures like Solemn Simulacrum, Scampering Surveyor, and Kor Cartographer.
These work on their own as an alternate ladder from four to six mana to get the commander and give an immediate coin destination, and they also function quite enjoyably with the Sibsig Ceremony in play, costing two less mana and getting their 2/2 bodies replaced with 2/2 zombies.
Past these, I chose to add Crowded Crypt as a synergistic rock, a Sol Ring, Mer Convert for subtype purposes (the wheeled decree that the deck needs to have 50 or more subtypes, remember), and seven other two-mana rocks to round things out.
This deck ended up pretty high-curved, so playing a mana rock is really what we want to be doing with our two-mana turn.

Death as an Advantage

So, okay.
Step one of this was making sure that this deck can make use of the Sibsig Ceremony’s mana generation and that it has plenty of other ways to generate mana in the card’s absence.
Great.
But let’s think a little harder about this second line of text.
It’s intended to be a downside, but does it have to be?
The biggest area where it isn’t a downside is when it comes to creatures that we actively want to die.
Take Junji, the Midnight Sky.
Both the discard and the reanimate modes of this death trigger are solid three-mana effects, and with the Sibsig Ceremony, you get that plus a zombie and a death trigger and a thing in your graveyard you can use for other purposes, more on those things later.
Same with Ao, the Dawn Sky; one mode is a sort of Collected Company effect, and the other is a big amplification to our board if we’re already loaded up with zombies.
Both are great to get for three mana, and even better with some extra goodies tacked on top.
We’ve also got Erebos, Bleak-Hearted and Dark Prophecy as powerful draw engines when creatures die, which pair nicely with both zombie tokens and our non-token creatures meeting an untimely demise.

All of this on-death stuff goes great with the Sibsig Ceremony, though it does also pose a bit of a problem: these cards are a lot less good if we don’t have a way for creatures to die.
If we assume the Sibsig Ceremony will always be in play, we’re going to run into some problems when it’s not.
So, this deck also integrates a number of ways to sacrifice our creatures as well, analogs for the Sibsig Ceremony’s destroy effect.

Analog Sacrifice Effects and Recursion

Season of Loss is a flexible removal tool that can also draw, Fanatical Devotion is a sac outlet that can also save creatures from destruction, and there are five other cards that do some sort of sacrificing task.
These are perfect here because they replace the creature death portion of what the Sibsig Ceremony does, but most of them are also great when paired with the Sibsig Ceremony.
And this is the perfect relationship to create with a build-around card: you want the best possible spread of situational usefulness on a card, not just the one that’s best when paired with a hidden commander.

The same logic applies to this deck’s 19 ETB creatures.
Each of these will have a bit of a spread when it comes to how effective they are, but the floor is decently high, making their footprint relatively low.
As a baseline, they’re fine.
A deck that’s casting a standalone Simulacrum, a standalone Chupacabra, a standalone Grotesque Abomination, at worst, you’re talking about bracket two midrange deck territory.
Bring in the Sibsig Ceremony and suddenly the power of these jumps a couple notches up from that, particularly for the three-to-four-mana ETB creatures.
Those creatures are around 2/2 already, so the Sibsig Ceremony basically just looks like a two-mana discount that shoves their real body into the graveyard.
Speaking of which, this is where the aristocrats stuff we mentioned earlier comes into play again.

This deck has five cards that recur creatures, and it also has the seven sources of creature sacrifice I mentioned earlier for when the Sibsig Ceremony isn’t in play to assist creatures with their journey to the graveyard.
And when you’re using one of those and have a bit more flexibility on your timing for creatures dying, Athreos also works as a recursion engine, offering a ton of value generation alongside one of the deck’s four sources of continual sacrifice.
If you’re getting a Sepulchral Primordial trigger every turn, a Krob Trigger every turn, or a couple Ashnod’s Altar triggers every turn, you’re going to be feeling pretty fabulous about things.

Flicker and the Mirror

There are also a few flicker cards baked into the deck to enhance the ETB plan further, as well as an extra spicy inclusion: Mirror of Life Trapping, an artifact that exiles creatures when they enter if they were cast and then returns them.

#3
Meta CommentaryMay 2026135K views

The Problem With Magic's One-Off Set Structure

The Subtle Reason Why Sets Feel Worse Now
We argue that Magic's shift from multi-set blocks to yearly one-off sets has made the game feel rushed and disconnected.It acknowledges that three-set blocks often had filler sets that didn't convey the story well.We propose that an alternative set structure could better balance immersion and mechanical iteration.
Use this in your deckWhen building around a new mechanic from a one-off set, ask if it is likely to receive future support, as most mechanics now remain isolated.
Format HealthDesign IntentMeta Trends
Principle
  • Multi-set blocks enable players to become immersed in a plane's setting and storyline over time.
  • Mechanical themes develop more fully when given multiple sets to iterate and expand.
Evidence
  • No new plane has had a multi-set block since Ixalan, which concluded over 8 years ago.
  • Later sets within a block historically sold worse than the first set.
  • Currently, Magic releases five or more one-off sets per year, each on a different plane.
Deckbuilding Application
  • Deckbuilders should evaluate new mechanics for their standalone power, as one-off sets rarely provide follow-up support.
  • Without mechanical iteration across sets, synergy-based archetypes become riskier to build around.
Limitation
  • Three-set blocks sometimes forced players to experience a poorly received plane for an entire year.
  • Crafting satisfying limited environments across three connected sets was difficult for developers.
Example
  • Dragon's Maze, the third set of Return to Ravnica block, attempted to feature all 10 guilds but felt cramped and failed to convey its maze race story.
More quotes
  1. Having every set be a new plane, particularly with five or more sets per year, makes things feel rushed, leaving no time to breathe and become immersed in a particular world.
  2. The gradual pivot from three-set blocks to purely one-off sets has been an unambiguous tragedy.
  3. I could tell you that we as magic players are fallen and need to return to the glory days of 2013, where magic sets came in threes and where bold duels could take place on a middle school lunch table.
  4. Dragon's Maze simply didn't feel like a proper third set, rather just a little bit of extra Ravnica with some attached plot that not enough effort was put into guiding us through with its design.
  5. Born of the Gods felt more like Theros B-sides than anything else, just some kind of odd designs to go along with a group of five gods in order to allow the 15 gods to be evenly spread between the three sets.
  6. Fate Reforged feels more like the middle of an Animorphs cover than it does its own cohesive world.
  7. It's okay to have a hat set. However, for that sort of set to feel justified, it has to feel differentiated in some way from what surrounds.
  8. The biggest reason I like two-set blocks is that they're able to tell the story of a place much better than a one-set block could.
  9. Seeing that clear change communicated through the design of a set would be great for getting players to engage more with the lore and ask more questions, as opposed to one-off sets that present a snapshot of things and then dash away.
  10. One-off sets can be great as a way to do something funky and unusual, to explore some bold new aesthetic territory without committing too hard.
Full transcript
Introduction

And yet, to lay my cards on the table here, I do not like the new status quo we find ourselves in.
Having every set be a new plane, particularly with five or more sets per year, makes things feel rushed; it makes it feel like there’s no time to breathe and to become immersed in a particular world.
And if I really wanted to let nostalgia take the wheel on this one, I could tell you that the gradual pivot from three-set blocks to purely one-off sets has been an unambiguous tragedy, that we as Magic players are fallen and need to return to the glory days of 2013, where Magic sets came in threes and where bold duels could take place on a middle school lunch table.

I’d love to be able to contribute yet another uncomplicated piece of ammunition to the siege on the decisions currently being made by Hasbro, but in truth, the issue of blocks is a bit more complicated than that.
I do think there is something wrong with what we’re currently doing, where Standard-legal sets take us to six or seven different planes every single year, but three-set blocks don’t really represent a better vision of the game, just one with a different set of problems.
So here, I want to lay out my case for what has gone wrong, both past and present, and talk about an alternative approach to the way we conceptualize sets and their structuring.
And I’ll be getting into a very specific missed opportunity that occurred in 2024 that provides a fascinating case study.

A Brief History of Blocks
The Dissatisfaction with One-Off Sets

So, as you can tell, I really don’t think what we’re doing in the present is ideal.
However, that doesn’t mean the way sets were structured in the past was necessarily better.
And to explore that, we really need to talk about three-set blocks.

The Flaws of Three-Set Blocks

The following two blocks also each contained a set that didn’t really fit in, but in the case of those, it was the middle set.
Theros, the set, established the plane as a setting based around Greek myths and also introduced characters such as Elspeth as a monster-slaying champion and Xenagos as a satyr planeswalker who aspired to godhood.
Born of the Gods was the second set of the block and featured the story of Xenagos ascending to godhood amidst growing chaos within the pantheon.
Journey into Nyx was the third set and focused on the consequences of Xenagos’s godhood and the ensuing showdown that resulted from it.
That all sounds fine and good, but in terms of gameplay, the second set, Born of the Gods, was very strange, and a big reason why it stands out as odd is that the other two sets actually did a really great job conveying the progression of the block through their mechanics.
Theros was more focused on the mortal plane through its heavy usage of heroic and monstrosity as mechanics, whereas Journey into Nyx was much more focused around the pantheon of the gods and the conflict within it, which could be seen in its constellation mechanic and extra high density of enchantments.
Born of the Gods, on the other hand, featured a couple of kind of weird mechanics and didn’t really convey a strong sense of place or time.
It felt more like Theros B-sides than anything else, just some kind of odd designs to go along with a group of five gods in order to allow the fifteen gods to be evenly spread between the three sets.
It played an undeniable role in tracing Xenagos’s storyline, but in most other ways than that, the set was a bit of a disappointment.

The same goes, to a lesser extent, for the Tarkir block.
Khans of Tarkir focused on the five warring factions in a world where dragons have gone extinct, and Dragons of Tarkir features an alternate timeline where dragons are still around and where Tarkir’s clans and characters have altered fates.
The middle set, Fate Reforged, was a little odd, though.
Lore-wise, it involved Sarkhan traveling back in time to when dragons were still around alongside the five clans and intervening in the battle between Ugin and Nicol Bolas.
This is cool as a way to transition between Khans and Dragons, but in terms of gameplay, it just sort of felt like an awkward mashup of the two sets.
Fate Reforged used three clan keywords from Khans and two of the changed ones from DTK; it had some dragons rather than none or a whole bunch; and the clans were less three-color focused than Khans, but not quite the two-color pairings from Dragons.
For a middle set separated from the other two by 1,300 years, this feels more like the middle of an Animorphs cover than it does its own cohesive world.

To be clear, it is still easily the most defensible third set of the three blocks I’ve mentioned, and to be honest, I can imagine this feeling like a genuinely compelling three-set block with a handful of changes to this middle set.
Nonetheless, in the format it ended up in, Fate Reforged feels like a continuation of a trend: one of the sets in a block being a little awkward and feeling more like a stepping stone for story purposes than a fully thought-out landscape of its own.

The Two Extremes and a Middle Ground
Why Two-Set Blocks Work
Missed Opportunities: Murders at Karlov Manor
#4
DeckbuildingMay 202648K views

Using Fulcrum Cards to Add Subthemes in EDH

Snail's Guide to Giving Your Deck More Sauce
We explain how to expand a Commander deck's synergy by adding subthemes through fulcrum cards that bridge archetypes.We stress evaluating a card's floor and considering the deck space required for support.Players learn to combine themes intentionally, balancing novelty with consistency.
Use this in your deckWhen considering a subtheme card, test its floor by imagining a game where your engine stalls, and cut it if it provides no value.
BlinkTokensDiscardSynergyCard EvaluationDeck ConsistencyDeckbuilding Principle
Principle
  • Fulcrum cards connect two archetypes by allowing one's setup to pay off the other.
  • A card's floor performance in a subpar state determines whether it earns a slot.
Evidence
  • Professional Facebreaker creates treasure with minimal evasion, while Dross Scorpion often just grants a single untap.
  • Ret to the Mystic is worse than a merfolk looter in a deck where 40% of creatures already cycle.
Deckbuilding Application
  • Assess the support cards a subtheme requires; if it demands many slots, it may dilute your main plan.
  • Count the fulcrum cards linking two themes; abundant bridges make a hybrid deck more cohesive.
Limitation
  • Theme pairs with sparse natural synergy, like cast-from-exile and landfall, risk being inconsistent.
  • Conditional enchantments like Astral Slide become dead draws without cycling enablers.
Example
  • In an Arcades defender deck, Doorkeeper's milling subtheme diverts from combat damage and needs extra support.
  • An initiative-focused deck with legendary and background themes has few direct connections but can be built with intentionality.
More quotes
  1. Subthemes can make your deck better or they can make your deck worse. Either might be a desirable outcome depending on what you look for in a game of Magic: The Gathering.
  2. Having your deck do more stuff, have more textured play paths, and produce more unexpected results is desirable for players who have already played a lot with more linear styles of deck.
  3. A good place to start in expanding your deck's synergy universe is what I'll call fulcrum cards: things that naturally tie together multiple subthemes.
  4. An important consideration when thinking about [fulcrum] cards is the floor of the effect. I'm stat brained, so I think about the 25th percentile game: how will the card feel when it's not living up to our wildest dreams?
  5. It's important to figure out what works as a minor part of a deck and what has no business being outside a deck that doesn't heavily support it due to its low floor.
  6. [Ret to the Mystic], a little bird, gets mugged by a merfolk looter in this particular deck.
  7. Sometimes you're just going to have a bit of a hard time combining two themes. Does this mean that you shouldn't smash together two very different synergy families? No.
  8. Artifacts plus ETB and tokens plus one/one counters have been done tens of thousands of times before for good reason, but you always have the opportunity to do something different, unique, and more specifically suited to who you are as a player.
  9. Card selection tools like filtering spells and conditional tutors will reduce the play pattern variance of a deck, but if you add them to a deck that would otherwise have extreme variance due to many moving parts, you'll likely end up with something still very fresh and dynamic to play.
  10. Is Spread the Sickness the best removal this game has to offer? Definitely not, but it feels immensely at home in this deck and I wouldn't dare cut.
Full transcript
Why Add Subthemes?

Ah, subthemes.
They can make your deck better or they can make your deck worse, and either of those two things might be a desirable outcome depending on what you look for in a game of Magic: The Gathering.
Hi there, I’m Alex, and today I’m here to tell you about a passion of mine: making decks do more things.
Most EDH decks will have a theme, merfolk, tokens on attack triggers, and so forth, and this is a nice place to start in getting a deck to do something.
However, eventually that one theme might start to get a little boring, and your eyes might begin to wander.
That on-attack trigger makes tokens; can I play harder into that?
I really like this zombie creature that makes me discard cards; can I make my deck focus more on discard?
This ETB creature searches up legendary cards; I wonder how that might fit into my blink deck.
And this makes sense.
Having your deck do more stuff, have more textured play paths, produce more unexpected results, all of this will be desirable to a lot of players, particularly players who have already played a lot with more linear styles of deck.
So here, I’m going to be making a little guide on how to answer the sorts of questions I mentioned earlier about specific cards you’re finding yourself transfixed by, and at the end, you might have an exciting arsenal of brand new questions to probe your deck with.
With that said, let’s begin.

Fulcrum Cards

Assuming you’re not trying to obliterate your deck’s consistency, a good place to start in expanding your deck’s synergy universe is going to be what I’ll call “fulcrum cards.” This is a thing that naturally ties together multiple subthemes, and it can take a variety of different forms but typically comes in the form of a payoff from one theme that rewards another.
Throne of Geth ties together artifact sacrifice and counters; Displacer Kitten ties together the flicker and spellslinger archetypes; Strength from the Fallen ties together enchantments and creature-stuffed graveyards with a resulting payoff that can work well for a power matters deck.
These are pretty clear examples of fulcrum cards, but there are a lot of other examples that are less obvious but absolutely there if you go looking.
Professional Facebreaker rewards a board of evasive creatures with some artifact tokens that can crack for mana; Quicksmith Genius rewards artifacts entering with rummages that can feed graveyard strategies; and Squee, Dubious Monarch rewards a stocked graveyard with a reanimated attacker that generates tokens.
Why were all of those examples read three times, you might ask?
No particular reason, but you should definitely put them all in the same deck.
Regardless, all of these cards represent points of fusion between different archetypes, connective glue that involves setup for one archetype turning into payoff for another.

An important consideration when thinking about this sort of card is the floor of the effect.
I’m stat brained, so I’d be thinking about maybe the 25th-percentile game for a card, but basically what we’re wondering is how will the card feel in a subpar situation when it’s not living up to our wildest dreams.
For some of the cards I mentioned earlier, the floor is pretty high.
Professional Facebreaker will usually manage to generate at least a couple treasures, and Displacer Kitten can at least serve as protection even if no juicy ETB creatures are present.
For others, the floor might be a lot lower though.
Dross Scorpion is a card I run in one of my decks that works as a fulcrum point between artifact creatures hitting graveyard and tap effects, but this card could easily end up being a poorly stated creature with a single untap on death, and that’s important to keep in mind.
It gets even worse for non-creature permanents.
In my most recent deck review, one of my supporters was trying to integrate a smallish Astral Slide flicker package into a deck, and unfortunately, without any cycling cards in hand, that card is just a three mana textless enchantment.
This is where a bit of discernment is necessary.
It’s important to figure out what works as a minor part of a deck and what has no business being outside a deck that doesn’t heavily support it due to its low floor.

As a related example of this, I’ve had a handful of people suggest Ret to my mystic for my Astral Slide deck.
At first glance, this might make sense.
I’m playing a deck trying to cycle cards; this card gives all my creatures cycling, and it’s a wizard to top it all off, grabable with either of my wizard cycling cards.
However, the issue with adding a card like this is that at its floor, it will always consume a card slot that could have gone to an ETB creature or some card draw or a card that itself has cycling and can replace itself.
And then, how high do you think the ceiling will be in a deck where over 40% of the creatures already have cycling?
It looks good at first, and I’m sure it’s great in a more general graveyard deck, but once we do the floor-ceiling calculation, it becomes clear that this little bird gets mugged by a merfolk looter in this particular deck.

As you might have guessed, a major factor in the floor-ceiling discussion is the amount of deck space required to support a particular card.
A lot of possible fulcrum cards might already be within your synergy family of choice and might create resources that are already useful to what you’re doing even if they theoretically might tie naturally into a different subtheme.
We can see this with the treasure example earlier, where treasures are just a naturally useful tool for basically all decks.
This stands in contrast to something like a Doorkeeper in an Arcades, the Strategist deck.
How do you make target player milling feel useful for a theme that usually wins through combat damage and doesn’t traditionally utilize the graveyard very much?
I’m sure plenty of people have done it, but it requires more divergence from the traditional Arcades game plan than a lot of other defenders payoffs and will likely demand more deck space to be any good as a result.

Another angle for thinking about deck space could be to consider how closely interlinked two different themes are to one another.
Sometimes there will be a whole bunch of fulcrum cards for a particular set of two themes, with one I’ve utilized in the past being artifacts and ETB effects.
Thought Monitor, Conjurer’s Closet, Myr Battlesphere, Mimic Vat, the Mages, there’s a whole lot of options there.
And if you’re playing a bunch of these, your dual theme deck experience might end up feeling decently compact despite its somewhat mechanically broad nature.
However, many other sets of two themes have dramatically less innate shared DNA.
If I’m trying to make a deck that combines cast from exile and landfall, well, there are two landfall cards with “exile you may play” text, and there are also cards that reward playing lands from exile in addition to casting spells, which work well for us.
And then if we dive into “from anywhere other than your hand” effects as well, we might find some roundabout synergies in other landfall cards such as Courser of Kruphix and Hedron Crab, among others.
Hopefully you can see what I’m getting at here.
Sometimes you’re just going to have a bit of a hard time combining two themes.

Building with Intention and Goals

Now, does this mean that you shouldn’t smash together two very different synergy families?
No. Artifacts plus ETB, tokens plus one counters, these have been done tens of thousands of times before for good reason, but you always have the opportunity to do something different, something unique, something more specifically suited to who you are as a player.
What you should do though is know that’s what you’re doing, figure out why you’re doing that, and then figure out a plan of action based on what your goals are.
Let’s say you’re building an initiative deck with a heavy emphasis on legendary permanents in general and the background enchantments in particular.
Cool.
A bit tricky, but there are some possible points of connection here.
Next, it’s important to figure out the reason for building the deck because that will affect the decisions you make.
If you’re trying to build a decent bracket three deck with this set of restrictions as a challenge, you’ll want to dial in hard on the points of cohesion and maybe consider ways you can get the different elements to come together more often.
Maybe we run partner commanders to get full use out of Dungeon Delver and pick colors that offer the most utility in putting together our game plan.
If we decide that Dungeon Delver is a key card for us, maybe we add some cards like Enlightened Tutor, Muddle the Mixture, and a couple other helpful tutors in whatever colors we end up in so that we can get that card more often, and then maybe we pair that with other useful cards that fit the same tutoring restrictions.
If we have the goal of getting the most mechanically fluid version of initiative legendaries, there are some cool decision paths we can run down, and the end result will likely be a very unique bracket three deck.
Some people might worry that tutors will homogenize the play experience of a deck, but this won’t necessarily be true.
Card selection tools like filtering spells and conditional tutors will reduce the play pattern variance of a deck, but if you add them to a deck that would otherwise have extreme levels of play pattern variance due to having a lot of moving parts, you’ll likely end up in a place that is still very fresh and dynamic to play with.

Now let’s say we’re building with a different goal.
We’re just trying to have a good time and are likely aiming for a more laid-back bracket two style deck.
This is also a very valid goal, and honestly, it’s a pretty fantastic reason to make a deck that might be a little bit mechanically dubious.
If your starting point is a naturally slower-paced political mechanic like initiative and if you’re introducing extra layers of synergy rather than filling up your deck with high quality staple creatures, you’re going to end up with something that plays quite well at lower power tables.
You’ll want to make sure you’re running enough filtering so that your deck functions and so that you’re having fun throughout the whole process, but the play pattern of a deck that gradually filters for different elements of its cool funky game plan is one that is perfect for a bracket two game in both pace and nature.

A Final Note on Lower Power and Removal

As a final note here, playing at a lower power table is also a great place for a somewhat mechanically disjointed deck because incentives align perfectly on what sorts of vegetables you should be running, particularly removal.
Lower power opponents won’t require all the best removal the game has to offer, and this means that you can do something that’s already nice to do: run some of the higher mana options with added utility for your synergy families.
My bracket two Incubators deck has 16 cards I’ve categorized as interaction, which is a decent number, but if I click through these on the architect page, literally all of them do something else for the deck.
This is nice for keeping a mechanically messy deck from feeling too bad, and it also lets me play with cards that are a bit more unique within the Commander format.
Is Spread the Sickness the best removal this game has to offer?
Definitely not, but it feels immensely at home in this deck and I wouldn’t dare cut it.

Thanks for watching.
I’m going to be at Magic Con Vegas in just a week or so, and I’ll be hosting a panel along with the Trinket Mage and a couple friends of the podcast.
Come watch that or get a sticker or just say hi, whatever floats your boat.
If you want to support what I do here, you can grab some high quality sleeves from Dragon Shield, affiliate link in the description, or you can support me more directly through Patreon or a YouTube membership.
These lovely people, some of whom are on screen now, help let me keep doing what I do here, and they also receive bonus videos from me once a month or so plus a chance at a deck review every three months.
If you want to join this illustrious crowd, the links and/or buttons to do so are probably on your screen somewhere unless something has gone horribly wrong.

#5
DeckbuildingApr 2026105K views

The Long Road to a Satisfying Aggro Deck

How I Failed to Build an Aggro Deck for 3 Years
We spent three years iterating on a commander aggro deck, finding early versions unfocused and lacking card draw.Attempts to add the initiative proved distracting, but discovering Bruna, the Demagogue as commander provided both damage and value, finally aligning with the goal of pressuring opponents' life totals.
Use this in your deckDefine the precise emotional experience you want your deck to create, then evaluate every card against that goal.
LiesaWhiteBlackAggroStaxDesign IntentSynergyTable PoliticsDeckbuilding Principle
Principle
  • Deckbuilding should begin by defining the specific play experience you want to create, such as making opponents constantly worry about their life total.
Evidence
  • The initial Liesa deck, with 16 hate bears and low draw, felt more like a stax deck than an aggro deck and bored the pilot due to lack of cards.
  • Adding the initiative generated value but made the deck cumbersome and less focused on life pressure.
Deckbuilding Application
  • Ensure your aggro deck includes enough draw to keep your hand full and the game interesting; otherwise, both you and opponents are locked out.
  • When adding a new mechanic, test if it directly advances your primary goal; if it distracts or complicates, cut it.
  • A commander like Bruna can unify damage and value, making the deck more consistent and enjoyable.
Limitation
  • The initiative's need for physical props and its occasional absence made games awkward and diluted the deck's aggressive identity.
  • Cutting damaging cards to make room for value pieces pulled the deck further from its life pressuring ideal.
Example
  • Bruna, the Demagogue transformed the deck by providing card draw and +1/+1 counters, satisfying the need for both value and damage.
  • Switching commanders from Liesa to Bruna maintained the hate bear shell while better suiting higher power tables.
More quotes
  1. I wanted to make my opponents think about their life total a lot.
  2. An aggressive game plan can mean the ability to knock opponents out of the game early, but even before that happens, the first 20 to 30 damage dealt to an opponent already influences the way they play the game.
  3. In retrospect, the biggest [issue] is that [the original deck] felt more stax than it did Liesa.
  4. The initiative is a mechanic [that] is like monarch, but needlessly complicated for entirely aesthetic purposes.
  5. A commander deck can be a compact, self contained thing, and here I had introduced an extra mechanic that required me to use a full sheet of paper as a prop.
  6. Liesa is an inevitability commander, an unstoppable life total tax that always represents a way to grind the game toward a single digit hit point slugfest.
  7. By contrast, Breena is very much a tempo commander.
  8. This deck came out of the gate swinging and routinely knocked 50 points of life off of its opponents within the first six turns of the game, even in games it eventually lost control.
  9. I was not just looking for an aggro deck. I was looking for a sort of inevitability aggro experience, where opponents would spend time dealing with the consequences of a painfully low life total.
  10. A small part of me wishes she drained opponents for three per spell, but alas, my girl Liesa just does not quite have that kind of sauce.
Full transcript
The Deck Tech Tradition and the Elephant in the Room

Any deck I find myself playing for a long enough period of time generally earns itself its own dedicated video, a deck tech.
That happened 21 months after I built Shroom Slide, seven months after I built Glissa Incubators, four months after I built my Malcolm Time Sieve deck, one month after building my Radha deck, and also one month after putting together an updated version of my Maga deck.
In part, this is for entirely ordinary YouTuber reasons: I need to figure out two things a month to talk about, and a deck I like to play makes for an easy way to make one of those two.
However, this is also because my favorite decks tend to be evocative, meticulously crafted to scratch a very specific itch, and for this reason they also often serve as good lenses through which to analyze a specific play style or a specific motivation when building a deck.
Relevant to this discussion is the fact that my decks tend to revolve around a specific vibe I find appealing, whether that be forcing the table into a cutthroat low-resource game, unstoppably accumulating resources for myself, or navigating a strategic minefield to a narrow control victory.
Because my decks feature specific play patterns I find personally satisfying, I like to think they can be helpful documents of how I crafted an enjoyable experience for myself, and possible inspiration for how others can do the same.
It’s with all this in mind that we need to talk about the elephant in the room, my Liesa deck.
I first built this deck in April 2023, 35 months ago, and it has stayed among my five to six core decks ever since.
I’ve even talked about it in a handful of different videos because it has accomplished some interesting things and offered some intriguing lessons.
What it hasn’t done, though, is ever be quite satisfying enough to make a whole video about; it’s never scratched the itch I wanted to scratch well enough to be worth talking about.

The Aggro Itch: Life Total Pressure

This is kind of funny to me because I’ve known precisely what itch I wanted to scratch basically the whole time.
I wanted to make my opponents think about their life total a lot.
I said precisely this in a Discord message I sent to a friend in June of 2023, and I also laid out this thought process in a video about aggro in October of that year.
An aggressive game plan can mean the ability to knock opponents out of the game early, but even before that happens, the first 20 to 30 damage dealt to an opponent already influences the way they play the game.
It makes them play more conservatively, attack less confidently, and feel a lot less confident about the life-paid tools that are such a common feature in Commander.
And, relevantly here, a low life total especially does that if I can keep around a creature that drains opponents whenever they cast spells.
So, I was already in a great starting position with my command zone being a commander who dodges the command tax and drains anybody who casts spells.
So, how exactly did I manage to fail at adequately scratching this itch for multiple years?

The First Liesa: Hate Bears and Stax

Well, it’s been a complex road of confused intentions and muddy goals with multiple rounds of heavy reworks; this is where the command zone comes into play for this particular deck.
My hate bears can whittle down life totals a bit and generally gum up the works of the game, and then Liesa is my follow-up that can really start to cut down life totals in this slowed environment.
This theory largely worked out in reality.
I had a suite of 16 hate bears alongside modest counts of protection, ramp, draw, and removal, as well as some extra tools to help Liesa in cutting down opposing life totals.
Still, I found myself having some issues with that original deck.
In retrospect, the biggest one is that it felt more stax than it did Liesa.
However, at the time I was only distantly aware of this, and more focused on another undeniably present problem: the deck didn’t have all that much draw, which just kind of made it boring to play.
My opponents couldn’t do much, but neither could I.

The Initiative Experiment

So, in early 2024, I did a round of tweaks on the deck to get more value generation in there and generally to make it more interesting to play.
I added a lot of value generation: three more general purpose options and five cards that contain a particular mechanic I wanted to play around with, the initiative.
The initiative is a mechanic that causes a player to travel through the Undercity, which triggers an effect in a room whenever a player takes the initiative, whenever they start their turn with the initiative, or whenever they take back the initiative from an opponent who stole it by attacking them.
It’s like monarch, but needlessly complicated for entirely aesthetic purposes.
Anyway, this had some undeniable appeals.
In a slow-paced game, any once-per-turn triggers naturally gain a bit of extra relevance.
Also, my deck already benefited from running a small handful of defensive cards due to its grindy, life-total-race-winning commander, and these defensive cards also help with keeping the initiative.
Also, I didn’t have an Undercity token, so I drew one on a full-sized piece of paper and brought miniatures to Commander games so the people could represent their positions on it.
Who wouldn’t love that?
Well, me, and that was part of my issue with this version of the deck.
A commander deck can easily be this pretty compact, self-contained thing, and here I’d introduced an extra mechanic that required me to use this full sheet of paper prop or else buy a replacement that’s irritatingly small.
It just felt like a kind of pointless extra hassle to need to deal with, particularly given that my deck only ran five initiative cards and didn’t draw any of them in some games.
The other part of my issue was that I’d cut a bunch of damaging cards in order to make the round of changes I’d made, and while those damaging cards weren’t great, their absence pulled the deck even further away from the life total pressuring ideal I’d been striving for.
I had a functional deck that I didn’t mind playing, but the itch was still not being scratched.
So, it was time for another change.

Breena Takes the Helm

One of my favorite cards in the deck was Bruna, the Demagogue.
She is a three mana creature with the text, “Whenever a player attacks one of your opponents, if that opponent has more life than another of your opponents, that attacking player draws a card and you put two +1/+1 counters on a creature you control.” It might not immediately be clear what that means, but basically drawing her instantly granted the deck a whole bunch of both value generation and damage in the form of +1/+1 counters, and also created a sort of political game for my opponents.
In theory, she offered opponents card advantage, but trading a card for two +1/+1 counters on one of my creatures didn’t usually feel too bad, and her benefits were much more consistent on my side of the table.
After four or five games of drawing her and greatly enjoying what she did to the deck, I decided to rework the deck with her in the command zone.
In theory, this swap made sense to me.
Liesa is a damage-focused commander who operates through the use of a life tax, and Bruna is a damage-focused commander who operates through the use of +1/+1 counters; my theory about having a hate bear oriented 99 along with a commander who pushed a lot of damage was still absolutely intact.
The other appeal here was that hate bears are a type of card better suited to somewhat higher power games, and Bruna was a more powerful commander than Liesa, so that was an added bit of congruence.
With this new bird in the zone, I was better equipped to handle the sorts of higher power Commander games that my hate bear suite was itching for.

The Tempo Problem

So, how was that?
Well, in a lot of ways I was correct, and the deck I ended up producing was undoubtedly a workable one that I could have some fun playing.
It got going fast; Bruna’s +1/+1 counters could turn my hate bears into terrifying beaters, and the card advantage options meant it rarely totally ran out of steam.
Even better, with such a potent command zone, I could afford to run more interaction than ever before without sacrificing other things.
So, what was the problem?
Put simply, the nature of a Breena command zone is dramatically different from the nature of a Liesa command zone, and it’s different in a way that totally destroyed the feel of the deck that I was going for.
On some level, Liesa is an “inevitability” commander, an unstoppable life total tax that always represents a way to grind the game toward a single-digit hit point slugfest.
With her in the command zone, the 99 could focus on keeping opponents in check and putting in chip damage, knowing that every chunk of health my opponents lost was a spell they couldn’t safely cast later in the game.
By contrast, Breena is very much a “tempo” commander, as I laid out in my glass cannon commanders video last year.
Like Liesa, she helps me deal a ton of damage to opponents, but the profile of that damage is front-loaded and reliant on creatures sticking around on board.
If I had a smooth first several turns, I might be swinging in with a few 7/7s or 8/8s or 9/9s on turn five, and if those creatures stuck around, there was a solid chance I’d be winning that game.
The problem was, if some of my creatures got removed or if, God forbid, there was a board wipe played that I couldn’t dodge, all of that damage momentum would slow to a halt.
In that case, I’d still have some card advantage from Breena drawing me an extra one to two cards per turn, but it would take some time for me to redevelop a board that could once again threaten opponents, and whether I could pull that off successfully might come down to a variety of different factors.
To be clear, what I’m describing is a very normal type of commander deck.
If your deck works like this, that’s fine, and I did enjoy some things about playing it.
It even makes sense as an aggro deck.
This deck came out of the gate swinging and routinely knocked 50 points of life off of its opponents within the first six turns of the game, even in games it eventually lost control of.
The problem was, I wasn’t just looking for an aggro deck; I was looking for a sort of inevitability aggro experience, where opponents would spend time dealing with the consequences of a painfully low life total.
And this deck was decidedly not that.

Returning to Liesa

So, how did I solve my aggro problem?
How did I create a deck that scratches this itch of wanting opponents to spend a lot of time looking at their life total?
Well, step one was going back to Liesa.
Part of me was a little hesitant to do this for purely power reasons, because the Breena deck had been sort of bracket four curious, and Liesa is a pretty firmly mid power sort of commander.
A small part of me wishes she drained opponents for three per spell, but alas, my girl Liesa just doesn’t quite have that kind of sauce.
However, this fact also gives some opportunities, the biggest one of which I’ll get to in a bit.
To start with though, let’s talk about how I fixed some of the issues from the previous Liesa decks.
A big piece of this was the beatdown suite.
An issue with the previous iterations of the deck was that the 99 didn’t actually do a good job of getting life totals low enough for Liesa to matter.
In the case of the original deck, that was a result of running a bunch of mediocre damage tools such as Blood Artist effects, and in the initiative version, that was just not really running very many damage tools in general, unless you count making target opponent lose five life once every five turns.
So, here, assisted by a more lax budget than I was using in the past, I picked out a bunch of new damage options: Ankh of Mishra, Wound Reflection, Suture Priest, and the iconic political aggro tool Hunted Horror.
This card is so much fun; if you have an opponent who’s receptive to the idea of smacking Frederick over there who’s playing a gross value pile, it’s effectively a 13/13 in stats for two mana.
In terms of value, I dialed into the small creature beats realm and grabbed Enduring Innocence, Assemble the Players, and Elegy Acolyte.
This deck is running more draw-oriented cards than the original, and while it’s running significantly less value generation in total than the initiative version of the deck, much of the draw here is quite dense and impactful.
Barrow Ghoulf was a final inclusion here; it’s just an all-around solid beatstick with a bunch of value attached.

Cutting the Hate Bears

The biggest area I tweaked this deck, though, was dead simple: I cut a lot of hate bears.
This was kind of painful because I really like having hate bears in my deck.
It feels good to have a way to slow opposing game plans, to build around the restrictions of those tools so I’m breaking parity, and to be able to keep a high power table in check with something like a Rule of Law effect.
And to be clear, I’m still running some: taxes, enter-the-battlefield-tapped effects, and even Mindcensor; however, the real game plan smashers like Hushbringer and Archon of Emeria got left behind.
One reason for this I alluded to earlier: these cards feel most appropriate and most needed in higher bracket games, and Liesa isn’t a commander that really belongs at those tables.
The other reason for this choice was that stax in general, and Rule of Law effects in particular, have this weird clash with Liesa because they cause opponents to cast fewer spells, but Liesa wants opponents to be casting more spells, or at least wants the fact that spells cost two life to feel relevant.
It almost felt like doing her a little dirty, as well as undermining the goal of the deck.
Like, think about it: if I have an opponent at a lowish life total, Liesa in play, and also a Phyrexian Censor in play, is Liesa reducing the number of spells my opponent wants to play?
The answer is, who knows?
They’re not running a whole ass Phyrexian deck; they can only play one spell per turn anyway.

#6
DeckbuildingFeb 202672K views

Blight Curse Precon Review: Johnny-Style -1/-1 Counter Deck

Blight Curse is a Johnny Playground
We review the Blight Curse precon, highlighting its commander's explosive draw potential and the diverse Johnny-style synergies from minus one counters.We note that the limited and varied card pool requires careful balancing to avoid dead draws.The alternate commander enables a creature theft strategy.
Use this in your deckAdd more cards that place minus one counters on all creatures to create asymmetric draw engines with the commander.
AmzuBlackGreenCountersCard DrawReanimatorUpgradesSynergyDesign IntentDeckbuilding Principle
Principle
  • The commander's ability has no per-turn limit, allowing it to draw multiple cards from a single spell that places counters on many creatures.
  • The deck appeals to Johnny players by offering varied synergy pieces that combine in creative and powerful ways.
Evidence
  • In 20 test games, the deck consistently built towards strong midgame plays rather than early explosive starts.
  • The deck contains four cards that put minus one counters on all creatures, which become one-sided draw engines with the commander.
Deckbuilding Application
  • Add more cards that distribute minus one counters to all creatures to maximize card advantage from the commander.
  • Include proliferate effects to multiply existing counters and accelerate your value engine.
Limitation
  • The fragmented pool of minus one counter cards means some will be dead draws if they do not fit the current board state.
  • Cards designed to weaken opponents may be inefficient when used on your own creatures for card draw.
Example
  • The alternate commander, the Reaper King No More, steals opposing creatures that die with minus one counters, supported by the deck's removal suite.
  • Hapatra and Flourishing Defenses turn minus one counter placement into token generation, rapidly building your board.
More quotes
  1. Blight Curse is pretty phenomenal as far as pre-constructed Commander decks go.
  2. This strikes me as quite a Johnny sort of precon.
  3. Liliana Death Wielder is an intro deck planeswalker from Amonkhet and it is truly god awful; it'd be barely playable at four mana and in reality it's seven mana because it's an intro deck planeswalker.
  4. I guess this was added to the deck to be an educational first cut for new players, à la Temple of the False God.
  5. This deck has a better relationship with its alt commander than most precons do.
  6. Anti-U has a lack of limiting phrases in the text box: no 'one or more creatures' and no 'once per turn'.
  7. Some cards put minus one counters on all creatures, rewarding wide boards with massive card advantage, whereas others gain minus one counters over time, pushing a slower, grindier play style.
  8. She is a powerful draw engine that allows somebody piloting the deck to see more of it, which is super useful for a deck whose cards are highly varied in how they work.
  9. There are so many different ways the various synergy elements can be pieced together, whether it be making a value engine, a removal engine, having a single explosive turn, putting together a wide board,.
  10. The minus one counter synergies take a variety of different shapes, and the setups and payoffs within this deck piece together in some really cool and sometimes really powerful ways.
Full transcript

Quick announcement up top.
I'm now partnered with Dragon Shield.
Follow my affiliate link in the description to get a discount on your online sleeve purchases, and keep an eye out in the upcoming weeks for an awesome custom sleeve design that me and my artist friend are cooking up at the moment.
Now, on to it.

What the Deck Is Trying to Do

Lauren Ecliped is here, and my patrons have decreed that I will be reviewing the minus one/-1 counter precon, which is great because Blight Curse has been a lot of fun to dig into and is pretty phenomenal as far as pre-constructed commander decks go, in my opinion.
Not because it's a perfect deck, and we can work on that part a bit later, but for a lot of other reasons we'll be getting into.
As usual, I'm going to start by talking about what the deck is trying to do; then I'll be discussing what I like about it, and I'll finish up with some ways it can be improved.
To start with, let's talk about this deck's main commander, Anti-U.
She is a four mana 4/4 with ward blight 2, and whenever one or more minus one counters are put on a creature, you draw a card if you control that creature.
If you don't control it, its controller loses one life.
The first thing I notice about this is a lack of limiting phrases in the text box: no “one or more creatures” and no “once per turn.” What this means is that this has the potential to be a pretty explosive value generator, easily drawing five or more cards per turn with the right setup, present on a four mana 4/4 commander with a protective ability on it , that's pretty good.
The downside here is the specificity.
In total, there are an okay number of cards that put minus one counters on creatures, but it's not a particularly generous pool to work with when you consider that these cards function in a wide variety of different ways.
Some put minus one counters on all creatures, rewarding wide boards with massive card advantage, whereas others gain minus one counters over time, pushing a slower, grindier play style.
Plenty of others are one-time use.
And a lot of cards that use minus one counters are primarily intended to put counters on opposing creatures and are balanced with that in mind.
Do you put these counters on your own creatures instead for a bit of card advantage?
All this to say, Anti-U is a powerful commander within her own synergy sphere, and the challenge in building her is going to be navigating a limited card pool to create a deck that plays to her strengths without ending up too disjointed.

Looking at this deck's cards that place minus one counters, there are nine cards that specifically place minus one counters on your creatures, another nine that place minus one counters on any creature, two that place counters on each opposing creature, and four cards that place counters on all creatures.
This array of different minus one counter cards is accompanied by a number of different payoff cards, which likewise operate in a variety of different ways.
Eight of these trigger when creatures with minus one counters on them die, with most of these providing either card advantage or reanimating the creatures under your control.
Another four cards plus the commander reward the active placement of counters itself.
And the synergies get much more granular from here, including amplifier cards like Evolution Sage, cards that modify the effect of minus one counters like Kolrath Knight, and weird roundabout synergies like Tree of Predition.
Some of the setup and payoff combinations here are quite good, especially the ones involving cards that place minus one counters onto all creatures, and I expect that piecing together one of these zingy pairings is a big way this deck wants to get ahead.
Naturally, this deck has a lot of tools to slow opposing creature-based game plans given its focus on minus one counters, and these creature shrinking options are joined by five cards that deal with artifacts, enchantments, or both.
Rounding out the 99 of this deck are moderate counts of both draw and ramp, much of which involves minus one counters in some way.
Through some powerful synergies, I expect this deck will try to get ahead in explosive fashion, slow opposing game plans with interaction, and then gradually wear down opponents with a mixture of creature attacks and incremental damage.

What I Like About This Deck

To start with, what I like about this deck: this strikes me as quite a “Johnny” sort of precon.
Because the deck was drawing from a limited card pool, the minus one counter synergies take a variety of different shapes, and the setups and payoffs within this deck piece together in some really cool and sometimes really powerful ways.
Just thinking about Anti-U, the cards that place minus one counters on all creatures end up being a Shamanic Revelation for you and a Ratchet Charm for your opponents , both effects that can be very impactful depending on the state of the game.
Any proliferate effects can amplify the effect of previous counters, creating further value and damage at a brisk pace.
These plays can also be doubled down on with an additional payoff card like Hapatra or Flourishing Defenses, which can really put you in the driving seat of a game fast.
This deck also has two different cards that reanimate creatures that die with minus one counters on them, both at three mana, and this means that it's possible to perform some powerful creature stealing maneuvers pretty early in the game.
All this to say, this deck can do some powerful things, and the way it operates seems like it would make for an exciting play experience for any players who are especially interested in the way cards synergize.
Just a minute ago, I talked about the two cards that reanimate opposing creatures that die with minus one counters on them, and one of these two is actually the alternate commander for this deck, the Reaper, King No More.
That's another thing I like about this deck: it actually feels like it has an alternate commander.
The power level of the card is nice, basically being a sidegrade of Necroskitter that trades some raw power for a bit more utility, and the deck does have a fair amount of cards that place minus one counters on opposing creatures in it.
So, this deck has a better relationship with its alt commander than most precons do, in the sense that if you really like this card, you can run it as the commander and probably have an okay time with it.
If you were doing that long-term, you'd want to tweak the deck a bit since Anti-U is pretty pivotal to the deck's card economy, but the Reaper is already much closer to feeling good as a commander in this deck than most alternate commanders.
And I'll talk a bit later about some possible ways to adapt this deck to him.

As usual, I play tested this deck 20 times and kept track of how the first five turns went in an Excel doc.
Overall, it felt decent.
There weren't many games where the deck was really popping off super early like I had when I was testing the World Shaper precon last year, but most games the deck was doing some decent stuff and setting up for some cool plays later in the game.
One neat thing is how varied the deck felt.
There are so many different ways the various synergy elements can be pieced together, whether it be making a value engine, making a removal engine, having a single explosive turn, putting together a wide board, and so on.
The commander also really helps with making the deck feel good for two reasons.
For one, she offers an easy default minus one counter payoff, reducing the strain on the deck to find other payoffs.
Secondly, the fact that she's a powerful draw engine allows somebody piloting the deck to see more of it, which is super useful for a deck whose cards are highly varied in how they work and what they accomplish.
As a final note about what I like here, the manabase is fine enough for what this deck is doing.
Upgrade it if you like, but I'll be leaving it alone in my tweaks.

What I Dislike About This Deck

Getting into what I dislike about playing this deck, the big thing is “dead cards.” I had several play tests where I kept accumulating cards in hand that were entirely useless in my current game state.
A lot of these cards are just a bit more specific in their play pattern or in the way they synergize with other cards, being a little niche or hard to fully utilize with current tools.
There is one frequently dead card that we should get out of the way first, though: Liliana Death Wielder is an intro deck planeswalker from Amonkhet and it is truly god awful.
It'd be barely playable at four mana, and in reality it's seven mana because it's an intro deck planeswalker.
I guess this was added to the deck to be an educational first cut for new players, à la Temple of the False God, but I don't really like that an iconic planeswalker like Liliana is reduced to serving that role here.
Anyway, that's our first cut, and it should be a cut basically regardless of what you want to do with this deck.

Another thing I dislike about this deck's current form is its creature count.
This feels like a deck that wants to be running 35 to 40 creatures based on the number of cards that care about creatures, but instead it's running 27.
This adds to the awkwardness when the deck keeps drawing into enchantments and sorceries and struggles to get much use out of something like Soul Snuffers or Grave Venerations that really want more creatures floating around in the ecosystem.
So, these are the main things I want to be focused on in my upgrade: reducing dead draws and upping the creature count.

Alternative Build Paths

Before I get into my other nine cuts though, I really want to talk about alternative build paths because that's another reason I really like this precon as a product.
There are a lot of little elements that could easily spark some inspiration and be expanded outward.
A few proliferate cards help the deck amplify its minus one counters, and one way to modify this deck could be to lean harder into that mechanic and add other cards that can utilize it, such as Astral Chronicopia or Twitching Doll.
There may not be a massive pool of minus one counter cards in the game, but there sure are a lot of other counter cards that can utilize some of the same payoffs and support.
Another synergy area this deck gives a taste of is graveyard synergies.
There are several cards that use graveyards as well as Archfiend that cares about discarding.
These aren't very well supported now, but you could introduce some more looting effects into the deck to help with these, and this extra filtering would also likely help the deck in general in pursuit of assembling engines.
Finally, you could also adapt the deck to work better with the Reaper in the command zone.
There are several great cards that put minus one counters on opposing creatures that you could add if you don't mind paying a bit, such as Persistent Constrictor and Spitting Dilophosaurus, and these paired with a bit more draw would likely make for a very different but still functional play style.
This would also likely work well paired with a more graveyard heavy or proliferate heavy approach as well; you can do a bit of mixing and matching among these.

My Upgrade: Cuts and Additions

For my upgrade, I'm choosing to go for a more streamlined approach that eliminates some potential dead weight and shores up some weak spots while increasing the creature count and improving tools for incremental minus one counters.
Let's start with cuts.
Archfiend of Ifnir is getting cut because this deck has five other cards to discard and three of those are cycling lands.
This was one of my first observations after plugging this deck into Archidekt.
I saw an Archfiend of Ifnir, I dropped “discard” into the search box, and boom, that's an easy cut unless you're feeling highly motivated to get more self-discard into this bad boy.
I'm also cutting Puka Covenant and Persist due to this deck's lack of graveyard enabling.
The former requires your creatures dying and stuff in your graveyard to be gotten back, which is too niche a set of requirements for the current form of this deck; Persist will be useful a bit more often, but its ceiling is also much lower, so it doesn't excite me either.
I am keeping the rest of the graveyard synergies around, though, as they have a lot more utility than these two.

Speaking of persist, Puppeteer Clique , this card looks like it synergizes with this deck, but in practice you'll probably be struggling not to turn off its keyword more often than you'll be enjoying that extra Anti-U trigger.
I'm also cutting Grim Poet.
This one is a bit painful as it's a funky card with some neat possibilities here, but seven is such a large amount of mana to pay for something with no guarantee of it doing much.
From here, the final four cuts are non-creature filler, which will be getting replaced with creatures and other options better suited to this deck.
Harmonize and Hoarders' Greed are getting cut for alternate draw, Commander's Sphere for an alternate mana rock, and Cathartic Reunion for a better removal spell.
I will say the fact that I'm spending four of my ten swaps targeting perfectly passable filler speaks well to this deck's card quality; there's just not many truly objectionable cards here.

Now for the additions.
I'm starting here with four low-cost creatures with blight abilities from the Lurein Eclipsed main set: Donhand Dissident, Gristle Glutton, Scuzzback Scoundrel, and Shadow Urchin.
Adding these lowers our curve, ups our creature count, makes it easier to trigger the commander on demand, and as an added bonus, three of these four have fun alliterative names.
You could also add the haste one if you wanted to, but I don't see this deck wanting haste on a single creature all that often.
As replacement creature-based draw, I'm adding Generous Patron, which can potentially net quite a solid amount of cards.
To replace the mana rock and the creature removal we cut, I'm adding Staff of Completion and Grim Affliction, both of which can also proliferate.
From here, I'm also a bit concerned about this deck.

#7
DeckbuildingJan 2026259K views

How to Avoid Common Commander Deckbuilding Mistakes

The 5 Most Common Deckbuilding Mistakes, and How to Avoid Them
We analyze recurring deckbuilding mistakes observed in two years of deck reviews.It identifies unfocused game plans, vulnerability to disruption, and lack of proactivity as common issues.We advocate for tighter synergy focus, versatile protection over narrow spells, and ramp or haste to increase consistency.These lessons aim to help players refine their Commander decks into more cohesive and resilient strategies.
Use this in your deckEvaluate each card by how directly it supports your deck's primary goal; if it only provides marginal synergy, remove it in favor of cards that more clearly advance your win condition.
Deck ConsistencyResilienceWin ConditionsSynergyDeckbuilding Principle
Principle
  • A deck should have a clear primary game plan; mixing multiple payoff directions weakens the deck's focus.
  • Restraint in card inclusion is crucial; even cards with thematic synergy can dilute a strategy if they do not support the core win condition.
Evidence
  • Unfocused macro goals were found in seven reviewed decks, making it a common issue especially among newer players.
Deckbuilding Application
  • When selecting payoffs for a synergy like landfall, choose ones that all contribute to a unified strategy (such as tokens and buffs) and avoid adding cards that generate incremental life gain or damage if they do not align.
  • To protect a fragile game plan, use versatile tools like counterspells, haste enablers, or ramp instead of narrow protection spells that are dead when behind.
Limitation
  • Protection spells can be ineffective when you are behind on board, making them a risky inclusion in decks that need to catch up.
  • Relying solely on expensive commanders or resource-intensive setups increases vulnerability to disruption.
Example
  • A landfall deck aiming to win via token beatdown should avoid including cards like Grazing Gladeheart (life gain) or Tunneling Geopede (incremental damage) because they dilute the primary aggressive plan.
  • Using haste sources like Anger or end-step enablers like Leyline of Anticipation can effectively protect key creatures without dedicated protection spells.
More quotes
  1. Protection feels great to have when I'm ahead, but when I'm behind, they're the most useless pieces of garbage clogging up my hand that I can possibly imagine.
  2. The trick is learning to crank up the specificity, turning a soup of generic payoffs into a deck that knows what it is and where it is going.
  3. A necessary lesson here is in restraint, knowing when to exclude a card, even when it theoretically has a bit of synergy with what you're building.
  4. The worst feeling is having a creature eat dirt before it could do anything at all.
  5. If you're adding a goad card to your deck, its effectiveness will be inversely proportional to the number of good cards already in your deck.
  6. [If you overload on goad], pretend cards are fogs instead and suddenly your deck with 12 fogs in it is looking a little suspect.
  7. Some decks are a bit of a glass cannon. They have the potential to be very powerful, but can easily get kneecapped and do nothing.
  8. If you're cruising through Scryfall with a certain search term related to your synergy family, it's easy to just add endlessly until your deck space has filled up.
  9. I don't like protection spells very much. I've had multiple protection heavy decks that just felt kind of bad to play.
  10. With goad in particular, players treat goad as a plan for winning in and of itself when it's really not a mechanic that can be relied upon to do.
Full transcript

I have been doing reviews of my supporters' decks for almost two years now, and over that time, I've noticed some patterns, some common stumbling blocks that a lot of players tend to hit.
This isn't just the new players, either; I'm sampling here from players who watch my videos and like them enough to give me money about it, and that's to say nothing of the deck building mistakes I occasionally catch myself making and need to correct.
Having just finished up a deck review, which you can check out on my second channel if you'd like, I did the sort of normal thing you might expect of me.
I went back through every single deck I've ever reviewed, looked at what feedback I gave, and tallied up the number of each general family of critique I gave.
We cover the most common deck building mistakes I see and a brief discussion of how to avoid each of them.

Number Five: Unfocused on the Macro Level
Number Four: Vulnerable to Opposing Hate

If you like we so far, you should smash that like button, eviscerate that subscribe button, and obliterate your current state of not giving me a few dollars by signing up for my Patreon or a YouTube membership.
I made a supporter-only companion piece to this that covers some deck building mistakes I've made this year, and a preview for that will be at the end.
With that said, let's get to number three.

Number Three: Not Proactive Enough
Number Two: Not Reactive Enough
#8
DeckbuildingJan 2026100K views

How Much Ramp Your Deck Really Needs

You Might Have Too Much Ramp (but you also might not)
Ramp serves two distinct functions: smoothing out the early curve and increasing total mana over the game.We provide a framework to decide if a deck needs more ramp based on its curve, commander cost, and game plan.Hypergeometric calculators can quantify the right amount, with roughly 18 ramp spells giving a high chance of curving out.
Use this in your deckInclude about 18 ramp spells to achieve a 77% chance of having one playable by turn three.
RampDeck ConsistencyMana BaseCurveSynergyDeckbuilding Principle
Principle
  • Ramp spells perform two separate functions: curving out and increasing total mana quantity.
  • Deciding on ramp requires considering the mana values of other cards and the desired pacing of plays.
Evidence
  • In deck reviews, more decks needed additional ramp than additional card draw.
Deckbuilding Application
  • Use a hypergeometric calculator to match the number of ramp spells to your desired chance of curving out.
  • Aim for around 18 ramp spells for a 77% chance of having one by turn three.
  • Choose ramp cost that aligns with your curve gaps, such as two-cost ramp if you lack two-drops but have many four-drops.
Limitation
  • Adding ramp without purpose can dilute deck synergy and make it less powerful.
  • Mana dorks are efficient for curve but fragile against board wipes; prioritize land ramp for long-game mana growth.
Example
  • A dinosaur deck wanting to cast its four-cost commander on turn four can ramp on turn two to have four mana on turn three and then cast it on schedule.
More quotes
  1. Adding ramp feels like a somewhat dated suggestion, a tip offered to newer players in 2018.
  2. In 2025, card draw and synergy feel like bigger focal points for EDH critique, with a trendy hot take being that people run too much ramp.
  3. Ramp spells don't fulfill one single task. Rather, they perform two separate functions: curving out and increasing total mana quantity.
  4. Adding ramp to a deck without thinking about why you're adding it is both a commonplace action and a recipe for decks that aren't as lean and powerful as they could be.
  5. Ramping on turn one is theoretically the most mana efficient, but basically all one mana ramp will be in the form of mana dorks, which could amplify the weakness to board wipes.
  6. An Elvish Mystic will be great for a buttery smooth curve out, but an EDH game is a hostile climate for a squishy guy like that in the long term.
  7. A deck with a high 30s land count is naturally going to start missing land drops around turn six absent any draw or filtering.
  8. If you're just getting started with a new deck, a good starting point will be to aim high with both draw and ramp.
  9. [My] Malfagore deck runs very little ramp. The goal is to push all players, myself included, into a low resources state.
  10. Consistent land drops are really all that's needed to keep up with [my commander's] command tax.
Full transcript

In my last video, I discussed some patterns I’d noticed during my time reviewing decks, and I gave five common deck building mistakes that I’ve seen people make.
However, that video only covered some of my observations; the other thing I calculated was how often I suggested adding more of different types of cards to a deck.
After interaction, the second most common element was a tie between lands and ramp.
To be honest, this surprised me a little, particularly the ramp part.
Adding ramp feels like a somewhat dated suggestion, a tip offered to newer players in 2018 for how to keep up with the competition in the hottest new format on the block.
In 2025, card draw and synergy feel like bigger focal points for EDH critique and where players should be focusing, with a trendy hot take these days being that people run too much ramp, that the focus on ramp of the past decade has gone too far in some cases.
Undoubtedly there is probably some truth to that.
Ramp has become an accepted part of basically every deck, and adding ramp without thinking about why you’re adding it is both a commonplace action and a recipe for decks that aren’t as lean and powerful as they could be.
Yet, there have been nine decks that I’ve seen that I thought needed more ramp, as opposed to only six that needed more draw.
So, here, I want to get to the bottom of that discrepancy and hopefully build a framework that can help you tell if your deck is in need of ramp or in need of something that’s not ramp.
The first point that needs to be made is that ramp spells don’t fulfill one single task; rather, they perform two separate functions: “curving out” and increasing total mana quantity.

Curving Out
Increasing Total Mana

So, these are the reasons why you might want to play a lot of ramp in your deck, and I do think it is helpful to start by laying them out like this.
However, this still leaves a couple other questions on the table.
For one, how much ramp should a deck be running, assuming it wants it in the first place?

How Much Ramp Should You Run?
When a Deck Doesn’t Want Ramp
Lands as a Replacement for Ramp
#9
Meta CommentaryDec 20253,076 words in transcript

Why the Hybrid Mana Proposal Sparked Strong Reactions

The Hybrid Mana Debacle, and how WotC caused it
We argue that the intense community backlash to the proposed hybrid mana color identity change is excessive given its low stakes.We suggest the reaction stems from recent player frustration with Wizards of the Coast decisions and the timing of the announcement.We note that a similar suggestion was well-received in a past podcast, indicating the current context amplified the response.
Current statusverified Jul 2026
  • The proposed hybrid-mana color-identity change never became a rule. Under the current Commander rules a hybrid card counts every color in its cost toward color identity, so any alternate treatment has to be agreed as a pregame house rule (source: magic.wizards.com).
Use this in your deckEvaluate if your deck's color identity feels restrictive for hybrid cards, and discuss potential house rules with your playgroup.
Format HealthDeckbuilding RestrictionsDesign IntentMeta TrendsMeta Analysis
Principle
  • The hybrid mana change is a minor clarification that fixes an unintuitive aspect of color identity without altering the format's core restrictions.
  • Community reactions to rules changes are often amplified by pre-existing dissatisfaction with the company rather than the change's merits.
Evidence
  • our earlier podcast proposing the same hybrid mana fix received agreement from viewers, showing the idea is not inherently controversial.
  • The surge of heated YouTube videos and comments against the proposal indicates the response was disproportionate to the change's actual impact.
  • Wizards of the Coast's diminished community trust from decisions like the Spider-Man set and product overload intensified the negative reaction.
Deckbuilding Application
  • Consider whether your decks would benefit from hybrid mana flexibility, and discuss house rules with your playgroup to enhance personal expression.
Limitation
  • We do not advocate for abolishing color identity entirely, only for addressing specific edge cases like hybrid cards and indicator-defined identities.
Example
  • The community's anger over the Spider-Man set and upcoming Universes Beyond overload created an atmosphere where the hybrid mana suggestion became a target for pent-up frustration.
More quotes
  1. The hybrid mana change seems like such a low-stakes issue no matter what side you fall on. But the community response to the suggested change has felt like what it would be if Wizards of the Coast were suggesting literally abolishing color identity.
  2. The online Magic community has been hotboxing anger and resentment in all of its various spaces and subspaces and niches for the past several months. With the Spider-Man set now behind us, that anger has been looking for a new target to explode out at, and this month, that something ended up being the suggested hybrid mana change.
  3. A lot of the arguments against hybrid mana are reheated versions of the arguments defending color identity I've heard.
  4. It's like rhetorical homeopathy. The angle you're arguing is very minor, almost inconsequential, and when you argue it with the passion of somebody whose mother just got insulted, it makes you look like a goofball.
  5. Does hybrid mana weaken color identity? My answer would be only a tiny bit at most, particularly if Wizards of the Coast is more careful with the hybrid color pie in the future.
  6. I think a lot of players forget that [this is a minor change] and just pretend they're arguing against the abolishing of color identity, and the result is that conversations end up feeling deeply strange.
  7. Wizards of the Coast already has colorless cards they can use to give a power card to any commander deck. So, the best tool for this is already available.
  8. Will Wizards of the Coast start rubbing their hands together evilly and sending hybrid stockup or hybrid beast whisperer to the printers the second the hybrid mana change happens? Maybe, but probably not. Once again, this is rhetorical homeopathy.
  9. The fact that it was Wizards of the Coast making an announcement suggesting this change rather than a handsome and big-brained YouTuber talking about it in a podcast definitely had an effect, because Wizards of the Coast is in a rough spot right now with community trust.
  10. The commander format has been identified as a cash cow, and a whole lot of decisions about what gets printed, when it gets printed, and how it gets printed seem to be motivated by milking that cash cow.
Full transcript
The Hybrid Mana Conversation
What the Announcement Entailed
A Noteworthy Reaction
What If We Abolished Color Identity?
An Interesting Contrast
The Timing Factor
The Wizards Factor
Rhetorical Homeopathy
Does Hybrid Mana Weaken Color Identity?
The Specter of Future Staples
Slippery Slopes and Honesty
Broader Frustrations
#10
Format TheoryNov 2025100K views

Eminence Mechanic Defense and Its Design Problems

In Defense of Eminence
We argue that eminence is largely a fine mechanic, but its bad reputation stems from specific design decisions on Edgar Markov and The Ur-Dragon.These commanders are too powerful and crowd out other options in their tribes due to low-cost, high-impact eminence abilities and five-color identities.Wizards should limit future eminence commanders to fewer colors to avoid overshadowing niche options.
Use this in your deckWhen building a vampire or dragon deck, use a two-color commander like Bladewing or a mono-black vampire to keep your deck distinct, instead of defaulting to Edgar Markov or The Ur-Dragon.
WhiteBlueBlackRedGreenTokensRampCard DrawDesign IntentFormat HealthPower LevelMeta Trends
Principle
  • Eminence itself is a reasonable ability structure. Its negative perception stems from overpowered designs on specific cards.
Evidence
  • Edgar Markov and The Ur-Dragon are currently the two most popular commanders, demonstrating the raw power of their eminence abilities.
  • Edgar Markov's eminence creates a vampire token each time you cast a vampire spell, with no restrictions on number or mana cost.
  • The Ur-Dragon's eminence reduces the cost of all other dragon spells by one, and its five-color identity allows it to be slotted into any dragon deck, marginalizing other commanders.
Deckbuilding Application
  • When selecting a commander for a tribal deck, prefer one with two or fewer colors to preserve the distinct identity of your archetype, rather than defaulting to a five-color eminence option.
Limitation
  • This argument primarily addresses the original cycle of eminence commanders. Newer eminence designs like Sidar Jabari of Zhalfir may demonstrate improved balancing.
Example
  • Edgar Markov dominated vampire decks because his Mardu colors let him lead black-red decks without needing white, providing a strict upgrade with no downside.
  • The Ur-Dragon's cost reduction and five-color identity made it the optimal dragon commander, crowding out alternatives like Bladewing, Atarka, and Scion of the Ur-Dragon.
More quotes
  1. Mostly, eminence is a largely fine keyword that I would like to see again in some form. Its bad reputation is primarily due to some questionable design decisions on Wizards of the Coast's part when they designed some of the original Eminence cards.
  2. [Atraxa, Praetors' Voice] lost her position as the most popular commander. Then last month, she lost her position as the second most popular commander as well. What replaced her were [the Ur-Dragon] and Edgar Markov, both commanders with the keyword eminence.
  3. Edgar Markov, the playable creature, is a six-mana 4/4 with first strike and haste that gives all your vampires a +1/+1 counter when he attacks. Not a bad effect, but certainly not something most Edgar players will be rushing to spend six mana to get.
  4. These two crowd other commanders out of lanes. Dragons and vampires are two of the most iconic Magic: The Gathering creature types, and they're naturally going to be popular choices for players new to the commander format. The issue is that both of these commanders ended up being by far the strongest option for their creature type.
  5. If [the Ur-Dragon] had the same eminence text but was mono red or even red blue, suddenly that's an actual niche.
  6. If you instead make a five-color option that's dramatically better than the others, and if that power doesn't even require casting the card, you destroy a lot of the reason to consider other options.
  7. All other Eminence abilities are easier to get value with, with Sidar Jabari of Zhalfir only requiring attacking with knights, Inalla only requiring wizards to enter, and the other three being almost entirely impossible to stop the effects.
  8. This uninteractability is another point of critique that you'll most commonly find from the removal lovers of the world.
  9. I'll lay my cards on the table here and say that in principle, this feature of Eminence doesn't strictly bother me. There are lots of things that can't be interacted.
  10. Setting aside these more specific examples, it's also important to remember that deleting opposing stuff doesn't need to be the end-all be-all of EDH. And I find that this intense focus on spot removal tends to indicate a lack of creativity from players.
Full transcript

One of the most controversial and often maligned mechanics anywhere in the Commander format is eminence.
Eminence is a keyword officially on five legendary creatures and unofficially on a sixth, and its effect is simple: it lets one line of text on a commander also work while the card is in the command zone.
So Sedara Jabari of Zafir’s first line of text allows you to loot, to draw and discard, whenever you attack with one or more knights, and this happens regardless of whether he himself is on the battlefield or in the command zone.
Then he has another line of text that only applies while he’s on the field and plays off the eminence line, reanimating a night creature whenever he deals combat damage to an opponent.
This is how all six of the eminence creatures work: there will be the eminence ability that helps the deck a bit earlier in the game, and then the commander will be a sort of follow-up to that once played, amplifying the advantage gained by the eminence ability.
If you’re somebody who’s totally new to the keyword, this could seem like a pretty reasonable sort of ability structure, a relatively unobjectionable way for a commander to be designed.
And here, I’m going to argue just that.
Mostly, eminence is a largely fine keyword that I would like to see again in some form, and its bad reputation is primarily due to some questionable design decisions on Wizards of the Coast’s part when they designed some of the original Eminence cards.

The Rise of Eminence Commanders

There are a lot of places I could start my daring defense, but I’m going to start with two interesting things that happened this year.
In May, Attra Prader’s voice lost her position as the most popular commander.
Then last month, she lost her position as the second most popular commander as well.
What replaced her was the dragon and Edgar Marov, both commanders with the keyword eminence.
If you’re unfamiliar with these, you’re probably asking, “What could these commanders do to make them this popular?” And let’s start there.
Edgar Marov’s eminence ability reads, “Whenever you cast another vampire spell, create a 1/1 black vampire creature token.” More mid-powered Edgar decks will typically run a wide range of different mana values and enjoy the extra vampire every turn or two.
Whereas higher-powered Edgar decks will blast the table with an endless wave of low-cost vampires to take advantage of the complete lack of any restriction on Eddie’s eminence ability, as well as the plentiful gooffs Mardu vampires has access to.
Edgar the playable creature is a six-mana 4/4 with first strike and haste that gives all your vampires a +1/+1 counter when he attacks.
Not a bad effect, but certainly not something most Edgar players will be rushing to spend six mana to get.

What about the dragon, the current most popular commander?
His eminence ability simply reads, “Your other dragon spells cost one less to cast.” Unlike Edgar Marov, the dragon’s creature form is quite good if you have the mana for it.
With him being a nine-mana 10/10 flyer with the ability, whenever one or more dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.
This collective package doesn’t require much explanation.
The eminence ability is a powerful mana discount for dragons, and the field ability is a powerful value engine with dragons, collectively producing the two primordial resources for generically playing the game as a dragon deck.

So, these are our two most popular commanders at present day.
They’re also controversial and disliked by a lot of players, particularly Edgar Marov.
I am among those players, and I don’t think either of these cards should have been printed in the form they were.
However, the reasons why these cards are seen as problematic by me and some other players are complicated and have layers to them.
The simplest answer is because they’re powerful, and I actually would consider this a major feature in what makes these cards problematic.
However, power alone doesn’t make a commander an issue.
Cece Weatherlight Captain is one of the most powerful commanders in the game, but I don’t think most people would consider her any sort of problem.
She operates in a unique way and within a niche that has other good options for players who want a different play style, and her CEDH variants don’t tend to bleed play patterns into casual in the same way some other commanders do.
So, what makes these weaker commanders more of an issue by comparison?
One of these is simple.
Being associated with an iconic creature type imbues them with a natural casual commander aura.
A tutor engine like sis obviously feels weird at a table of precons, but that big old dragon deck might pass the “vibe check” just fine.
This is the classic feature of a “pub stomper” commander: not strictly being powerful, but being out of place, easily wriggling its way into games it might not really belong in.

Another power-associated issue I’d identify with these is something I alluded to when I was talking about Cece earlier.
These two crowd other commanders out of lanes.
Dragons and vampires are two of the most iconic Magic the Gathering creature types and they’re naturally going to be popular choices for players new to the commander format.
The issue then is that both of these commanders ended up being by far the strongest option for their creature type, and that fact then pushed any new dragon or vampire player looking for a shortcut to a strong deck to get there by paying a lot of money for the singular strongest commander.
Edgar Marov spent four years over the $50 mark and the dragon spent two years at a similar price, with both of their peak periods corresponding with the surge in the popularity of the commander format that started in late 2020.

Initially the connection with eminence might seem pretty surface level.
A powerful eminence card takes over a creature type and a weaker eminence card might not do this.
But this misses a key feature, which is how eminence interacts with colors.
See, the dragon’s color identity is part of its issue.
If dragon had the same eminence text but was mono red or even red blue, suddenly that’s an actual niche.
Bladewing could have stayed the black red choice.
Atark could have stayed the red green choice.
And the ever funky scion of the dragon could have stayed the choice for players who wanted all five colors.
But if you instead make a five-color option that’s dramatically better than the others, and if that power doesn’t even require casting the card, you destroy a lot of the reason to consider other options.
Even if you don’t want to play with a five-color mana base, the discount alone makes dragon already better than most of the other options, even if it’s never cast.
The same goes for Edgar.
Vampires are traditionally mono black, followed by black red, followed by black white.
If Edgar had been put into the relatively unexplored in 2017 color identity of black white, suddenly vampire players would have a choice between the more established vampire identity of black red and the newer Ixelon centered identity of black white with this spicy new commander.
Instead, both of these are slurped up by Edgar.
And the fact that most of his power is in his eminence ability means that players don’t even need to try to be in three colors.
Just stick him at the head of your black red vampire deck and cast him when you draw your command tower and bing bang boom, your deck just received a strict upgrade.
To be clear, I don’t think it’s wrong for Wizards of the Coast to have wanted big powerful uniting options with lots of colors to hand out to some iconic creature types.
However, Eminence has some unique problems in fitting this role.
And for this reason, I would lean toward two colors or less on Eminence commanders as a rule, especially if they’re in a niche where they risk overshadowing other options.
I might have even done this with the more recently printed Sedar Jabari of Zafir, which works with knights, though at least that one has a better balance between the power of the eminence ability and the power of the castable creature.

The Importance of Specificity

Now, it might sound like this niche element being tied to iconic creature types is a big part of my problem with Edgar and the air dragon.
And in a sense, it is, but tying Eminence to cards with a creature type actually accomplishes an important goal: increasing the specificity of Eminence abilities.
See, having an effect baked into your gameplay for free is pretty potent.
Some players might find it inherently problematic, and my personal opinion is that those players are underestimating the sheer power that a traditional command zone can offer a deck.
But still, getting an effect without paying for it is certainly notable, and it’s important that this effect is specific so as to contain how out of hand it can get.
This is true for both the trigger of the eminence ability and for the payoff of it.
Ideally, it should be a specific trigger that provides a specific output.
But if you’re going to make one a bit more general, you really need to crank up the specificity of the other.

Let’s take the example of an eminence ability that gets this right in my book, that of Arabo, Roar of the World.
On paper, this ability is by no means weak.
Giving +3/+3 to a creature every combat step from the very first turn of the game is quite powerful, allowing for some hefty beatdown early and amplifying later damage done with various effects that play off of damage dealt.
However, this effect, in addition to typically falling under the generally less problematic aggro archetype, is specific.
It’s an effect that makes a cat more powerful at attacking.
There’s a couple double strike cats and a singular infect cat that will offer the occasional early kill on a blockerless opponent, but with the cat limitation, you don’t have access to a whole lot of cards that would be powerful if they were a lot bigger on an early turn.
This specificity counterintuitively has a diversifying effect on the play patterns of Arabo decks.
Rather than being all-in on taking advantage of the +3/+3 buff on turns two to four when it’s the most powerful, Arabo players need to devise ways to make use of the effect more holistically throughout the game, and this can take a variety of different forms.
Arabo’s eminence is also uniquely interactable among eminence commanders.
A sorcery speed +3/+3 pump doesn’t typically do anything until creatures are making contact during combat, which leaves ample opportunity to interact with it.

Uninteractability and Eminence

I like this design for Arabo, but you may have noticed that I did say uniquely interactable.
All other Eminence abilities are easier to get value with, with Sedar Jabari only requiring attacking with knights, Inala only requiring wizards to enter, and the other three being almost entirely impossible to stop the effects of.
This uninteractability is another point of critique that you’ll most commonly find from the removal lovers of the world.
These commanders all have effects that can’t even be gotten rid of by dusting them with a sword supply shares.
Now, I’ll lay my cards on the table here and say that in principle, this feature of Eminence doesn’t strictly bother me.
There are lots of things that can’t be interacted with.
Barring hard stacks pieces, drawing a card at start of turn, playing lands, untapping permanence, and so forth.
This game is also full of hexroof creatures, uncounterable spells, and abilities that can’t even be responded to.
Setting aside these more specific examples, it’s also important to remember that deleting opposing stuff doesn’t need to be the end-all be-all of EDH.
And I find that this intense focus on spot removal tends to indicate a lack of creativity from players.
A couple months ago, I discussed on a second channel video that I actually enjoy not having many tools to deal with very large creatures in one of my decks, as it forces me to think harder with my attacks and utilize the deck’s more aggressive tools in some situations.
This is a game with many axes on which to attack opposing resources, whether that be board, hand, library, life total, or the stack, and it’s good to be willing to move outside your comfort zone sometimes among those different options.

Now, does all of this mean the uninteractability of eminence creatures is never a problem?
No. And in practice, this feature of eminence can be a real pain point for players, with Edgar Marov being one of the more egregious examples of an eminence ability feeling bad due to its uninteractability.
His Eminence ability triggers on cast for a card type with lots of great low-cost options any number of times per turn.
If I’m at a low life total and I counter two vampire spells that the Edgar player plays, they still get the two tokens.
If they have a source of haste, Edgar’s in red, remember these vampires can attack immediately.
And these easy-to-obtain and hard-to-prevent 1/1s aren’t just creatures to attack and block with.
Vampires as a type have a bunch of really powerful cards that take advantage of the raw number of vampires in play, most of which can only be prevented with a counterspell.
And that’s to say nothing of the blood artists and other aristocrats tools that powerful Eddie decks tend to be crammed with.
An eminence ability that grants creature tokens for casting spells was always going to be a little tricky to pull off regardless of creature type, and that ability being for vampires in a deck with black puts it fully over the line into dangerous territory.
The tokens are too easy to get and there’s too many things that can be done with them.

In this extended discussion of how Edgar plays, the point I’m trying to make is that the frustrating play patterns of him and some other eminence commanders are the result of specific design choices, not a problem with the eminence mechanic as a whole.
Gavin Verh who worked on the desig.

#11
Format TheoryOct 2025181K views

Glass Cannon Commander Design and Its Pitfalls

The Problem with Glass Cannon Commanders
We argue that glass cannon Commanders like Kaalia and Animar are powerful enablers but have fragile game plans.Their decks often rely heavily on the commander, making them vulnerable to removal and leading to unsatisfying play experiences.We advise evaluating deck construction to mitigate this built-in fragility.
Use this in your deckAudit your deck’s mana base: if your average mana value exceeds 4 and your commander is an enabler, you need more than 36 lands and 11 ramp spells to function independently.
WhiteBlackRedMidrangeDesign IntentResilienceDeckbuilding RestrictionsDeckbuilding Principle
Principle
  • Glass cannon Commanders are efficient enablers that can create high-variance games, where the deck either dominates or stalls entirely based on the commander's survival.
  • Decks built around enabler Commanders risk becoming non-functional if the commander is repeatedly removed, because the rest of the deck depends on the commander to operate.
Evidence
  • Kaalia of the Vast decks average only 36 lands and 11 ramp spells despite an average mana value above 4, creating a mismatch that makes hardcasting threats difficult without the commander.
Deckbuilding Application
  • When constructing an enabler commander deck, ensure your mana base and backup options can sustain the game plan even if the commander is neutralized.
Limitation
  • Even when including protection for the commander, decks like Kaalia remain vulnerable to board wipes because they rely on a fragile attacker and a slow creature-based strategy.
Example
  • Kaalia of the Vast is a classic example of a glass cannon: a 4-mana 2/2 that must attack to cheat creatures into play, making her easy to disrupt and stranding high-cost cards in hand.
More quotes
  1. Powerful designs like Yuriko and Edgar Markov stretch the mechanics of the Commander format to its outer limit, and all sorts of other cards are controversial in their own right, even if they're less obvious mechanical outliers.
  2. I want to talk about glass cannon Commanders, Commanders that are powerful and explosive, but also fragile.
  3. [These cards], while certainly having some benefits, can risk misleading players and causing them to stumble into play experiences they don't necessarily want.
  4. Fundamentally, all Commanders will be an enabler, a payoff, or something.
  5. Whereas a payoff Commander is the amplifying adornment atop a solid 99, an enabler Commander will often be step one to doing anything in the game, with the rest of the deck living atop.
  6. Why play some neutered halfway consistent Kaalia deck when you can live out your most daring Mardu fantasies, to stray ever closer to the sun with your cool flyers?
  7. Due to the fact that both of these Commanders are enablers that discount large amounts of mana on creatures, in the most ideal games with the best draws and the least opposing interaction, they're exploding out of control.
  8. Quite a lot of Commanders feature the phrase 'draw a card' or some equivalent in their text box. And while you could argue that generic value is a little overplayed as a payoff for a Commander to grant, this design choice has had the undeniable boon of improving the resilience of a lot of play styles.
  9. Your command zone secures you exactly one element of your deck, and though you can try to sculpt your 99 to lead to a well-balanced experience, there will still only be one card in your deck that you're absolutely guaranteed to see.
  10. This is why the most explosive decks out there typically feature an explosive commander focused on either damage or raw board size.
Full transcript
Glass Cannon Commanders

Something else that's fragile, though, is your Magic: The Gathering decks, which is why you should consider some extremely cool-looking accessories from our sponsor, Void Monster.
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I love the sort of chalky austere exterior paired with the writhing blue tentacles on the interior; this perfectly encapsulates Eldrazi to me.
If this drop interests you, you can follow the link in my description and pre-order before October 19th.
Thanks to Void Monster for sponsoring this piece.

The First Commander Set and Its Glass Cannons

Take Kaalia.
She's a four-mana 2/2 flyer in Mardu colors who lets her controller put into play an Angel, Demon, or Dragon tapped and attacking whenever she attacks.
The merging of these three big flying creature types associated with three different colors is quite iconic and specific to Kaalia, and though her creature-cheating functionality shares some similarities with more recent designs like Akroma, the Unrepentant and Mister Foxglove, no other card accomplishes this cheating quite the way Kaalia does.
The same goes for Animar.
Though there are other cards that can provide deep discounts for creature spells, such as Rakdos and Hamza, these generally require a bit more specificity in their play patterns to pay off big.
Animar, on the other hand, is a fully preassembled creature storm engine.
The only step to making creatures cheaper is casting creatures, and it's not hard to see how this could lead to some dramatic turns without much setup required.
In short, both of these Commanders have a specific and iconic niche that they embody well.

This is one part of their popularity, and the other is simply that they're efficient at their role.
Each of these cards has a high ceiling, and achieving a powerful game state doesn't require as many steps as a lot of other Commanders, simply requiring having cards in hand ready to deploy and avoiding opposing removal.
But what about the floor?
The biggest weakness of these two Commanders is that their game plans are a bit brittle and not particularly hard to set back to basically square one.
To fully get into why I'd apply a label like "glass cannon" to these, we should really discuss the nature of what Commanders provide for various decks.

Fundamentally, all Commanders will be an "enabler," a "payoff," or something in between.
Payoffs are the most common.
Ishin doubles on attack triggers, amplifying the volume of gameplay produced with these, and Atraxa gives proliferates, which amplify the power of cards that use counters.
These feel nice to play because the play pattern is simple and effective: you start putting together a game plan with cards the Commander synergizes with, and then you drop the Commander after a bit to turbocharge that game plan.
Enabler Commanders are less common.
Zur the Enchanter is the only card in the top 100 Commanders I'd call a pure enabler, as he isn't really a payoff for anything at all aside from maybe having a pair of lightning greaves and some cool enchantments to grab in the library.
You play him so you can start tutoring out enchantments, and then your game plan gets built up from there.
This end of things is closer to where Animar and Kaalia live, with Animar being a slight enabler and Kaalia being a moderate enabler.
On a basic level, being an enabler isn't a bad thing.
My favorite decks feature Commanders that fall closer to the enabling end of the spectrum.
However, enabler Commanders are inherently trickier to make play well because of the nature of the enabler-payoff relationship.
Whereas a payoff Commander is the amplifying adornment atop a solid 99, an enabler Commander will a lot of times be step one to doing anything in the game, with the rest of the deck living atop it.
To be clear, this isn't always a problem.
If there are other ways to get the enabling component, it can be fine.
If the enabling component is hard to prevent or set back, it can be fine.
And if the enabling component isn't essential to the deck's functionality, it can be fine.
The issue should hopefully be becoming clearer.
These caveats go frequently unfulfilled with each of these Commanders.

Kaalia of the Vast's role is to cheat permanents into play, and she's generally an important enabler for the big flying creatures game plans she's played with.
Can the deck do its game plan without her?
Not really.
The average Kaalia deck has 36 lands and 11 pieces of ramp in it, numbers far too small for a deck with an average mana value over four.
Next you might ask, can it at least protect her?
And the answer is kind of.
Hasty boots are golden here, and you can certainly add other cards that can protect Kaalia early, such as Mother of Runes or Deflecting Swat.
However, this is complicated by the fact that the deck is also vulnerable to board wipes, since it's a low-velocity big creature midrange deck.
So ideally your protection suite can help that out as well.
This might allude to the fundamental challenge with building Kaalia: deck space.
Ideally the deck will want some single-target protection to deal with early pinpoint removal, as well as some board protection and a healthy draw suite to let it manage wipes, plus a healthy count of lands and ramp to help the deck bounce back from all challenges.
Going higher on the counts of all of these things could let the deck feel more flexible and resilient, but also risks removing some of the bite of the deck.
As the count of Angels, Demons, and Dragons dips lower to offer other things to the deck, the aggressive options to choose from for Kaalia triggers will also typically dip, and you'll run out of creatures to cheat out earlier and more often.
It's no surprise then that a lot of Kaalia players take the opposite approach: lower land counts, lower protection counts, focusing on powerful beaters rather than card draw, even including amplifier permanents like Ishin and Windcrag Siege that can further pump up the explosiveness of the deck.
Why play some neutered halfway consistent Kaalia deck when you can live out your most daring Mardu fantasies, to stray ever closer to the sun with your cool flyers?

On the surface, Animar might seem quite a bit different from this.
It's typically more reliant on early draws to start presenting a threat at the table, but its relationship with opposing interaction is arguably less problematic.
At worst you'll empty your hand into a board wipe and lose a bunch of resources, but unlike with Kaalia, the 99 typically features a decent amount of draw and ramp, allowing for smoother recoveries.
At best, Animar can turn a deck into a high-velocity machine.
Even without an Ancestral Statue infinite combo, with the right draw engines, ramp engines, and maybe a haste enabler, you can empty a hefty portion of your hand onto the board in a single turn, possibly deleting an opponent in the process if you can swing or get some Terror of the Peaks triggers.
The Commander also has a bit of built-in protection as well, unlike Kaalia, dodging about half of all popular pinpoint removal.
So there certainly are differences between these.
Where these Commanders are similar, though, is in their power profile and in the difference between the floor and the ceiling of their game plan.
Due to the fact that both of these Commanders are enablers that discount large amounts of mana on creatures, in the most ideal games with the best draws and the least opposing interaction, they're exploding out of control.
Meanwhile, if draws are worse, particularly for Animar, or if there's more interaction, particularly for Kaalia, the function of discounting creature spells isn't as helpful.

Quite a lot of Commanders feature the phrase "draw a card" or some equivalent in their text box.
And while you could argue that generic value is a little overplayed as a payoff for a Commander to grant, this design choice has had the undeniable boon of improving the resilience of a lot of play styles.
The Commander of a deck is a card that's available at all times, and assuming the draw condition isn't too hard, having that permanent eighth card in hand be a draw spell reduces the risk of stall-outs and improves recovery.
If you need to hit land drops, drawing cards can find you lands.
If you're looking for specific synergy pieces, drawing cards can get you closer to those as well.
If you just got board wiped, as long as you drew some cards before that happened, you'll hopefully have some options for rebuilding.
A value engine commander typically won't be the most threatening or aggressive choice, but it will usually be a safer and more consistent one, all things equal.
Your command zone secures you exactly one element of your deck, and though you can try to sculpt your 99 to lead to a well-balanced experience, there will still only be one card in your deck that you're absolutely guaranteed to see.

Jodah, the Unifier: A Modern Glass Cannon
The Appeal and the Pitfall
#12
Meta CommentarySep 202566K views

Why Some EDH Players Resist Pre-Game Deck Pitches

r/EDH and Communication
We examine a Reddit post advocating for brief pre-game deck pitches and the backlash from players who prefer to deduce strategies through gameplay.We argue that in casual EDH, the lack of a dominant winning goal leads players to substitute competitive skills with encyclopedic format knowledge, treating games as deductive puzzles.We acknowledge the appeal of this mystery-driven playstyle but question its opposition to transparent communication.
Use this in your deckGive a brief pitch of your deck's strategy before the game to improve multiplayer alignment.
WhiteBlueRedRule ZeroPower LevelThreat AssessmentSocial and Politics
Principle
  • In casual EDH, the absence of a dominant winning goal leads players to seek substitute skills to find meaning in gameplay.
  • Players often replace competitive skills with encyclopedic knowledge of the format, treating games as deductive puzzles.
Evidence
  • Negative reactions to pre-game deck pitches on Reddit show a faction that prefers to deduce strategies through play rather than be told.
  • Comments like 'revealing what your deck does by playing it sounds way more fun' illustrate the desire for in-game discovery.
Deckbuilding Application
  • Before a game, provide a short description of your deck's strategy to help opponents calibrate their threat assessment.
Limitation
  • The deduction-based playstyle can be genuinely enjoyable, testing players' knowledge and pattern recognition.
  • Not all players will embrace transparency, and the mystery-driven approach remains a valid preference.
Example
  • Upon seeing a commander like Tasa, experienced players immediately anticipate typical combos such as Ashnod's Altar.
  • Observing a Blood Artist prompts players to consider sacrifice outlets and loop potential within the opponent's colors.
More quotes
  1. Brackets are a useful tool, but they don't address specific play pattern preferences.
  2. A good solution to this problem is to have players come to the table with a basic 10-second pitch for what their deck is doing.
  3. Revealing what your deck does by playing it sounds way more fun to me than everyone giving a synopsis on how the game is going to go before it even starts.
  4. Leaving some mystery to the game is fun. It means we can play to figure out each other's weakness instead of basically being told.
  5. There seems to be a large online faction of Commander players who think this way, who treat Commander as some sort of detective game where a large part of the gameplay is figuring out what's going on in opposing decks, or alternatively as some sort of show that you wouldn't want to spoil the ending.
  6. EDH players are aimless goblins wandering through the world looking for meaning.
  7. I don't even need to have a conversation with my opponent. All I need to do is see that TASA pull up and I'm already squaring up for some Ashnod's Altar BS.
  8. EDH is already an unbelievably information dense format. Dingus.
  9. The information density of EDH is untouched by any other widely played format.
  10. The game of figuring out what my opponent's deck does is just not one I think is beneficial to have at the heart of the EDH format.
Full transcript
The Reddit Post and the Ten-Second Pitch

First thoughts: this is fine.
A very normal opinion to have and a reasonable suggestion.
I already do some version of this, as do most people I play with in public.
At least half the time when I’m reading the commander of a stranger I’m playing against or when I make a comment about it, they’ll drop me a basic pitch for how they’re using the commander or what their deck is doing.
The only critique I might have of this idea is that it’s maybe a little odd to have a pitch like this rehearsed word for word and delivered like some sort of theatrical monologue, but the broader point about communication is good.
Or so I thought.

Critical Reactions and the Detective Game Mentality

In the broader scheme of things, this doesn’t matter.
A modestly visible Reddit post attracted some people with opinions I disagree with, who then got a handful of upvotes; big whoop.
However, I can’t get this line of thinking out of my brain, and these opinions are similar to comments I’ve received on my channel in the past.
There seems to be a large online faction of Commander players who think this way, who treat Commander as some sort of detective game where a large part of the gameplay is figuring out what’s going on in opposing decks, or alternatively as some sort of show that you wouldn’t want to spoil the ending of.
So, I’m going to take this Reddit post and its comments as a jumping-off point to talk about that broad faction, this group of players that I find fascinating, and I’m going to see if I can figure out what motivates their thinking, why they’re like this, and if there’s anything to the vision of Commander they strive after.

As a disclaimer, we i more conceptual and social-theory-oriented than most of what I make, so I’d recommend treating it as some fun ideas to chew on rather than cold hard facts to destroy the libs with or whatever.
Though this is sort of a soft response to the Trinket Mages video about me in April, so I guess this can be cold hard facts to destroy him with.

Part One: EDH Players Are Aimless Goblins Wandering Through the World Looking for Meaning

The same goes for EDH.
People will create goals in the deck building process, and one of those goals will frequently be making a deck that is good under some set of criteria, at least if you’re not one of the mythical bracket one gamers.
So that will be a part of deck building.
But what about in games?
There are all sorts of skills tested in a competitive 1v1 Magic environment: turn sequencing, mastery of a given deck list, assessment of opposing threats, probabilistic thinking, playing to outs, and so on.
A 1v1 Magic tournament will stress test a player’s skills in all of these things to the limit, and in many cases, gains will be won and lost by the collective weight of a lot of tiny decisions.
As in deck building, EDH’s more casual nature makes things trickier in the sense that winning isn’t as dominant a goal, and plays that are sub-optimal in the strict sense might not necessarily be considered misplays in the same way they are in 60-card formats.

As a result of this, a lot of EDH players subconsciously go looking for something to replace some of these competitive skills, and in a format as diverse as EDH, a very common substitute is knowledge.
A certain and fairly large subset of EDH players seem almost obsessed with knowing as many possible plays their opponents can do as possible.
This is especially true for players playing at a level with sudden ways to win, where not being able to recognize a combo piece or a central enabler for an opponent’s deck can rapidly lead to a game loss.
Whether it’s as an outlet for an underutilized competitive instinct or as a trauma response to getting OTK’d one too many times, being able to shrewdly navigate the ins and outs of opposing plays and figure out how threatening a particular card is within the entire landscape of the EDH format is a skill that a lot of players have built up.

This is especially true for commanders.
A lot of commanders have a handful of cards they pair pretty powerfully with, and having it locked away in your dome what those cards might be for a given commander can give you a leg up in determining the possibilities for what an opponent might be doing.
And if we assume that most decks within a given commander will be somewhat similar, having an encyclopedic knowledge of commanders and what their typical decks look like can actually serve as somewhat of a replacement for “rule zero.” I don’t even need to have a conversation with my opponent; all I need to do is see that TASA pull up and I’m already squaring up for some Ashnod’s Altar BS.
So, this is a skill that a lot of players have put effort into honing, whether consciously or unconsciously, and it shouldn’t be surprising that a lot of them want to use this skill.

For a player who has spent a lot of time around various Magic cards and is fully engaged in a game, it’s not hard to imagine this being a lot of fun.
I see my opponent play a Blood Artist effect and I start looking for possible loops, think about what sac outlets and supporting pieces are in color for my opponent.
I see a Karn’s Bastion hit the board and start trying to deduce what counters are soon to pop into existence.
I see an opponent with two lands untapped on my turn and I try to figure out what sorts of disruption they might be able to put together with red, blue, and white mana.
I would be lying if I claimed that the description of the Commander format I just laid out doesn’t sound like fun; it’s appealing to play a game like that.
So, what’s the problem?
Surely there’s nothing wrong with people enjoying the format this way.

Part Two: EDH Is Already an Unbelievably Information-Dense Format. Dingus.

This is an undoubtedly nice feature, but on the flip side, this lack of a metagame ironically poses an entirely different set of challenges onto players that aren’t found in a competitive 1v1 format.
You can’t learn the four most common decks you’ll be playing because there are thousands of possible decks you might find yourself facing.
This might be manageable in a play group with unchanging decks, but playing out in the wild with strangers is a whole different story.
Any set of four EDH decks will likely have more than 200 unique non-land cards, which is a fair amount to learn if the decks are unchanging and an ongoing gauntlet; for newer players in a public setting where each game might present dozens of new cards, it’s even tougher.
I think most of us have been in a game among strangers where it becomes clear that one or more players are checked out from what opponents are doing, fatigued by the process of keeping up with all the new cardboard that’s hitting the table.

So, that’s the case I’m trying to present here.
EDH has three times the opponents and often around ten times the number of unique cards in opposing decks as compared to 1v1 formats.
There are 30,000 cards legal in the format now and thousands of brand new cards entering the format every year.
Each deck tends to play far more permanents than are seen in 1v1 formats due to the high life totals and the multiplayer aspect, and the result is that boards rapidly clog up with assorted permanents for players to keep track of.
The information density of EDH is untouched by any other widely played format, and that is a feature about it that we need to keep in mind when we’re playing it.

All of this is why I find the knowledge competition version of casual EDH a little frustrating and seek to reduce it as much as possible.
And that’s as somebody who is probably better equipped to threat-analyze than at least 80% of EDH players.
It’s not that I can’t figure out how potentially game-ending a sequencing of opposing plays is on the fly; it’s that I don’t think that should necessarily be a constant task expected of all EDH players.
The game of figuring out what my opponent’s deck does is just not one I think is beneficial to have at the heart of the EDH format.
There are even plenty of days that I personally wish to avoid this part of the format, to kick my feet back and focus on resolving my cascade triggers instead of Sherlock Holmesing my way to what the white-knuckled power gamer across the table is packing.
But still, with all that said, I could still see somebody thinking that I’m throwing out the baby with the bathwater here.
Sure, knowing a rough outline of what opposing decks are doing might reduce the mental load of the format and make it more approachable for all people, but what about the theatricality of it?
What about surprises and zany moments and unexpected twists?

Part Three: The Grand Reveal, or How to Be Terrible at Creating Compelling Social Experiences

At this point, you’re probably asking, “What does this have to do with EDH, Alex?” Well, a very similar dynamic takes place there.
I dedicated a whole video to this topic about a year ago, but the basic idea there was that there are some inherent and unavoidable problems with decks that like to win in some grandiose way.
I have a deck that wins by getting three Fiend Hunters into play at the same time to Fiend Hunter each other indefinitely and cobble together an ETB-based win from there.
I also brewed a list with the goal of casting Rogu Rock an arbitrarily large number of times before Jessaing all three

#13
DeckbuildingAug 202577K views

Using EDHREC Effectively in Commander Deck Building

How I use Commander's Most Misunderstood Tool
We teach a balanced method for using EDHREC in Commander deck building.We recommend consulting EDHREC early to understand popular builds, then exploring independently to preserve creativity, and finally using filters with indicator cards to discover cards for your specific archetype.This approach avoids both over-reliance and dismissal of the tool.
Use this in your deckChoose a card that uniquely represents your deck's strategy and use it as an indicator card in EDHREC's filter to find niche cards for your build.
EDHREC DataCard EvaluationDesign IntentDeckbuilding Principle
Principle
  • Use the default EDHREC page only for broad awareness of common themes, not as a blueprint for your deck.
  • Treating commanders as monolithic entities ignores the diversity of possible builds.
Evidence
  • The Animar page shows that more than half of decks are combo-focused, which will shape how opponents react to your deck regardless of your build.
  • Scryfall searches often miss niche synergistic cards like Dour Port Mage or Whitemane Lion, which EDHREC can surface when filtered.
Deckbuilding Application
  • After establishing your deck's core concept, return to EDHREC and apply the filter option with indicator cards to see only lists that match your specific archetype.
  • During the initial creative phase, avoid looking at card popularity percentages (such as 47% of decks using Deadly Dispute) to prevent subconscious bias.
Limitation
  • The default EDHREC page is less useful for commanders with highly divergent builds because it pools all versions together, burying niche options specific to your intended archetype.
  • Relying on EDHREC without early independent exploration results in decks that are flat, formulaic, and missing creative tools.
Example
  • On the Zada page, Fists of Flame is a top card, showing that the base page often highlights explosive plays that may define a commander's reputation.
  • Looking at the Prosper page can reveal the category of 'cast from anywhere other than your hand,' leading to cards like Memory Worm that might not appear in typical Scryfall searches.
More quotes
  1. I have spoken before about how using EDHREC for all of your deck building needs can lead to decks that are flat, formulaic, and missing lots of great tools.
  2. In reality, EDHREC is an intensely useful website that has the capability to make your decks better, more interesting, even more unique in some ways if you know how to use it correctly.
  3. The longer you spend on this unaltered EDHREC page without looking elsewhere, the more you'll get sucked into the stuff on this page and subconsciously let it decide what your deck wants to be for you.
  4. I find that the progression of gradually building up in cards and plugging in different Scryfall searches as I figure out different ways the deck could play is really valuable as a creative step.
  5. EDHREC can help you fill in the gaps with popular cards that Scryfall searches might have missed.
  6. We as EDH players have a tendency to treat commanders as whole entities, like characters selected from a grid in a fighting game.
  7. Decks with a given commander can vary dramatically from one another. And the more diverse a given commander's decks are, the less helpful the base EDHREC page will be.
  8. The filters option allows you to filter out decks that do or don't include a given card.
  9. The presence of more expensive ramp will generally be a good sign that a deck has a big mana game plan.
  10. If I filter for decks that include Thalia and exclude Soul Warden, life gain is basically obliterated from the page.
Full transcript
An Intensely Useful but Misunderstood Tool
When to Use EDHREC: Early for the Lay of the Land, Late for Filling Gaps

Early in the process of deck building, I just want to get a lay of the land.
EDHREC is useful as a shortcut for seeing the most popular and often the most powerful stuff you can do with a commander.
In some cases, these will be the flashiest plays you can do with a given commander; we can see Fists of Flame at the top of the Zada page, Curiosity at the top of the Niv-Mizzet, Parun page, and Parhelion II at the top of the Greasefang page.
Even if you don’t intend to use the stuff at the top of an EDHREC page, it’s good to know what’s there.
If you’re looking to build a deck around Animar, a popular commander, it’s good to know that more than half of Animar players are playing him as some form of combo deck, because that will impact how your deck is perceived and what other players will be on the lookout for.
In other cases, the top of an EDHREC page might be more like the points of agreement between different builds of a commander.
For something like Atraxa, Grand Unifier, we see some popular removal spells and some flicker cards to repeat the commander’s powerful ETB, but after that, the play rates of different cards fall off pretty fast with players choosing a variety of different approaches for the specifics of their deck.
In this case, I could go, “Okay, I guess I’ll start with flicker and then decide the specifics of how I want to do that.” And if I want to be among the roughly 25% of cEDH players playing Atraxa, judging by this page, I’ll typically look at an EDHREC page at first to see any super obvious build paths that other people have been doing, but then once I’ve decided to build a particular commander, I’ll click away for a while.
It’s useful to know the basics of what other people are doing, but the longer you spend on this unaltered EDHREC page without looking elsewhere, the more you’ll get sucked into the stuff on this page and subconsciously let it decide what your deck wants to be for you.
In cases when I’m using a top-down approach to build a deck, basically finding a commander I like with a card or two in mind, I like to get away from EDHREC pretty early so that the foundations of the deck aren’t too influenced by what’s popular.
In the early stages of building a deck, I don’t really want to know that 47% of other players are using Deadly Dispute because that colors my opinion of the card at a stage in deck building when I want to be exploring possibilities and keeping an open mind to different options with the commander.
Other players might be different, but I find that the progression of gradually building up in cards and plugging in different Scryfall searches as I figure out different ways the deck could play is really valuable as a creative step; it’s a stage in deck building that I want to preserve as much as possible.
Regardless of your exact preferences, if you’re starting your deck building journey on EDHREC, I strongly recommend you click away to fuss around with your own thing for a while at some point.

For me, EDHREC comes back into the picture a bit later, once I’ve discovered a fair number of cards and have a decently strong concept of my deck but haven’t fully ironed out an initial draft yet.
Whereas the initial usage of EDHREC was to get a lay of the land and see a handful of basic build paths, in this later stage of EDHREC usage, I am looking for specific cards.
Scryfall is a lovely tool, but there are some things that it just won’t hit in any reasonable number of searches.
Dour Port-Mage won’t show up in any common searches you might make for a flicker deck, and if you’re building a Karametra deck, self-bouncers like Whitemane Lion might not even enter your radar if you’re not already in the know.
This is where EDHREC is helpful; it can help you fill in the gaps with popular cards that Scryfall searches might have missed.
Even if a particular card isn’t showing up on the EDHREC page due to not being popular enough, looking at EDHREC can still help you find that card.
If you’re building a cast-from-exile deck, you’ll probably find a bunch of payoffs for casting things from exile from Scryfall searches on your own, but a brief trip to the Prosper EDHREC page might clue you in on the words “from anywhere other than your hand.” Suddenly, that’s a whole new avenue to take a stroll down, and you might find yourself a lovely Memory Worm.
Get in here, you funky little guy.

How to Use EDHREC: Filtering to Find Your Specific Deck

So, what’s the solution?
The answer is filters, which I make very heavy use of once I’m further along and in that card-gleaning stage of EDHREC usage.
By default, the website will draw data from all decks in its database for a given commander, but the filters option allows you to filter out decks that do or don’t include a given card.
Now, you could put all sorts of stuff in this, but the most useful type of card will be what I like to call “indicator cards,” which are basically just cards that fit very cleanly in or out of a given archetype.
For example, if we go to the page of Kellan, Inquisitive Prodigy, we see a mélange of different elements, but the most prominent ones are things involving clues, which kind of makes sense given that blue-green clues is an established Innistrad archetype.
This is going to be helpful to some people, but what if I’m looking for a higher-curved deck, maybe even considering the inclusion of Keruga as a companion?
In that case, this page won’t do much for me before a bit of filtering.
The one card near the top of the page that really stands out as a big mana option is Map the Frontier, a four-mana sorcery that searches up two basic lands and/or deserts to the field.
Actually, this works great as an indicator card because it’s not the sort of card that most decks will want; mana ramp past two, maybe three mana stuff will typically only be included in a deck if it fits with the deck’s synergies.
So, the presence of more expensive ramp will generally be a good sign that a deck has a big mana game plan.
Sure enough, that’s reflected after filtering: we see lots of higher-cost cards that would require mana investment to succeed, as well as lots of great tools for a Keruga deck.

So, that’s one example, but what about an example of an anti-indicator card?
A while back, I was brewing a Kardur control deck, sort of like a red flicker deck.
A major goal of the deck is to have a basically unlimited supply of Disrupt Decorum available since Kardur has that effect on ETB, and ETBs can be repeated with a card like Jaxis that can produce a token copy of a creature each turn.
I thought this was a sensible enough plan for the commander, but when I went to the EDHREC page, a number of the more commonly played cards themselves did goad-related things.
Initially, I was pretty shocked that around half of all Kardur players felt the need to run cards that do the same thing as their commander, but that’s their business, not mine.
The important thing is what happened next: I filtered the results.
One option could be to filter by cards I know I want in the deck, such as a couple red flicker staples like Jaxis and Conjurer’s Closet.
However, the result is pretty muddy, with Disrupt Decorum now showing up in an even greater proportion of decks.
The issue is that these red flicker cards don’t do anything to indicate a player who is averse to redundancy as I am to some extent; there are plenty of Kardur maxers out there who will take the flicker stuff and the additional copies of goad cards because they just like Disrupt Decorum that much.
No, the way to start sculpting a helpful EDHREC page in this case is to exclude the cards that do the same thing as the commander, such as Disrupt Decorum and Geode Rager.
After that, the page starts looking a lot more helpful.
There’s still some of this that’s probably outside what my deck would want to do, but at least the good stuff is mostly out of the way.
Vengeful Ancestor is only in 12% of the remaining decks after this filtering, down from 43% on the base page.

As a final example of filtering, let’s talk about how to combine includes and excludes.
Back when I had a Liesa hate bears deck, I’d periodically check EDHREC to see if anything was catching my eye, but for this to work, I needed to filter the page first.
The most popular build of Liesa is life gain, and though I don’t mind a little life gain to offset Liesa’s drain, it’s definitely not what the deck is built around.
A first step could be excluding some core life gain cards such as Soul Warden, but this isn’t all that effective because life gain is just such a dominant archetype and there are plenty of life gain decks not including a certain life gain card for one reason or another.
A different approach is to filter for inclusion of Thalia, Guardian of Thraben, which is basically the first card I’d add to any hate bears deck.
This is a bit more effective, but life gain cards still start creeping in at around 25% inclusion.
What works best is the combined approach: if I filter for decks that include Thalia and exclude Soul Warden, life gain is basically obliterated from the page, with Well of Lost Dreams and two Sanguine Bond effects being the only life gain payoffs remaining on the page.
This also still leaves a healthy 550 decks since I didn’t need to throw a whole bunch of cards into my filters in order to get the desired results.
You can do something similar with price.
If you’re looking for a budget deck and a base EDHREC page is helpful aside from the cards being too pricey, you could exclude an expensive card and include something cheap like a solid budget land; suddenly, the cards on the page will be much more in your budget.

It becomes more clear just how important filtering is when you think about an EDHREC page as a cross-section of a handful of different overlapping decks.
Some commanders will be pretty straightforward and less diverse.
If we go to the Prosper EDHREC page, there are almost 30 non-land cards that show up in more than 50% of Prosper decks.
Meanwhile, if we look at a similarly popular but more open-ended commander, Alora, Artful Provocateur, that number is less than half of that, and some commanders like Glissa Sunslayer have almost no cards above the 50% played threshold.
For commanders with a singular, more streamlined play path, the base EDHREC page can be moderately helpful; however, for a more diverse commander, the page might be pure soup, an unfiltered mishmash of different archetypes interspersed across the page.
I actually made a video last year about exactly these sorts of commanders, with Archalos, Francisco/Malcolm, and Skeleton Ship as examples.
The EDHREC pages of these commanders are equal parts interesting to dig into and instructive for seeing the limits of an unfiltered EDHREC page.
I’m also very interested in what causes a commander’s EDHREC page to be more diverse or less diverse, so I actually ended up working with my brother to analyze a whole bunch of EDHREC pages, and we made a whole video about it over on my second channel, complete with a tool to analyze your own commanders.
I’ll include a preview of that at the end.
Regardless of what exact commanders you’re using, filters are an important thing to have in your repertoire if you’re using EDHREC.

#14
DeckbuildingJul 2025355K views

Building EDH Decks with Counterweight Commanders

The Strange Method for Building EDH Decks that I Can't Stop Using
We teach the concept of counterweight commanders, which offset a deck's weaknesses rather than directly synergizing with its theme.By interrogating what the command zone truly provides, builders can design decks where commander and 99 have a mutualistic relationship.Examples like Rada, Glissa, and Liesa show how this approach mitigates downsides such as lack of early plays or vulnerability to aggression.
Use this in your deckIdentify your deck's primary weakness and choose a commander that offsets it, rather than one that simply synergizes with its theme.
DiscardComboRampDeck ConsistencyCurveSynergyDesign IntentDeckbuilding Principle
Principle
  • A counterweight commander serves to cover the weaknesses of a given deck instead of directly synergizing with its cards.
Evidence
  • Many players only view commanders as enablers or payoffs for themes, missing the broader strategic potential of the command zone.
  • The concept emerges from rigorously interrogating what the command zone offers in exact detail.
Deckbuilding Application
  • Cut low-cost ramp from the 99 if your commander can consistently provide it, as with Rada enabling a cascade deck with only four-drop or higher spells.
  • Use a low-cost deathtouch commander like Glissa to offer early blocking and draw, allowing the rest of the deck to focus on high-mana-value battlecruiser cards.
  • Pair a commander that efficiently depletes life totals with a 99 full of hatebears to close games in a slowed-down environment.
Example
  • Rada: guarantees turn-two ramp, permitting a deck with no cards below four mana and strengthening cascade effects.
  • Glissa: provides first strike, deathtouch, and card draw, making her an ideal blocker and early play for a greedy late-game deck.
  • Liesa: serves as a resilient, damage-dealing commander alongside hatebears that hinder opponents and slow the game.
More quotes
  1. A counterweight commander is a commander that serves to cover the weaknesses of a given deck.
  2. Almost all popular commanders fall into one of two categories: they're an enabler for a particular thing, or more commonly, they're a payoff for a particular thing.
  3. A lot of players internalize this as the way to build Commander decks, but this actually misses a lot of the possibility space of the format.
  4. The idea of a counterweight commander emerges naturally from the process of rigorously interrogating what in exact detail your command zone is offering you.
  5. If we think about a commander deck as a stool, I basically removed one leg from that stool and then shoved my commander under there as a replacement.
  6. By fully covering my low-cost ramp, R allows me to have nothing below four mana in the 99, thereby strengthening the cascade cards.
  7. When [my commander] dies early I shrug, garner a bit of table sympathy, and then proceed normally starting on turn four.
  8. My Glissa deck is a pile of generic dudes, my R deck is a cascade flavored pile of generic dudes, my Liesa deck is a lower curved and somewhat staxy pile of generic dudes, and if you squint around the interesting bits my Malfegor deck is also kind of a pile of generic dudes.
  9. The counterweight commander method is all about rejecting direct synergy with the commander in favor of a game plan that meshes with the commander indirectly.
  10. Without that direct synergy relationship, it is easy to end up grabbing best-in-class cards rather than ones that perform a specific dynamic or synergistic game plan.
Full transcript

In my video about my Malagor deck, I introduced the concept of "counterweight commanders"; these are commanders that, rather than directly synergizing with the cards in a deck, instead offset a weakness of the deck.
That concept, as applied to that deck, went roughly as follows.
I knew I wanted a deck that focused on grindy, low-cost creatures and discard spells.
Grindy, low-cost creatures have the downside that they're small and often easy to block, and discard spells have the downside that opponents can choose to play their most valuable creatures as fast as possible to avoid losing them to discard.
By selecting Malagor as the commander, the deck always has access to a tool that it can use to clear out opposing boards, mitigating the downsides of the cards in the 99.
The cards in the 99 likewise nullify Malagor's weakness of making me hellbent by making opponents lose cards as well and by providing ways of generating value that stick around after my hand is gone.
So here we have a deck where the commander isn't directly related to what the deck does, but instead has a mutualistic relationship with the deck, meshing together with it to form a cohesive whole that benefits both commander and 99.

Now, this is undoubtedly the most elegant version of a "counterweight commander" among my decks, but in retrospect I think that fact almost serves to obscure the concept a bit.
A "counterweight commander" can look like that, but it can also look like a lot of other things.
So, seeing as how this is a subject that is fundamentally related to my deck building, and how I haven't dedicated a video to it outside of a little five-minute thing in July of last year, I'm going to give the concept a full discussion.
I'm going to discuss the conceptual roots of it, give some additional examples, talk about how it fits into the broader EDH ecosystem, and discuss some of the limitations of this style of deck building.

The Conceptual Roots of Counterweight Commanders

To start with, let's return to the definition I gave earlier: a "counterweight commander" is a commander that serves to cover the weaknesses of a given deck.
It's easy to imagine that this is a revolutionary innovation that I came up with and have been employing under the radar for years before finally now spilling my secrets; however, the truth is much more mundane.
Fundamentally, the idea of a "counterweight commander" emerges naturally from the process of rigorously interrogating what, in exact detail, your command zone is offering you in a given deck.
As Commander players, it's easy to slip into a mode of existence where we forget the rules of the format, or rather, where we calcify a specific understanding of the commander format in our brains.
Almost all popular commanders fall into one of two categories: they're an enabler for a particular thing, or, more commonly, they're a payoff for a particular thing.
Decks are supposed to have one or more themes and then a commander that helps out with one of those themes; a lot of players internalize this as the way to build Commander decks, but this actually misses a lot of the possibility space of the format.

Let's think about the Commander format as somebody who has never heard of it before and is reading the rules of the format.
You have a 99-card deck with only one of any given card, on the surface, not great for purposes of consistency compared to a 1v1 format.
However, this is bolstered by an additional card that you always have access to, an eighth card in hand effectively.
This makes the command zone a critical resource for any player looking to maintain a level of consistency in their deck.
One way to utilize this is the ever-popular payoff card: you can run Isshin as your commander to enhance the effectiveness of your on-attack triggers, or Wilhelt to increase the efficiency of your zombies.
These are reasonable, as they allow a deck builder to focus most of their effort on these sorts of cards, knowing that even if they're a little subpar alone, these cards are guaranteed to have a little boost as long as the commander sticks around.
However, there are lots of other things that a player might want to guarantee, and other ways that guaranteed things can mesh into a game plan.

A Meticulous Command Zone: Francisco and Malcolm

My high-power Francisco and Malcolm deck is one that tries to land a one-drop pirate turn one, Francisco turn two, and Malcolm turn three, and then uses Francisco's filtering and Malcolm's treasures to curve into a turn-five or -six infinite-turns combo with Time Sieve.
Now, this is not an example of a "counterweight commander" and could even be considered a conventional engine commander: my command zone generates resources given the input of a key card type performing a specific action (pirates dealing damage to players).
However, this is undoubtedly a more intentional command zone than your typical build of something like Admiral Beckett Brass, even as it's similar on paper.
Francisco guarantees that I have a two-drop available every single game, and Malcolm is a key piece of the deck's combo and also guarantees a source of available mana for my thirteen counterspells even when my lands are tapped out.
As I said, this isn't an example of a "counterweight commander," but it involves a similarly meticulous focus on what the command zone offers a player.

Radha, the Pure Counterweight

For a similarly curve-out oriented example, my Radha deck has the goal of playing Radha, Heir to Keld on turn two as a mana dork and explosive-vegetation analog, on turn three a stream of cascade spells, and six- to seven-cost bombs from turn four onward.
By fully covering my low-cost ramp, Radha allows me to have nothing below four mana in the 99, thereby strengthening the cascade cards and allowing for extremely high top-deck quality even with a land count of 41.
Now, this actually is an example of a "counterweight commander," and a wonderfully simple one at that.
I identified that a turn-two Radha in the command zone could allow me to eliminate the normally space-hogging element of low-cost ramp in a big-mana deck without losing too much speed, and then the rest of the deck was constructed to further take advantage of that choice.
If we think about a commander deck as a stool, I basically removed one leg from that stool and then shoved my commander under there as a replacement, making additions from there with the fantastic fit and wood savings I'd achieved.
Curve-out is almost always a factor in my commander deck building choices, but it's not always quite as dominant a factor as it is in my Radha deck.

Glissa Sunslayer: Mitigating Battle Cruiser Weaknesses

For a now somewhat deprecated example of a "counterweight commander," let's talk about my Glissa Sunslayer deck.
Glissa Sunslayer is a three-mana 3/3 deathtouch first strike that allows its controller to choose between drawing a card, destroying an enchantment, and removing three counters from something whenever it hits a player.
When I first saw this card, I noticed two things about it: it can offer a stream of draw, and it's a really good blocker.
What sort of deck makes use of a low-cost creature with that sort of profile?
A greedy battle cruiser deck, of course.
A big-mana deck can benefit from having an early utility play guaranteed, as this makes it possible for a deck to focus more of its space on higher-costed cards while still having early plays.
In addition, the first strike/deathtouch pairing makes Glissa a fantastic blocker, allowing the deck to ward off early aggression, a thing that might otherwise cause problems for a greedy late-game deck.
I eventually decided that my Radha deck scratches the same itches as this one more effectively, but it's nonetheless useful as a case study for weakness mitigation.

Liesa, Shroud of Dusk: A Clock in a Hate Bear Shell

As another example, my Liesa deck pairs a commander who is good at deleting opposing life totals with a 99 made up of lower-cost hate bears and utility creatures.
The deck's hate bears hinder opposing game plans and slow down the pace of games, and Liesa is here to be a reliable way of cutting down life totals in that slowed environment since she's a great beater that is effectively immune from commander attacks.
In both of these cases, the commander's mana value is important, and they're often played when that much mana is available, but they can be pushed back a bit if the deck has a better play.

Overall, this counterweight style of commander choice is a really fun one; it provides mechanically textured gameplay, and it also scratches my hipster itches since it means that my decks are almost always different from opposing decks.
However, this isn't a perfect method and indeed can lead to some problems.

The Pitfalls of the Counterweight Method

One problem that can arise is that when the commander is one of very few cards to play a particular role in that deck, that deck's functionality can be greatly hindered if the commander becomes unavailable.
One example of this is a Torsten deck I built several months back.
It's a deck that's entirely creatures and lands, and which uses playing and blinking Torsten as its only draw, effectively drawing seven cards per Torsten entry.
Upsides: it packs a lot of draw into just a handful of deck slots, allowing space for a ton of ramp to guarantee fast rollouts.
Downsides: oh boy, if this deck draws poorly or gets its board wiped too early, it can sit around twiddling its thumbs for multiple turns on end with all of its card draw behind an imposing seven- or nine-mana barrier.
When this deck works, it really works, but the play pattern can just as often be jarring and awkward.
So this is an issue that can come up with this sort of deck building, but for it to cause problems as it did in this case, two things really need to be true.
For one, the deck needs to have no meaningful backup quantity of the thing the commander is providing.
My Malagor deck would really struggle if it didn't have a way to clear out opposing boards, but it runs a decent removal suite in addition to the commander for that exact reason, including a handful of small-creature wipes intended to hinder token players who might otherwise get out of hand.
By contrast, the Torsten deck has literally no draw outside of the command zone due to how tight space in the deck is, unless you count Savala as draw.
Secondly, the thing the commander is providing needs to be a key requirement for the long-term functioning of the deck in order for there to be a problem.
My Radha deck has absolutely no low-cost ramp aside from Radha herself, and as some people have pointed out, the commander getting removed immediately does cause me to basically skip my turn three; but this rarely happens because it's not actually a particularly good usage of removal.
This is an inevitability deck, not a tempo deck, and a one-turn setback for a slower deck just isn't that big a deal in mid-power EDH.
When Radha dies early, I shrug, garner a bit of table sympathy, and then proceed normally starting on turn four.
By contrast, my Torsten deck requires constant access to him, and any barrier to utilizing him stonewalls the deck's game plan.

The other potential issue with "counterweight commanders" is that it can lead to decks that some might find a bit bland in terms of card choice.
As you might have noticed earlier, I actually titled my original video on this topic "A Weird Trick to Making Cool Midrange Decks," which certainly indicates something.
It is true that a lot of decks do end up moving somewhat in this direction: my Glissa deck is a pile of generic dudes, my Radha deck is a cascade-flavored pile of generic dudes, my Liesa deck is a lower-curved and somewhat staxy pile of generic dudes, and if you squint around the interesting bits, my Malagor deck is also kind of a pile of generic dudes.
This fundamentally comes down to the nature of the strategy at its core.
The "counterweight commander" method is all about rejecting direct synergy with the commander in favor of a game plan that meshes with the commander indirectly.
In EDH broadly, the commander of a deck will often be a central node to begin building the deck's synergies off of, so without that direct synergy relationship it's easy to end up grabbing best-in-class cards rather than ones that perform a specific dynamic or synergistic game plan.
This doesn't mean that all decks with this method need to lack synergy; my Malagor deck has a bit of direct synergy with self-discard and some other synergy packages that relate to the sorts of game states that my demon dragon friend promotes, and my Radha deck likewise features a decent amount of cascade as a natural offshoot from having a commander that allows me to run very few low-cost cards.
It's fully possible to make interesting, synergistic decks within the bounds of this method, but it is undoubtedly more difficult, and I consider finding interesting dynamics and card choices within the "counterweight commander" framework to be one of the fun challenges of the method.

A Final Example: Kambal, Consul of Allocation

To cap things off, I'm going to give one more example of a "counterweight commander" deck that is something of a deviation from the midrange framework, and, actually, it was the first one I ever built.
In 2019, I built a $25 budget combo-control Orzhov deck with Kambal, Consul of Allocation as the commander.
Unlike a lot of common control commanders, Kambal doesn't help generate value or control the board; rather, he's simply a three-mana 2/3 that drains an opponent for two points of life whenever they cast a noncreature spell.
So what's he here for?
Well, primarily life gain, which Kambal guarantees as a near-constant source.
Now, life gain isn't a particularly useful thing on its own.
Life totals are a key factor for winning the game, yes, but tempo and value tend to be more important contributors to the winning and losing of games, particularly in a format like Commander where life totals are high by default.
Nor is this a deck with much in the way of life-gain synergies or effects that trigger when life is gained, so where does life gain fit in here?
Well, for one, control decks tend to be weak to life-total pressure, so this helps with that, but life gain also helps control decks in another way.
See, in a deck with a lot of board wipes, opponents will deploy creatures in tactical numbers.
If a control player is at 28 life, a midrange player might choose to drop maybe 10 or 15 power worth of creatures on board, knowing that number could threaten a control player's life total without requiring the control player to spend a card to answer it.
In this context, life gain makes it safe to ignore those threats, accumulating advantage through other means.
That's exactly the role Kambal plays, making him a quintessential "counterweight commander" that shores up a fundamental vulnerability of the control strategy.

#15
Meta CommentaryJul 2025316K views

What Commander Players Miss from Other Formats

The Lessons that EDH-only Players Don't Learn
We argue that the decline of 60-card casual play leaves Commander players unprepared for grindy, low-life-total games.It claims that experience in other formats improves life total management, blocking discipline, and handling resource scarcity.We also caution against rigid deckbuilding templates, suggesting flexible adoption based on a deck's plan.Venturing outside EDH can thus sharpen a player's skills.
Use this in your deckDetermine your ramp count by testing how often your deck needs an early ramp spell, not by a fixed number like 8-10.
MidrangeRampDeck ConsistencyThreat AssessmentMeta TrendsFormat HealthStrategy
Principle
  • Playing 20-life 1v1 formats teaches players to treat life total as a resource, a skill that Commander's high life totals and explosive win conditions often fail to develop.
Evidence
  • Commander players frequently face win conditions that reduce life totals from full to zero in one attack, causing them to undervalue incremental life loss.
  • In grindy games where resources are scarce, primarily Commander players tend to view the situation as a lost cause, whereas players with 60-card experience remain vigilant and seek marginal advantages.
  • The habit of blocking with useful creatures is rarely punished in Commander but becomes critical in low-life formats, leading Commander-only players to instinctively avoid necessary blocks.
Deckbuilding Application
  • Deckbuilding templates for ramp and draw are often treated as universal in Commander, but 60-card formats demonstrate that ramp should be included only when a deck's plan demands it, encouraging more flexible construction.
Limitation
  • These skills can still be developed within Commander, but because resource-scarce games occur less frequently, it takes significantly more playtime to internalize them.
Example
  • A Commander player might keep a valuable creature back instead of blocking an attack that leaves them at 3 life, not realizing that the next unblockable hit will kill them.
More quotes
  1. EDH has effectively become the casual way to play paper Magic; the days of 60-card kitchen table gaming are in the past, replaced by a diverging path for newer players.
  2. Commander as a format clearly isn't going anywhere in the casual scene, so it's pointless to try and fight against.
  3. Commander players are often less prepared for grindier games where every point of life total matters.
  4. Life total is a resource, and players of 20-life formats learn when to spend and when to save.
  5. In formats outside Commander, a player must ask themselves why this ramp spell is here, and without a clear answer it gets cut.
  6. Many Commander deck builders add ramp staples without considering what the cards actually accomplish.
  7. I play ramp because I want more mana, come on now.
  8. The step of asking how much mana a deck actually needs and when it will want to play ramp spells is one that a lot of players forget to complete.
  9. One other deck building skill that EDH isn't great at teaching players is figuring out optimal card quantities.
  10. Singleton formats outsource a lot of decisionmaking about card quantities to the nature of the format.
Full transcript
The Shift to Casual Play and the Questions It Raises

I made a comment in July that EDH has effectively become the casual way to play paper Magic, and it really has; the days of 60-card kitchen table gaming are in the past, replaced by a diverging path for newer players: either play Arena and get your one‑on‑one fix from the comfort of your couch, or meet up with three other people and play Commander.
The nostalgic part of me certainly wants to push back on this, and I’ve spoken before about some of the reasons why Commander perhaps isn’t the best on‑ramp for newer players, but there are also some clear upsides to Commander.
The fact that it’s a casual format by designation, rather than being casual gameplay on the fringes of competitive formats, means a much greater degree of stability than something like 60‑card kitchen table Magic, a format whose current form basically vanishes off the face of the Earth whenever the friends who want to play it with you stop wanting to play it.
More importantly, Commander as a format clearly isn’t going anywhere in the casual scene, so it’s pointless to try and fight against it.
That said, the collapse of 60‑card casual Magic, along with the slow decline in popularity of draft that I’ve noticed over the last ten years, have had me thinking: what are we losing exactly?
What impact is it having that there is a growing population of Commander players who have played little to none of other formats?
To be clear, this isn’t intended as old man grumbling, I can certainly get old man grumbly sometimes as somebody who has been playing Magic for more than half of my life, and maybe I’d be more old man grumbly if I were a Modern player or something, but no, this is a genuine question.
To get some insight into it, I’m going to answer a slightly different set of questions here, : What is the experience of playing formats that aren’t Commander, and how does that experience upon a player?
What impact might that sort of experience have on the way they play Commander?
And do these impacts make it worth venturing outside EDH from time to time for us primarily EDH players?

The Grindy, Low‑Slung Nature of 20‑Life Formats

To start with, let’s talk about the gameplay experience of a 20‑life 1v1 format.
A defining feature of these formats, as compared to Commander, is that they’re low‑slung and grindy, with smaller threats being more relevant.
With this fact in mind, what I’m about to say may initially seem a bit confusing: playing these formats can directly help with building the skills required for playing Commander.
Commander and 20‑life formats certainly are different, but counterintuitively this is exactly why it can be helpful to have played the latter; it can give a player breadth of experience.
See, playing Commander gives players lots of experience in fighting against big, bombastic wincons.
For starters, you’ve got the obvious examples like combo decks and combo‑adjacent plays, like a massive X‑spell or a Craterhoof on a board full of tokens, plays that reduce one or more life totals to zero in one fell swoop and often do so with large excesses of damage.
Even outside of these, life total can frequently feel irrelevant in EDH regardless of whether it is or not.
Even with a conventional big‑creatures mid‑range deck without a splashy singular finisher, a lot of times most damage will be dealt in one or two attack swings; this comes down to the snowbally nature of a lot of EDH decks.
All sorts of cards are intended to push a deck to greater and greater volumes of gameplay, whether that be effect doublers or mana doublers or other forms of action‑compounding engines.
This often means that decks buckle down until they have a massive board of creatures to attack with before swinging wide, sometimes for entire life totals in one go, somebody might have to count out 35 damage to this player, 29 damage to that player, and so on, and under that context opponents don’t even really need to think about their life total, regardless of if a handful of points of difference would have been relevant or not.
Like, come on, you lost because the opponent popped off, simple as.

However, what this means is that Commander players are often less prepared for grindier games where every point of life total matters.
The results of this can be seen when it comes to blocking and life total management.
Players who are more experienced in formats where life totals are relevant will be much more careful of certain life total thresholds and more willing to block to stay above them.
Players of 20‑life formats learn to internalize the idea that “life total is a resource” and to know when to spend and when to save that resource, but Commander players who have spent a lot of time dealing with bigger one‑ or two‑shot wincons won’t internalize this lesson nearly as quickly.
EDH’s higher life totals also train players to mostly disregard the idea of blocking with useful creatures because it feels better to keep them around, and most of the time that’s the correct decision in terms of strategy as well; unlike in a 20‑life format, where blocking with a key creature to stay alive for an extra turn or two is a very common necessity that players get used to biting the bullet on, this isn’t necessary nearly as often in EDH due to higher life totals and heftier wincons.
This means that when it becomes a necessity, a lot of players instinctually refuse to do it, even when it means sacrificing an amount of life that will almost certainly lose them the game.

The Value of Scraping Through Low‑Resource Environments

Another aspect of non‑Commander gameplay, and particularly limited formats, is low‑resource environments, where players are topdecking or working under tight constraints in some other way.
These games aren’t wildly common in Commander due to how common ramp and draw are, with variation by playgroup obviously, and this means that you need to play a lot more EDH to get comfortable under these circumstances than you would to get comfortable under more common EDH scenarios.
The results of this can be quite problematic.
When a game has involved some form of stacks or heavy attrition and resources are dwindling, you can usually tell who has played other formats and who hasn’t.
A lot of primarily EDH players will be looking at the situation as a lost cause, a game gone wildly off the rails, whereas players who have done their time in the trenches of limited or 60‑card formats will be more engaged and vigilant, looking for outs and bits of incremental advantage to grab on to.

Rethinking Ramp and Other "Necessities" in Deck Building

Outside of gameplay, the experience of building 60‑card decks can help with EDH deck building as well.
One way this can manifest is when building decks that are exceptions to traditional norms of EDH deck building.
See, people tend to have rough templates they follow when they build Commander decks, myself included.
A low double‑digit number of draw spells is good for maintaining a consistent stream of cards turn over turn, maybe more if those draw spells are smaller or less if the deck has other ways to compound value or tutors to find its value engines.
Likewise, a low double‑digits amount of ramp will be good for a deck that wants to have a single piece of ramp most games but is fine occasionally not having one, and adjustments will be made up or down depending on how often a deck wants ramp, what size of ramp a deck wants, and how aggressively a player is willing to mulligan.
These are references I follow, and I like them as a starting point because they’re flexible; they prescribe numbers of cards based on what a deck wants to do and what other tools a deck has available to it.
However, the trouble comes when references like these are less flexible and when they’re treated as gospel regardless of what deck they’re being applied to.

Ramp is a great example for demonstrating this because it’s one of the biggest differences between EDH and other formats.
Basically all EDH decks have some amount of ramp in them, and most have a decent amount; eight to ten slots spent on ramp is common.
By contrast, most 60‑card decks do not.
You will get specific decks focused on high‑cost plays, such as Tron, that focus a lot of deck space on ramping, and you’ll get mid‑range decks that run a spattering of efficient dorks to hit their impactful three‑, four‑, and five‑drops a turn early in some games in order to gain a tempo advantage.
Broadly, though, “ramp” isn’t widely played in 60‑card formats because it often isn’t worthwhile to expend a card just for a bit of acceleration.
This is likewise true in limited; I’ll run an efficient dork like a Lir Elves, and I’ll run a card like Dance of the Tumble Weeds or Poison Dart Frog that has some extra utility attached at a good rate, and occasionally I’ll add some lesser ramp if I have critical high‑cost plays that my game plan ended up needing to revolve around.
Aside from these instances, though, it’s almost never correct to play ramp in draft or sealed; draw is usually sparse, and mana and cards are better spent contesting the board and threatening life totals.
The result of all of this is that in formats outside Commander, ramp spells are viewed very critically.
A player must ask themselves, “Why is this here?” and if that question doesn’t have a clear and persuasive answer, the card will generally get cut.
By contrast, many people building a Commander deck will throw together their template‑built EDH deck with the requisite count of ramp cards picked from among the available staples.
These will often be added without consideration for what the cards are accomplishing.
You’ll get Cultivate in two‑color decks with a four‑mana commander, Gilded Lotus in decks with an average mana value of 2.5, Rampant Growth in an artifact‑centered deck with a three‑mana commander, and so on.
Fundamentally, the issue is that a lot of players don’t stop to consider what “ramp” is offering them because they’re playing in a format where it is an unquestionable fact of life: “I play ramp because I want more mana, come on now.” In most decks this won’t be the end of the world; decks do want ramp spells, and even if players add ramp that is a bit sub‑optimal for their deck, their deck is still spending slots on a thing that it needs, and the specifics can be corrected later.
However, just as there’s variety in how much ramp 60‑card decks want, there will be some Commander decks that don’t really want ramp in any sort of conventional quantities.
I have two different decks where this is the case.
In both my Malagor deck and my Francisco Malcolm deck, I don’t want to spend the entirety of my turn two or three playing ramp spells because I have more useful cards I want to be developing.
Both decks include a handful of rocks for purposes of weaving into a later turn, because this is still EDH we’re talking about, and getting a future mana boost off of a one‑mana investment is still useful for keeping up in later turns, but these aren’t really a key card type, and each deck only runs a low single‑digits quantity of two‑mana rocks so as not to draw more than one in the early stages of a game, plus a Sol Ring to cash in on my Wizards of the Coast‑mandated dose of variance.
The step of asking how much mana a deck actually needs and what times it will want to play ramp spells is one that a lot of players forget to complete, and playing other formats where the inclusion of ramp isn’t such a foregone conclusion is great for getting perspective on what these cards are actually accomplishing in a deck.

The same can go for other card types.
When is it correct to exclude or go light on card draw?
When is it correct to exclude board wipes?
These are things that EDH players will consider necessities, but depending on the deck they might not be nearly as important as a player might assume.

Singleton Constraints and Learning Optimal Card Quantities

One other deck building skill that EDH isn’t great at teaching players is figuring out optimal card quantities.
A feature of Singleton formats is that they restrict how many of a particular sort of card a player can run; some cards will have many similar options, but other types of card will be more unique, and a player will have no choice but to add the number of it that exist to the deck and no more, regardless of how much they like it.
This outsources a lot of decision‑making to the nature of the format.
Players don’t get to choose how many cards to add to their deck that create additional dragons when a dragon attacks; that decision is already made for them.
Whereas in 60‑card formats up to four of a given card can be run, giving players room to flex counts up and down on various cards and see how they feel, in EDH there often isn’t this same level of choice.
The result of this is that when players have access to a greater number of a particularly appealing effect, if they’ve played EDH but not other formats, the instinct might be to load up on all available copies of that effect regardless of how many would actually be optimal for the deck.
This is likely something that will be figured out in due time so long as players are willing to challenge their assumptions about how their decks work from time to time, but having less of an intuitive sense of how many copies of a card is appropriate is certainly something that can lead to wasted time and games played with an off‑kilter deck.

The Cumulative Benefit of Broader Magic Experience

Long story short, yes, playing formats outside EDH can imbue players with important experiences, experiences that will be especially useful on the fringes of the Commander experience.
Commander players will have no trouble getting used to playing against snowbally value piles, dealing with board wipes, building conventional synergy‑based mid‑range, developing a growing knowledge of common staples, and so on.
Playing lots of Commander will make you better at a lot of things in Commander, and playing enough Commander in diverse environments will even grant a degree of proficiency in the things I mentioned earlier: life total management, low‑resource environments, unconventional deck types, and so on.
These certainly aren’t forbidden knowledge or anything, but playing formats outside EDH will help to instill certain lessons faster than others and develop an intuitive sense for why they’re true.
It’s also good to play other formats because cards are designed for other formats and the further back in time

#16
DeckbuildingJul 2025239K views

Why Some Good Cards Are Wrong for Casual Decks

Stop Shortcutting the Fun Part of your Deck
In casual Commander, not every powerful card belongs in your deck.Adding cards that generate easy resources or simplify decision-making can bypass the engaging game states you intentionally built around.Consider whether a card enhances or short-circuits the experiences you enjoy, and be willing to cut even strong cards that undermine your deck's core identity.
Use this in your deckCut any card that simplifies your deck's engaging decision-making or resource management into a single, automatic action.
DiscardControlMidrangeCard EvaluationDesign IntentDeckbuilding RestrictionsDeckbuilding Principle
Principle
  • Casual decks are intentionally not perfectly optimal, forgoing powerful cards to preserve a desired play experience.
  • Some cards can diminish fun by shortcutting the engaging decision-making or resource tension your deck is built around, even if they don't directly win games.
Evidence
  • In a Malakir discard deck, Waste Not was excluded because it generated effortless resources, removing the gritty low-resource struggle that made the deck enjoyable.
  • In a cycling deck, Monument to Endurance was excluded because it reduced a complex choice-intensive engine to a simple cycle to draw loop, trivializing tutoring and resource decisions.
  • Draw doublers like Alhammarret's Archive and Teferi's Insight were also cut from the cycling deck for similarly automating value generation.
Deckbuilding Application
  • Evaluate cards based on whether they enhance or undermine the interactive decisions and resource scarcity your deck intentionally creates.
  • Be willing to cut even highly synergistic cards if they eliminate the need for the tricky, engaging choices central to your deck's identity.
Limitation
  • Not all powerful cards are problematic; cards like Cacophodon can align with and bolster the intended play style without shortcutting the fun.
More quotes
  1. What you find fun about playing your deck may be a lot more fragile than you think, much more sensitive to the blunt instrument of an out-of-place card or two than you'd expect.
  2. A deck is casual when it is not perfectly optimal in its ability to perform tasks and win games, and when this state of being is intentional.
  3. Plenty of casual EDH players understand that they'd prefer to win with Purphoros and a bunch of goblins rather than Dualcaster plus Twinflame.
  4. The fun part of the deck for me is when I'm clawing for advantage in a scrappy game, and if a two mana enchantment just hands me a bunch of advantage, it shortcuts.
  5. [With Waste Not,] it basically just turns my deck into a generic oppressive Stax deck in the process.
  6. The issue with Monument to Endurance is that it shortcuts around this whole thing. Its ability doesn't compete with anything else in the deck and the correct first choice per turn will almost always be card draw.
  7. Suddenly the task of gaining advantage has one simple route of administration: find the card that makes my cycling cards do more cycling, play it, and then the advantage makes itself.
  8. These generic do thing get card synergies would suck the identity and a lot of the interesting decision making out of the deck, thereby removing a lot of what makes it fun to me.
  9. If you find the process of building advantage a particularly fun one, you'll want to be careful with the cards you add.
  10. I like playing the role of a final boss with this deck, pumping my volume of gameplay up to seismic proportions before lumbering in the direction of victory with my large creatures.
Full transcript
When Is a Good Card the Wrong Choice?

I have a question for you: let’s say that there’s a card that by most considerations is a great fit for a deck; it’s pretty powerful, it meshes well with the way the deck functions mechanically, and it improves a specific aspect of the deck that was maybe a bit of a weak spot before.
When is putting that card into that deck the wrong choice?

Casual Means Imperfect by Choice

Let’s take a step back.
Commander, as it is played by most of its player base, is a casual format.
This means a lot of things to a lot of people, but the definition I’ll use here is that a deck is casual when it is not perfectly optimal in terms of its ability to perform tasks and win games and when this state of being is intentional.
If you are a casual EDH player, by definition there are cards in your deck that could be switched to different cards if you wanted to win more games and compete with more powerful decks.
This is intuitively true to people when it comes to the cards that most visibly contribute to that winning: the win conditions.
Not every deck includes the most powerful two-card infinite combos in them, and even among the ones that do, not all of them run the sort of tutor density that would help their deck to execute said combos consistently.
Plenty of casual EDH players understand that they’d prefer to win with Purphoros and a bunch of goblins rather than Dualcaster Mage plus Twinflame, and another segment of casual EDH players understand that they’d prefer to win by attacking with the aforementioned goblins rather than dealing damage just by having them pop into existence.
So this is an area where players tend to understand their preferences.

However, as you pull back away from what shape a deck’s win will look like and dive into the functional meat of decks, things get a little hazier.
You may know approximately how you enjoy winning, but do you know what forms of resource building are most enjoyable to you?
Do you know the sort of interaction suite and style of table engagement that will give you the most satisfying game?
Do you know how powerful you want each of these components to be?
This is likely an overwhelming sequence of questions to a lot of people, or even a baffling sequence of questions to some.
This is a card game where you’re at least in some accents trying to win games, and the natural place a lot of people end up is finding the most powerful options out there or at least playing with the best options they have access to.
And by all means, don’t let me tell you not to play good cards; I play lots of good cards.
However, I am also here to tell you that there are some good cards that, like a Dualcaster Twinflame combo, may influence the amount of fun you have with the game, cards that may not even necessarily have anything to do directly with winning.
What you find fun about playing your deck may be a lot more fragile than you think, much more sensitive to the blunt instrument of an out-of-place card or two than you’d expect.
If this all sounds like it’s gearing up for a bunch of aimless good-card hate, well, why don’t you just hear me out for a bit.
This is all pretty abstract, so a couple recent examples of this I’ve experienced are probably in order.

Quick side note: I also released a Patron video recently that included some discussion of the new bracket system, and I’ll be including a portion of that at the end.
Stick around for that if you feel like, but with that said, I want to start off with what may be a familiar example.

First Example: The Malfegor Grind

In October of last year I discussed my Malfegor deck, and that one is a Vibes deck through and through.
The basic gist is that it is a deck that pairs discard spells and small creatures to generate card advantage to try and force the game into a scrappy, low-resource state reminiscent of a lot of grindy 60- and 40-card gameplay, a state where my deck has an edge but typically only a slight one.
A gritty game plan, no doubt, and you’re allowed to hate it, but I love the sorts of environments this deck can create, and I likewise enjoy the task of grinding advantage with a handful of low-cost creatures within those environments.
With that in mind, a useful exercise for understanding what this deck wants is to consider two powerful cards: one that ended up in the final deck and one that did not.
Kroxa is a monster of a card; it’s an effective discard engine that can give opponents a whiff of the pain to come as early as turn two, and which also makes for a killer beater that is difficult to get rid of.
It is very good at doing everything this deck wants to be good at: making opponents discard, being resilient, and applying life total pressure, and that congruence is why it works in the final deck despite being a crazy good card in a low-budget deck.
Waste Not, on the other hand, is a card that did not end up in the final deck, and that’s because it is good at things the deck is not supposed to be good at.
This is a grindy midrange deck looking to plunge the game into a low-resource slugfest best, and Waste Not handing me easy resources boosts me out of that state, changing the whole dynamic of the deck.
The fun part of the deck for me is when I’m clawing for advantage in a scrappy game, and if a two-mana enchantment just hands me a bunch of advantage, it shortcuts that, basically just turning my deck into a generic impressive Stacks deck in the process.
This was the example of a good card being a bad idea that got me thinking harder about the concept, but there’s a similar and even more striking recent example that ended up inspiring this piece.

Second Example: The Shorikai Astral Slide Deck

In mid January I was looking at spoilers for Aetherdrift, seeing if there was anything new for my Shorikai Astral Slide deck, and I saw the card Monument to Endurance.
On the surface this thing is a slam dunk in a cycling deck; cycled cards get effortlessly transfigured into resources at the rate of one per turn, allowing for an easy card advantage engine that can pivot into a win condition and which can even provide Treasures where needed.
Can you believe all of that could come from a single Magic card?
It’s almost too good to be true; actually, not almost, it is too good to be true in this case.
I discussed in my video about this deck that at its heart this is a control deck that cares about navigating a sequence of tricky choices about where to divert the deck’s resources: do I tutor for a high-cost artifact that gives me card advantage or one that slows down my opponents?
Do I flicker an ETB creature that shuts down a problematic spell or ability or one that makes my board larger?
Do I use Shorikai’s recur ability to bring back a key blocker or a card that pushes my own advantage?
These are the sorts of choices that make this deck a highly fun and engaging experience for me when I’m looking to sit down and think hard during a game.
The issue with Monument to Endurance then is that it shortcuts around this whole thing; its ability doesn’t compete with anything else in the deck, and the correct first choice per turn will almost always be card draw.
Suddenly easily the most effective draw engine in my deck isn’t a multi-card flicker-based engine that I need to piece together and then operate with lots of decisions along the way; no, this is a “do thing, get card” engine where taking a game action, cycling in this case, is immediately and directly rewarded with drawing cards.
This simplification of value generation decisions has a cascading effect of simplifying my tutoring decisions; it will almost always be correct to hunt up a one-piece engine like this, so my tutoring decisions will reflect that.
I’ll wizard cycle for a Trophy Mage to grab my Monument to Endurance because anything else would be an irresponsible choice.
Suddenly the task of gaining advantage has one simple route of administration: find the card that makes my cycling cards do more cycling, play it, and then the advantage makes itself.
There are two other cards I exclude for similar reasons: the draw doublers Alhammarret’s Archive and Teferi’s Ageless Insight are undoubtedly strong in a cycling deck, but they’re strong by shortcutting the value-generating part of the deck, allowing me to get ahead by simply cycling rather than making use of Astral Slide and ETB creatures.
These generic “do thing, get card” synergies would suck the identity and a lot of the interesting decision-making out of the deck, thereby removing a lot of what makes it fun to me.

Not Every Deck Hates “Do Thing, Get Card”

Now you might assume based on what I just said that I hate all draw that’s too generic or simple or powerful, or even that I dislike the sort of “do thing, get card” draw I mentioned earlier.
That’s not the case, though; I dislike it in the case of my Shorikai deck specifically because it shortcuts past what I find fun about the deck, simplifying the rich tapestry of decisions that the deck presents me with and rendering the more interesting forms of value pointlessly weak by comparison.
If you find the process of building advantage a particularly fun one, you’ll want to be careful with the cards you add, but this won’t be the case for all decks.
I run a bunch of these sorts of simple, strong value engines; I mentioned earlier in my R deck Beast Whisperer and Garruk’s Packleader and such like, and those feel great there.
If anything, I wish my draw was even more straightforward sometimes.
Many people who’ve seen me playing this deck have witnessed me exasperatedly resolving my fifth Raggadragga trigger in a turn, playing as quickly as I possibly can in order to keep my turn length under 5 minutes despite casting dozens of mana worth of spells.
This is because exactly how I build advantage isn’t something I care about; there are two things I find fun about playing this deck: having a ton of mana, which enables me to have these intense and complex turns with intricate ordering, and figuring out how to beat down my opponents with a big old pile of budget bombs.
I do run draw in the deck, but I treat it as a means to an end, with that end being allowing me to spend my ample mana and not end up hellbent too much of the time.
In the case of this deck, what would shortcut the fun would be running more powerful bombs and finishers that allow me to convert mana advantage into defeated opponents more efficiently.
I like playing the role of a final boss with this deck, pumping my volume of gameplay up to seismic proportions before lumbering in the direction of victory with my large creatures.
I do have ways to close out games, but they’re not super fast or sudden unless I’m at 20 or more mana, and this gives opponents a fighting chance to claw their way back into the game and best me.
In some games, these big, dynamic back-and-forths are some of my favorite games with the deck, and if I spent a bunch of effort tuning the deck to win faster, I wouldn’t get these sorts of games nearly as often.

Third Example: Prophetic Bolts and Amplifier Permanents

For a similar example, let’s talk about my friend Hans’s Laya undefeated slick shot deck named “Is it Bizit?” This is a control-oriented deck that plays as many Prophetic Bolts as possible, with “Prophetic Bolt” as a category referring to an Izzet card that can both deal damage and draw one or more cards.
When I asked Hans what he finds fun about the deck, he responded simply, “I like to two-for-one people twice.” Prophetic Bolt in a 1v1 format is the archetypal mana-expensive two-for-one card: you pay five mana to hopefully remove a creature with four or less toughness as well as finding a card in the top four cards of your library, thereby generating two cards’ worth of value with your one Magic: The Gathering card.
This type of card feels less impactful in EDH, what with its ample value engines and two additional opponents and such like, but allowing each of these spells to be used an additional time suddenly makes for a much more tempting proposition.
The resulting deck looks to build value while keeping opponents in check, gradually adding additional mana in the form of mana rocks as well as occasional amplifier permanents before trying to overwhelm opponents with value and gradually burn them down.
It was one of these amplifier permanents that ended up being a problem for shortcutting the fun: Thousand-Year Storm.
See, this deck typically keeps around a handful of plotted Izzet instants that were weaved onto an end step, holding them in exile until they’re ready to be cast for free on a later main phase.
This means that with a minimal amount of planning, a Thousand-Year Storm turn could easily reach five or more spells, which could mean that the final couple spells of the turn are being copied several times.
This won’t always be an immediate game win, but it effectively nullifies value as a concept in the deck; the deck is likely adding 10 or more cards to its hand each turn that Thousand-Year Storm is in play and possibly digging dozens of cards deep into its library.
Worse, Thousand-Year Storm negates the concept of mana as well; when a five- or six-cost card can be copied half a dozen times, the progression of adding on mana rocks and amplifiers becomes entirely pointless.
Anything before the Thousand-Year Storm barely matters, and whether or not it results in an imminent game win more or less comes down to a removal check for opponents unless the deck was far behind when the storm came into play.
So Thousand-Year Storm does shortcut the fun in the case of this deck by pushing the deck beyond what it’s supposed to care about: getting two-for-ones.
However, this isn’t to say that all powerful amplifier permanents are off the table; the new Niv-Mizzet printed in Foundations feels shockingly okay here.
It does end up somewhat negating the resource source of cards, but mana is still a big limiting factor for the deck, and not needing to worry nearly as much about value does change the nature of the deck, but the deck still feels like a version of itself and the things that are fun about it still remain fun even if the play pattern becomes a bit different.
The same goes for the card that ended up replacing Thousand-Year Storm: Swarm Intelligence certainly amplifies the next gameplay substantially, but it’s still in the realm of being reasonable; the difference between a two times amplification and a three to four times amplification end

#17
Format TheoryJul 2025238K views

The Homogenization of Commander Decks

The Sluggish Era of Tall Commander
Commander's 40 starting life and casual nature encourage decks to focus on ramping and drawing cards to build large threats.Over time, this has led to homogeneous midrange decks that all rely on similar ramp and draw packages.Social pressures against aggressive or disruptive strategies further entrench this pattern, making the format increasingly sluggish and uniform.
Use this in your deckAsk whether your deck is too focused on setting up its own game plan and missing opportunities to disrupt opponents early.
RampCard DrawMidrangeFormat HealthMeta TrendsDeckbuilding RestrictionsMeta Analysis
Principle
  • The format's 40 starting life makes it necessary for decks to accumulate significant mana and cards to overwhelm multiple opponents.
Evidence
  • Originally, preconstructed decks featured high-cost spells, reflecting the intended slower pace of the format.
  • As powerful draw engines have been printed and deckbuilding has become more streamlined, decks have increasingly focused on ramp and draw as self-amplifying engines.
  • Players often consider aggressive, stax, or combo strategies rude, leading to a social environment that discourages countering tall decks.
  • Even when commanders could handle ramp or draw, decks still include redundant amounts of these effects, showing the depth of the homogenization.
Deckbuilding Application
  • Consider including early aggressive plays or stax pieces to counter opponents who spend turns ramping.
Limitation
  • Social rules against certain strategies limit the format's ability to self-correct, as there is no formal metagame or banlist to keep greedy decks in check.
  • The pressure to let everyone do their thing can lead to games where players are essentially goldfishing, reducing meaningful interaction.
Example
  • Specific cards like Armageddon, Winter Orb, Gaddock Teeg, and poison counters are often socially banned, allowing ramp-heavy decks to go unchecked.
More quotes
  1. A common unspoken rule of Commander is that people should get to have a game plan, to do a thing, to do their thing.
  2. Commander's 40 starting health itself serves as a built-in 'do the thing' enabler.
  3. The funny thing about ramp and draw is that they have an amplifying effect: ramp gives mana to cast more ramp spells, and card draw finds more card draw.
  4. As more and more powerful draw engines have been printed over the last 10 years, along with the EDH developing a more streamlined deck building culture, decks that focus heavily on draw and ramp have become more and more prevalent.
  5. The polite counterplay [to greedy decks] is to go bigger, to get more mana and more cards, and escalate harder.
  6. Commander as a casual format has the awkward dynamic that there isn't a metagame per se, and everything that happens is basically moderated by a giant glob of expectations.
  7. As counter measures become less and less widespread, players will feel more and more emboldened to chase big greedy decks to their logical end point.
  8. The dominance of tall Commander means that players are able to do big expressive plays with a wide degree of freedom.
  9. One issue with the gradual upward race of tall Commander is information overload: EDH boards are wildly complex these days.
  10. Long turns beget long turns: if the game's turns are a sequence of back to back 5 to 10 minute fiddle fests, other people are going to start chatting or checking their phone or gazing off into space.
Full transcript

A common unspoken rule of Commander is that people should get to have a game plan to “do a thing,” to “do their thing.” On the surface, this makes a lot of sense; it’s a casual format and people are here to have fun.
In other casual multiplayer games, universal participation is understood to be a core tenet, and steps are taken to ensure that all players get to play a part.
In a role‑playing game like D&D or Pathfinder, you don’t want to let a player be a wizard only to then have them spend the entire campaign in places with some mysterious anti‑magic field , that’s not ideal gameplay.
So, broadly, it’s understandable that Commander echoes this understanding and even allows players 100 cards’ worth of expression in how they play the game.
This is all fine and good, but what’s easy to forget is that Commander is a multiplayer offshoot of a generally two‑player game, an offshoot that didn’t always exist.

The fact that the format has a higher life total than 60‑card 1v1 formats is intentional; it works to make space for decks that would otherwise struggle.
There are a lot of potential creative strategies that simply can’t hold up in a 20‑health format where attacking people with creatures early is just a bit too good.
In this way, Commander’s 40 starting life itself serves as a built‑in “do the thing” enabler , no extra effort needed from players.
This higher life total was intended to accomplish a task, and it did so admirably; however, over time it has accomplished a lot more than just this.
I’m getting ahead of myself, though.
Commander has basically grown up with this identity of being a slower format, a more laid‑back form of Magic can be played.
This is reflected in the mana curves of a lot of the original precons; zany high‑cost stuff is a staple feature of the format, and these sorts of cards are often core pillars of their respective decks.

Frameworks: Buildup and Climax

There are a couple frameworks we could use to think about how EDH decks compare to decks in a 60‑card, 20‑health format.
One is the turning point of a given game: basically, if we separate each game into a buildup phase where players are preparing and a climax phase where players are starting to perform whatever action will win them the game, roughly when is there a transition?
In a lot of classic 60‑card decks, this turning point is quite early.
Delver decks look to land a turn‑one threat and gradually chip down opponents, and other decks like Jund similarly look to land early threats.
In contrast to this, most Commander decks spend the first several turns of the game ramping, setting up engines, tutoring, and starting to piece together synergy packages.
A big piece of this likely comes down to life totals: 40 life means that a threat needs to be larger to pose a risk to opponents.
Whereas in Legacy a single mana can be spent on a deck’s win plan, followed by a long sequence of turns spent purely defending that plan and suppressing an opponent, a much larger mana investment is necessary to break through 40 life without the help of an infinite combo.
In addition, even if a deck defeats a single opponent, there are still two opponents at the table, so it’s often wise to invest an even greater amount of mana up front to formulate a threat that can subdue two or more players in rapid succession.

The fact that larger investments are needed to win games means that draw and ramp are almost necessities; plans will involve lots of cards that don’t directly contribute to winning a game.
This is another point of contrast between Commander and 60‑card 1v1 formats.
In a burn deck, an ever‑popular archetype in 60‑card formats, a majority of a deck will often be spent on the task of reducing opposing life totals.
Though you could point to control decks as spending less deck space on direct wincons, these decks still use cards like removal and draw to build up to the dominant game state they need to be in to win; a Lava Spike performs a similar role for an aggro deck as an Up the Beanstalk does for a control deck, and this comes down to the fact that different decks are different.
If we focus on ramp, removal, and draw as categories of card, a large portion of decks in 60‑card formats exclude one, two, or even all three of these things, which is notable when you consider that basically all Commander decks are expected to have all of them.
This is also in spite of the fact that Commander decks have access to, well, a commander , an additional card that is available at all times, a permanent eighth card in hand.
A lot of people fail to acknowledge how incredible that is; a deck could easily pick out a commander that mostly fulfills a particular role to allow their deck to focus less on that, but this isn’t generally what happens.
Taking a look at some popular recent commanders, they are mostly payoff or escalation of some kind: when a thing happens, either more of that thing or something different happens.
A lot of commanders will draw cards in some form or other, but these decks will then still include a lot of card draw.

The Homogenization of Commander

These features paint a specific picture of Commander as a format: decks are expected to run decent quantities of ramp and draw because they’re expected to be bigger, taller than decks in 60‑card formats, and this is facilitated by having more cards and more mana.
This much is unsurprising; on some level these attributes are encoded into the very DNA of the format.
However, over time this DNA has twisted and metastasized into an increasingly homogeneous version of the format, one where decks are expected to look a certain way.
Decks have grown bigger and taller over time; they gain more mana and draw more cards than decks in the past did.
The funny thing about ramp and draw is that they have an amplifying effect: while a win condition or a removal spell won’t generate more of those things, ramp gives mana to cast more ramp spells and card draw finds more card draw.
As more and more powerful draw engines have been printed over the last 10 years, along with the EDH community developing a more streamlined deck‑building culture, decks that focus heavily on draw and ramp have become more and more prevalent.
In tandem with this, deviation from this version of Commander has become increasingly challenging from a social standpoint.
When players see opponents doing some sort of tall game plan, one deck‑building reaction could be to go under it; this is common in competitive 1v1 formats.
You play aggro to rip away your opponent’s life total while they’re still in the setup phase of their greedy nonsense; you play combo to take advantage of them ignoring you; you play stax pieces to clamp down on specific play patterns.
All of this is possible in some form or other in Commander: you can play Voltron or group slug, you can play combo, and you can play stax pieces.

Social Pressures and the Chilling Effect on Counterplay

The issue is, these things are often considered rude at a lot of mid‑power EDH tables.
It’s uncool to see your opponent doing some greedy nonsense and to then try to clamp down on it; the polite counterplay is to go bigger, to get more mana and more cards, and escalate harder.
Commander, as a casual format, has the awkward dynamic that there isn’t a metagame per se, and everything that happens is basically moderated by a giant glob of expectations that players and their opponents decide on verbally or otherwise.
While certain plays might not be explicitly disallowed, there will be varying levels of social acceptance of various different options a player could decide on.
These social pressures then reinforce themselves as different players enter and exit the format under these new conditions.
If a player base decides that Armageddon is unacceptable, well, Winter Orb is almost as bad, and Gaddock Teeg is a bit too staxy as well, and Archon of Valor’s Reach also constricts player agency, doesn’t it?
And I don’t know about poison counters and commander damage either , those seem pretty sus as well.
As countermeasures become less and less widespread, players will feel more and more emboldened to chase big greedy decks to their logical end point; as snowballing mid‑range decks are allowed to become a more and more dominant part of the EDH landscape, they become all but synonymous with the format , they become the way to play casual Commander.

Now, I don’t want to necessarily say that this is inherently a purely bad thing.
I have multiple decks that are absurdly tall or absurdly greedy, and I’ve also made decks with the explicit intent of being taller than other decks.
The dominance of tall Commander means that players are able to do big expressive plays with a wide degree of freedom; it means that new players are allowed to explore the format without getting immediately pressured down by decks built with the intent to kneecap slower and greedier decks.
Any given deck’s “thing” might take more or less time than any other deck’s “thing,” and allowing the most of these things to happen involves pushing back the point at which decks begin to focus on closing out games, letting decks focus more on the buildup stage.
If the goal is to accommodate the most of these and allow the most people to do the most of their thing, tall EDH is really the only way to go.
However, it’s worth keeping in mind that this form of Commander isn’t without issues all of its own.

The Costs: Information Overload, Long Turns, and Board Wipes

One issue with the gradual upward race of tall Commander is something I spent an entire 20‑minute video on a couple months ago: information overload.
EDH boards are wildly complex these days.
While 60‑card 1v1 formats feature the relatively simple board state of two players, EDH features the board states of four players , board states that are often far more complex than ones that would be found in 60‑card formats.
As a result, players in a game of Commander need to process a lot more different cards than players in a 60‑card format, and doing so will use mental energy that could be spent on planning turns, strategizing, politicking, or performing alternative forms of threat analysis.
This will naturally fall hardest on newer players, who are familiar with fewer cards and thus need to take more time to process the cards being played in a game.
Some of this added information is inherent to Commander as a format; having four players is kind of baked into how we do things here in EDH, and having a massive 30‑year‑long card pool is likewise a fact of life.
Commander is unavoidably going to be more complicated than 60‑card formats, and that’s just kind of the price of entry; it was originally popularized by judges, after all.
What’s not a fact of life is everybody playing these big escalatory mid‑range piles, with each deck developing more and more utility or value permanents over the course of a game, each with probably way too much text.
Commander is inherently complex, but it doesn’t need to be this complex.

Big complex board states paired with decks that want to perform exponentially more actions as a game progresses lead to an additional problem: turn lengths.
Casual EDH games have a reputation for being mercilessly long at times, and I’d argue a lion’s share of this is due to long turns.
Long games aren’t always a bad thing; I’ve had multi‑hour back‑and‑forth grinds that were genuinely exciting.
However, when turn length is the primary cause of a game’s length, things are rarely this enjoyable.
One of the issues is that long turns beget long turns: if the game’s turns are a sequence of back‑to‑back 5‑ to 10‑minute fiddle‑fests, other people are going to start chatting or checking their phone or gazing off into space.
Then, when it does get back around to somebody’s turn, instead of planning ahead for it, their mind has been wandering and they need to recalibrate on what they’ll be doing, increasing how long their turn takes.
This cycle reminds me of some of the less pleasant D&D encounters I’ve partaken in, and it’s a cycle that can really take a toll on the goal of maintaining a dynamic game of EDH.
The issue of long turns and thereby long games then ends up increasing the social acceptability of more aggressive strategies; this pattern is most clear with Voltron, an archetype that involves putting a bunch of auras or equipments on a particular creature and then defeating opponents with it one by one, but it really applies to focusing down opponents in general.
Despite the fact that strategically it might be correct to fully focus down a particularly scary player, this is somewhat unpopular in part because of how long EDH games go.
If knocking out a player meant them sitting around for 10 or 20 minutes for the game to finish, I doubt most people would have too big of an issue with that; however, when it means sitting around for 45 minutes or even an hour while the remaining players fiddle around with their fussy boards of snowball mid‑range, it’s a bit less ideal.

In addition to the other issues I’ve mentioned, the current Commander landscape is one that favors board wipes quite heavily.
Players will put together these wild snowbally packages that explode out of control in a matter of turns, and when there are multiple of these sorts of decks with taboos against stax and aggro, the only option is to board wipe, and to board wipe frequently.
The collateral damage of this will be the players trying to advance their own game plan at a normal pace, trying to gradually build up something of their own.
This is the paradox of “doing the thing”: the form of Commander that gives players the most time to develop a slower game plan is the exact same form of Commander that cultivates board wipes as this constant and unavoidable factor.
You get to do the thing, and I sure hope you liked doing that thing, because you’re going to get to do it about five more times after getting board wiped repeatedly.

Can These Problems Be Solved?

So those are some of my problems with the state of Commander as it currently exists, this wildly tall version of the format, and a natural follow‑up question might be: can those problems be solved in a way that improves the format?
I mentioned the taboos against shorter strategies such as aggro and stax, and I know some of you probably thought to yourselves, “But Alex, even without taboos, aggro simply isn’t a viable strategy in casual Commander, is that?”

#18
Meta CommentaryJul 2025232K views

Deckbuilding Creativity vs. Actual Gameplay Experience

The Impossible Search for a "Fun" Combo Deck
We reflect on the disconnect between creative deckbuilding and actual gameplay in Commander.We built a Maze's End combo deck that could win consistently by turn 7, but opponent treated it like any other combo deck.A friend's Yidris cascade deck faced similar indifference, as players easily disrupted it.The core insight is that deckbuilding and playing are separate activities, and creative building doesn't inherently make games more fun.
Use this in your deckRun at least 20 dedicated ramp spells to enable a consistent turn 7 Maze's End win, and include Scapeshift or Reshape the Earth to cheat all Gates into play at once.
Archelos, Lagoon MysticBlueBlackGreenComboRampControlBudgetDeckbuilding RestrictionsWin ConditionsSynergyDeckbuilding Principle
Principle
  • Deckbuilding creativity is not rewarded in Commander games on its own. The gameplay experience often differs from the builder's narrative.
Evidence
  • our Maze's End deck, despite weeks of tuning, was met with indifference. Opponents simply acknowledged the combo and moved on.
  • A friend's Yidris cascade deck was religiously hated out because players recognized the combo and focused on removing the commander.
Deckbuilding Application
  • Use 20 or more ramp spells to consistently assemble a Maze's End win by turn 7 or 8.
  • Cheat all Gates into play with Scapeshift or Reshape the Earth to bypass the slow Gate accumulation.
  • Include Amulet of Vigor to untap the Gates immediately and win on the same turn, avoiding a vulnerability window.
Limitation
  • Maze's End is slow and visible. Opponents can track your progress and apply pressure before you reach 10 Gates.
  • Even a creatively built combo deck ultimately behaves like a standard combo deck, vulnerable to countermagic and commander removal.
Example
  • The Aros Maze's End deck is an example of an optimized alternate win condition deck that still produced dull game moments.
  • The Yidris cascade deck illustrates how creative execution is irrelevant if opponents can stop the commander's combat trigger.
More quotes
  1. The issue with Mesa's End is that it's both visible and slow. Opponents can track the progress of the deck to its wincon with pinpoint accuracy.
  2. What if I simply played all the gates at once?
  3. I spent weeks and dozens of hours tweaking until I'd achieved a deck that could pull off a Mazes End win consistently by turn seven or eight, for a bit over a hundred bucks.
  4. In an actual game of Commander, this plays just like any other one card plus Commander combo deck.
  5. Despite having a creative execution, [the Yidris] combo was still a combo and opponents treated it as such.
  6. Deck building creativity is not rewarded in and of itself in Commander games.
  7. An inherent weirdness of a collectible card game like Magic: the Gathering is that deck building and playing are two separate phases of the game.
  8. The platonic ideal of an EDH win is brief; there is no ceremony where the winning player gets to revel in their glory and be celebrated for their deck building or gameplay accomplishments.
  9. I had constructed narratives of grandeur as I was reaching out striving for a powerful Mazes End deck, but once it was in my hand it was clearly something far more mundane than I had expected.
  10. Despite understanding all of that, I have a pattern of continually coming back to build new creative combo decks; it's an itch that I can't seem to stop scratching.
Full transcript
The Maze’s End Dream

Maze’s End is a card that sat in the back of my trade binder as well as in the back of my mind for 10 years: simply get 10 Gates and then you win the game.
It was always an intriguing card, in the way most alternate wincons are, but I could never find a good reason to build a Maze’s End deck.
Every so often I’d come back to it, most notably to ponder a Child of Alara commander deck early last year, but it wasn’t until September that I finally found a good vehicle for it.

The issue with Maze’s End is that it’s both visible and slow.
Opponents can track the progress of the deck to its wincon with pinpoint accuracy, and the time frame to arrive at that win condition leaves a long period where opponents can apply pressure.
In addition, the 10 Gate requirement means that deck builders are encouraged to play a sequence of pretty mediocre tap lands or else need to activate Maze’s End a large number of times.
However, there is a way to get around all these problems: what if I simply played all the Gates at once?
Cards like Scapeshift and Reshape the Earth allow deck builders to do just this, getting all the necessary Gates for Maze’s End out all at once.
This can leave a turn cycle before victory due to the lands entering tapped, unless a player has an Amulet of Vigor in play or, rather, an untapped Turtle friend causing all other permanents to enter either tapped or untapped depending on his own status.
Archelos is a fantastic vehicle for this sort of deck because not only is he a combo enabler, he can also help out with ramping faster as well as slowing down opponents.

In addition to running 12 Gates, the deck ended up running several bounce lands to give a mana boost with the commander, some basics to be grabbed with land-grabbing spells, and a handful of other utility lands, for a grand total of 43 lands, not including Maze’s End.
Of the two cards that allow the deck to win, one costs nine mana and the other requires 10 lands, so naturally ramp ends up being a very big part of the deck.
There are 20 dedicated ramp spells, as well as an additional four ramp spells that serve double duty by also offering a way to tap down the commander; being able to force everyone’s stuff to enter tapped until my next turn is a pretty sweet side benefit.
From there, the deck mostly consists of draw, tutors, and interaction.
The most potent of the deck’s tutors is Emergent Ultimatum, a card that basically serves as an additional combo piece since any combination of Reshape the Earth, Scapeshift, and Boundless Realms will result in getting enough lands to win.
As far as interaction goes, I always like to have a lot of counter spells in my blue combo decks, so this deck runs 11 of those and six other cards intended to control the state of the game in some capacity.

The deck took a lot of tweaking to get it to the point where it functioned appropriately: how much ramp?
how much draw?
what sort of lands?
how should the deck go about surviving and preventing opponents from winning?
how important is the commander, and how much should I be leveraging him for non-combo purposes?
I spent several weeks and dozens of hours tweaking and tuning and pruning and answering tough questions until I’d finally achieved the seemingly impossible: a deck that could pull off a Maze’s End win consistently by turn seven or eight, with plenty of interaction held up, all for a bit over a hundred bucks.
It was an accomplishment, a realization of my past ambitions, an optimized utilization of a silly alternate wincon card I’d been thinking about for 10 whole years.
And if the story ended here, it would be an unambiguously happy one, an uncomplicated tale of self-actualization and cardboard triumph.

The Reality of Playing Combo in Commander

However, it was in fact somewhat complicated by a simple fact: Magic: The Gathering is a card game, and decks are meant to be played in games against people.
In my first few games with the deck, I was kind of surprised with the way people responded to me pulling off my massive land swing.
I’d get excited and start grabbing Gates, and other people would basically go, “Oh, you got the combo?
Okay, cool.” Another game: I had constructed a grand narrative for this deck because it was genuinely challenging to build, but in an actual game of Commander, this plays just like any other “one card plus Commander combo deck.” Satisfy conditions, get pieces, stop opponents from winning long enough to put things together, protect the combo, and do the combo.
It’s not necessarily that the deck was entirely uninteresting or entirely devoid of fun gameplay; it’s an acceptable combo deck.
The real surprise was the expectation versus the reality of the situation.
I had constructed narratives of grandeur as I was reaching out, striving for a powerful Maze’s End deck, but once it was in my hand, it was clearly something far more mundane than I had expected.

On some level, it’s a little strange that this happened to me because I had watched my friend Hans have a very similar experience a few months prior building a Yidris deck.
This was a deck that used Yidris’s unique combat damage ability to cascade into an “each opponent discards their hand, you draw 28 cards” combo off of two cantrips.
It was otherwise built in a midrange shell containing ramp, removal, value engines, and some very specific protection spells that were chosen in order to still get value when they were cascaded into.
So what’s the problem there?
Well, once again, despite having a creative execution, the Nexus combo was still a combo, and opponents treated it as such.
In fact, this deck was even more problematic than the Archelos deck due to the fact that all of its shenanigans could be stopped by simply killing or fully blocking the Yidris, and since not doing that meant possibly ceding a massive value swing to the Yidris player, players would religiously hate out the Yidris.
On paper, everything lined up for the deck, but real life is not made out of paper.

Creativity Is Not Its Own Reward

A question I’ve asked myself is, what are these decks saying exactly?
They say something about combos, about humans, and about how we build decks, but that’s not the most interesting thing they say.
The most interesting thing these goofy combo decks tell me is that deck-building creativity is not rewarded in and of itself in Commander games.
That might sound like the whining of some hipster, but I’m not intending that statement as any sort of value judgment about the state of the game; rather, it provides an interesting jumping-off point for thinking more critically about the game and how it’s experienced by the people who play it.

An inherent weirdness of a collectible card game like Magic: The Gathering is that deck building and playing are two separate phases of the game.
You’re not playing Dominion or some other card game where deck building and playing happen in tandem; no, these things are clearly demarcated.
Limited formats provide the most conventionally game-like structure for these phases, in the sense that a four- or five-hour limited event literally contains separate timed phases for assembling decks and playing the game.
A Magic: The Gathering draft, where players pick cards from packs in a circle and build decks with their resulting card pool before entering a series of timed rounds, actually resembles a lot of board and card games in structure.
As a simple example, For Sale is a game that contains one phase where players bid against each other on property cards, and then a second phase where players use their lineup of properties to secure point cards.
Like a Magic: The Gathering draft, the first phase involves a mixture of strategy and luck to determine how good a player’s group of cards is, and then the second phase uses the quality of that group as well as some further strategy and luck to determine the ultimate outcome of the game.

This is a clear enough line to draw with limited Magic: The Gathering events, but the relationship between these different phases gets aggressively more convoluted from here.
Let’s think about a low-level Standard event.
In the deck-building phase, players on their own time and in their own spaces complete the task of assembling the best Standard deck they can and the best sideboard to face off against the decks they expect to face.
Then the playing phase sees the players, now congregating in a game store at a specific time, play a sequence of games to determine a winner.
This is very different from most games in that the different phases occur in different settings on different timelines, but the structure is still roughly the same: the first phase sees players complete one goal, which then contributes to the outcome of a second goal.

However, taking things a step further into the realm of Commander, things get even murkier because you lose a lot of the element of competitiveness.
The first phase does still involve building a deck, and the second phase does still involve playing that deck, but the goals are less clear.
Unlike a Standard tournament, there isn’t usually a prize for winning an EDH game aside from bragging rights, and even in store-run casual Commander events, the subject of prize support is one with no shortage of disagreement and controversy.
Simply winning isn’t codified as a goal in the same way as it is in 60-card constructed events.
This difference in how winning is perceived then trickles back down to the deck-building phase.
If everybody was sincerely trying their best to make the most powerful deck in that deck-building phase, Commander games would be full of net-decked cEDH lists, but most players choose to show up to EDH games with decks that look quite different than that.
Winning will be a contributing factor to the sorts of decks that EDH players will build, but it will be accompanied by a mélange of other factors rendered subtle in competitive 1v1 formats: wanting a deck to do a certain cool play, wanting to have a deck feel a certain way, wanting a deck to look a certain way, wanting a deck to produce the funniest moments, and so on.

A lot of these goals will mesh well with the task of having fun in that second phase, the playing phase.
Obviously, players playing decks that feel expressive or cool to them in some way will usually lead to them having more fun, and the goal of winning will likewise produce a lot of fun moments for people.
However, there are also goals that don’t mesh as well with having fun in a game of Commander, and the best example of these is decks that try to win in some especially creative or expressive way.
As it turns out, winning the game is generally a pretty brief process; a long period of back and forth can be fun, but when a game reaches a point where one person is all but guaranteed to win, it’s generally for the best that things stop very soon after.
This is also why non-deterministic combo or lockout decks are often unpopular: they stretch out the length of a win, requiring opponents to make an unfortunate choice, either concede to save time or waste an extra 10 minutes on the 5% chance that the comboing player fizzles.
But okay, I’m getting off topic.
The platonic ideal of an EDH win is brief; there is no ceremony where the winning player gets to revel in their glory and be celebrated for their deck-building or gameplay accomplishments.
The game just ends and people move on to either another game or any of the other things that might occupy their life.
Winning in that creative way might be cool for that first time or two, but maybe not even that.
The really memorable games are usually the ones where something unexpected happens, not the one where a player trots out their creatively devised wincon they spent hours creating.
But spending hours to creatively devise and perfect a wincon still has an allure to it, doesn’t it?
Despite understanding all of what I just said, I have a pattern of continually coming back to build new creative combo decks.
It’s an itch that I can’t seem to stop scratching.

The Tribal Fiend Hunter Deck

Another one I built in paper a few months back was one I like to call “tribal Fiend Hunter.” The basic idea behind it was this: you know Fiend Hunters, those creatures that exile something else until they leave play?
Well, what if you built a deck with the goal of getting three of them and then having them exile each other repeatedly in an indefinitely long loop, just a few fellas having a really phenomenal day of fiend hunting?
This is a somewhat unique spin on a combo deck; instead of finding a handful of different pieces in separate categories, you just need to find three of the eight Fiend Hunters that exist within the green-white color identity.
The deck then wins through some means or other, a couple of the Fiend Hunters also create tokens or counters, and three of them exile multiple cards, which allows for infinite ETB triggers.

Speaking of ETB triggers, I went with the commander choice of Torsten, Founder of Benalia.
Torsten has a lot of benefits, with the biggest one being that he draws a bunch of cards on ETB, a fact which can be paired with cards that flicker in order to draw the number of cards that the deck needs to draw in order to find three Fiend Hunters: 37 on average.
So the deck begins with a mixture of Fiend Hunters and sources of blink.
From there, most of the deck ended up being occupied by lands and ramp creatures, 42 and 29, respectively.
This might seem like a lot, because it is; I have a seven-mana Commander I want to cast, and since he’s the only source of draw in a deck that wants to draw a ton of cards, the deck doesn’t really do anything before he gets cast.
The mana dorks of the deck are carefully selected to offer the most utility during the fiend hunting combo step: there are six different ones that can give infinite mana, infinite +1/+1 counters, or some other resource that can hopefully lead to me winning, and the next removal likewise fits into this mold.
Overall, the goal here was to have a combo deck that is as fluid and flexible as possible, using the power of Fiend Hunters to creatively piece together wins in a variety of different ways.
Initially I considered using some pricier cards in the deck like Preston, the Vanisher, or even switching the commander to Atraxa for a four-color version, but eventually I came to the conclusion.

#19
Meta CommentaryJul 2025211K views

The Double Standard of Resource Denial in EDH

You're Probably Wrong about Stax in EDH
The EDH community accepts board wipes but shuns mass land destruction and stax due to social norms, not card balance.Players prepare for common strategies but not for discouraged ones, making those strategies more oppressive.We critique the inconsistent definition of player agency, as snowballing decks can deny agency as much as stax locks.
Current statusverified Jul 2026
  • Sway of the Stars is legal in Commander again after being unbanned. Iona, Shield of Emeria is still banned.
  • Farewell now appears on the Commander Game Changers list, so it counts toward a deck's bracket (source: Scryfall card records).
Use this in your deckDiversify your ramp package with artifact and creature sources, and include lower-cost spells to withstand land destruction and stax effects.
StaxFormat HealthMeta TrendsRule ZeroTable PoliticsSocial and Politics
Principle
  • Social norms, not objective power levels, determine which resource-denial strategies are accepted in EDH.
Evidence
  • Players could mitigate mass land destruction with indestructible lands, artifact ramp, and land recursion, but they rarely do because the strategy is socially discouraged.
  • Classic stax pieces universally target mana and card draw, fundamentally denying the same resources that board wipes deny by removing creatures.
Deckbuilding Application
  • To reduce vulnerability, include artifact and creature based ramp, land recursion, and a lower mana curve.
Limitation
  • While some stax cards are justifiably banned for locking players out, the broader stigma ignores that snowballing midrange decks can equally prevent opponents from making meaningful game actions.
Example
  • In a world where board wipes are absent, a single Wrath of God would feel as taboo as Armageddon does now, illustrating how preparation norms dictate perceptions.
  • A stax soft lock with a 90% win chance feels more objectionable than being behind an aggressive dragon player with the same odds, despite identical comeback potential.
More quotes
  1. Mass land destruction is acutely painful largely because people don't prepare for it, and people don't prepare for it because it's not commonly accepted as a major part of the format.
  2. Frequent board wipes being accepted as a fact of life at most EDH tables isn't some natural fact that got plucked out of the ground wholly formed, and the fact that mass land destruction is mostly absent from EDH tables isn't a natural fact either. The reason why people are frequently prepared for one and frequently unprepared for the other comes down to social factors.
  3. The stax archetype is traditionally all about denying your opponents the tools they need to play the game.
  4. The gameplay goal of [Lantern control] was less to win than it was to prevent the opponent from playing Magic: The Gathering, to assemble a Rube Goldberg machine that could prevent the unlucky opponent from taking any meaningful game action.
  5. Player agency is important in EDH. On this much I agree. It's good when all players get to play a part in an EDH game and it's never a great feeling when somebody feels truly left out of a game. However, over time we as players have developed a skewed vision of what player agency actually looks like.
  6. These situations are identical in terms of ability to perform meaningful game actions. It's just as easy to break out of the stax player's grip as it is to catch back up to the Ur-Dragon player, yet the first one is generally thought of as the much more objectionable one.
  7. A lot of players seem to think of their deck as more of a fidget toy than an actual game piece. You have some sort of synergy thing that your deck is meant to do, and being able to complete a few entirely insignificant game actions on your turn to scratch that brain itch registers as a more positive thing than being able to do nothing at all.
  8. Large portions of Commander decks are snowball midrange in some form or other, decks with abundant tools to keep getting ahead once they're already ahead. Why don't these violate conventions of player agency?
  9. For three mana, [Teferi's Protection] shuts down all board interaction and forms of damaging a player until that player's next turn, with a counterspell being the only possible option for counterplay. It's the sort of effect whose all-encompassing nature would be valid at an inflated mana cost of something like five mana, but instead it's costed at three, the same amount as most board wipe dodges. You get invulnerability as just a little bitty tacked-on side benefit.
  10. Looking at the stax primer from ten years ago is fascinating, as a number of cards listed as stax or stax-adjacent sound weird to a modern Commander player's brain. Edicts are one instance of this, and wraths are another.
Full transcript
A Thought Experiment: Board Wipes as Social Norm

Imagine for a moment that you’ve never heard of a board wipe before, no Wrath of God, no Blasphemous Act, no Toxic Deluge, and certainly no Farewell.
Alternatively, we can imagine that you have heard of these things like you’re vaguely familiar with them, but nobody really plays them because why would you?
That’s not how Commander is played.
We can imagine the resulting environment of decks that commit hard to the board with no fear of punishment, decks that prioritize proactive plans and pushing damage rather than developing slower engines and sculpting a hand.
Players run less ramp and likely less card draw in some cases as well, because there’s less of a need to weave that stuff into the rest of your game plan, and there’s a heavier focus on building an unbeatable board of synergistic nonsense.
So let’s say that’s the universe we live in now.

Now let’s say somebody casts a Wrath of God.
Everybody’s collections of mid-range are wiped out in one fell swoop; backup plans are scarce, hands dwindling in size, and looks of dejection, resentment, and anger even cross the faces of everybody else at the table.
The unspoken rules have been broken, and the format as it was known by these hypothetical people thrown on its head with a single card.
Nobody prepared for this because why would they?
This isn’t how the format is played.

Mass Land Destruction and the Social Contract

Where am I going with this?
Well, one could argue this is very similar to the relationship the current EDH community has with mass land destruction.
Just as there are ways people mitigate board wipes now, there are all sorts of ways you could mitigate the impact of a mass land destruction spell like Armageddon: you could play more indestructible lands, you could diversify your ramp package with creature- and artifact-based ramp, you could place a heavier emphasis on land recursion or run Second Sunrise effects, you could run more extra land play effects and be careful to keep some lands in hand at all times, and you could run lower-curved decks that require less mana to do effective plays.
Mass land destruction is acutely painful largely because people don’t prepare for it, and people don’t prepare for it because it’s not commonly accepted as a major part of the format.

It’s worth keeping in mind that frequent board wipes being accepted as a fact of life at most EDH tables isn’t some natural fact that got plucked out of the ground wholly formed, and the fact that mass land destruction is mostly absent from EDH tables isn’t a natural fact either.
The reason why people are frequently prepared for one and frequently unprepared for the other comes down to social factors.

Are Wrath of God and Armageddon Equivalent?

Now, does that mean that Armageddon and Wrath of God are equivalent cards in some objective sense, sharing a common DNA even if they’re interpreted differently by the people who play EDH?
The answer to that is more complicated than it seems, and I’ll touch back on the question a little later, but I’ll start by exploring the answer that most players would give you: no, they’re obviously not.
Why aren’t they?
Well, lands produce mana, a fundamental resource required for playing the game, whereas creatures are just the guys you hit your opponents with.
If creatures are wiped, players can usually keep casting spells, whereas if lands are wiped they often cannot.

Defining Stax: Resource Denial

To bring a key piece of vocabulary into this, mass land destruction is a form of “stax.” Stax is a broad category of card with conflicting etymological claims that I will not be getting into, but the most basic definition of stax is that it’s resource denial.
A 2013 post on MTG Salvation’s EDH forum lists 14 cards as the universal colorless stax package; of these, four remove lands, four keep lands or other permanents tapped down, three increase the cost of spells, and the other three perform other effects that are broadly in line with the rest of these things.
The common theme is that all but one of these target mana in some way, and it’s also common to see cards that target card draw among classic stax pieces.
Broadly, a stax deck is one that looks to restrict the table’s resources and then break parity on those restrictions, basically, to do something to everybody and then play in a way that isn’t as affected by that thing.
Examples include playing a Winter Orb with a bunch of mana rocks on board, playing a Smokestack with a Bitterblossom on board, and playing mostly creature spells with cards that tax noncreature spells on board.

In common EDH parlance, there are a number of other cards that also fall into the stax descriptor: cards that prevent players from casting certain spells, cards that limit how many spells a player can play, cards that prevent abilities in some way, and even cards that prevent players from using graveyards.
These are also sometimes called “rule cards.” The stax archetype is traditionally all about denying your opponents the tools they need to play the game.

The Lantern Control Extreme and Player Agency

A Modern deck known as Lantern control is the most distilled version of this idea: control opposing draws to prevent them from finding anything useful, prevent the opponent from attacking with a card known as Ensnaring Bridge, and then eventually win with incremental mill or another slow but compact win condition.
As Sam of Rhystic Studies laid out in his video on the deck, the gameplay goal of the deck was less to win than it was to prevent the opponent from playing Magic: The Gathering, to assemble a Rube Goldberg machine that could prevent the unlucky opponent from taking any meaningful game action.
This amplified version of things makes it clear why many stax strategies are taboo in EDH: they are all about restricting the agency of players.

This stands in contrast to the most popular visions for the EDH format, that it’s a palette to be drawn upon, a format where more expressive strategies have room to breathe.
This vision of the format was codified by the RC (rest in peace) in the cards they choose to ban and why.
Sway of the Stars is banned because it nullifies all the gameplay that came before it, making those actions irrelevant; Iona is banned because it has the potential to lock a whole player out of casting spells if their deck is monocolored; a number of other cards are banned for making agency-denying strategies just a bit too easy.
Whether these bans were deserved is outside the scope here, but they do indicate a pattern: player agency is important in EDH.
On this much I agree, it’s good when all players get to play a part in an EDH game, and it’s never a great feeling when somebody feels truly left out of a game.

The Skewed Vision of Agency in Commander

However, over time we as players have developed a skewed vision of what player agency actually looks like.
Being able to perform meaningful game actions is the bar for player suppression when it comes to Lantern control, but when it comes to EDH the definitions are much murkier.
We can think about two different situations in an EDH game as an example.
In situation A, the table is in a soft lock from a stax player with a 90% chance of losing to that player in the next few turns.
In situation B, the table is wildly behind in resources compared to an Ur-Dragon player and has a 90% chance of losing in the next few turns.
These situations are identical in terms of ability to perform meaningful game actions; it’s just as easy to break out of the stax player’s grip as it is to catch back up to the Ur-Dragon player, yet the first one is generally thought of as the much more objectionable one.

One possible reason for this is that a lot of players seem to think of their deck as more of a “fidget toy” than an actual game piece.
You have some sort of synergy thing that your deck is meant to do, and being able to complete a few entirely insignificant game actions on your turn to scratch that brain itch registers as a more positive thing than being able to do nothing at all.
This isn’t some radical observation, but things get a bit uncomfortable when we consider that large portions of Commander decks are snowball mid-range in some form or other, decks with abundant tools to keep getting ahead once they’re already ahead.
Why don’t these violate conventions of player agency?
Shouldn’t decks give opponents more opportunities to catch back up?
I’ve mentioned excessive counts of “win more” cards as a strategic folly in past videos, but isn’t this deckbuilding choice a bit rude as well?
You can say “just play removal,” but that logic works equally well for a stax piece like Ward of Bones as it does for a turbocharged engine like Kamahl, Fist of Krosa, even as the former is going to catch you a lot more side-eye than the latter.

Teferi's Protection, The One Ring, and Hidden Agency Denial

As another example, let’s talk about one of the most agency-denying cards that’s widely played in EDH: Teferi’s Protection.
Being completely disallowed from interacting with a player in any form for a whole turn cycle is wildly disempowering.
A core feature of Magic: The Gathering is that there are different axes on which to attack your opponent, life total can be hit, noncreature permanents can be knocked out with removal, spells can be countered, and creatures can be hit with either removal or by forcing blocks.
Even if somebody plays a fog or counters a removal spell, there is still usually a counterplay that a prepared player can execute; not so with Teferi’s Protection.
For three mana, all board interaction and forms of damaging a player are shut down until that player’s next turn, with a counterspell being the only possible option for counterplay.
It’s the sort of effect whose all-encompassing nature would be valid at an inflated mana cost of something like five mana, but instead it’s costed at three, the same amount as most board wipe dodges, you get invulnerability as just a little bitty tacked-on side benefit.

I have a similar problem with The One Ring.
It’s a powerful draw spell for four mana; it’s indestructible; and it makes a player invulnerable to most forms of life loss until their next turn.
In both cases, these are cards with one primary mode but also a stapled-on effect that dramatically reduces the number of meaningful game actions opponents can take.
People know these cards are strong, but I haven’t seen much complaining about these particular clauses being on these cards, and it’s not hard to guess the reason why: these cards don’t restrict the “fidget toy.” Opponents can still putter around inconsequentially with value permanents even if they’re about to die to a massive turn from the Teferi’s Protected or One Ringed player.

What I’m illustrating with these examples is my biggest issue with the way people talk about stax, and really the term “stax” itself, in the context of EDH: it does a poor job of describing the things people have a problem with, and often excludes a lot of other cards with very similar play patterns.

Board Wipes and Edicts: Stax in a Different Era

Looking at the stax primer from 10 years ago is fascinating, as a number of cards listed as stax or stax-adjacent sound weird to a modern Commander player’s brain.
Edicts are one instance of this, and wraths are another.
These may seem like strange inclusions for a stax-specific guide given the current dominance of these cards and the current unacceptability of stax as an archetype, but in the context of older eras of Commander and 60-card formats it makes a lot of sense.
It’s accepted as a fact of life now that board wipes will be lurking around every corner of a Commander game and that every deck will have one or more of these sorts of tools, but most 60-card games feature decks that have none of these things.
Developing a powerful board in a 60-card format is a genuinely game-winning proposition, and creatures are useful as tools to deal damage to opponents, not just as another permanent type that draws cards or has a cool ability.
Under this previous conceptualization of the game, wiping a board full of creatures is ripping away resources from opponents in the same way that ripping away artifacts is, or maybe even lands.
These aren’t identical, but the parallels are absolutely there.

Another card type that echoes back to my frustration with Teferi’s Protection is defensive cards.
Attacking a player is a game action, and when a Lantern control deck runs Ensnaring Bridge, that is one of the game actions they are looking to curtail.
We can even think about goad, Mound was correct to call it a cousin to stax, as though it does have the escape valve of getting less effective once the table is down to a 1v1, it’s still a form of limiting player agency.

Stax Versus Control: Proactive and Reactive Denial

All of what I just said is fun theorizing, but it doesn’t paint a full picture of stax and what it means for the EDH format, both as a style of card and as an archetype.
The subject of player agency naturally dovetails into a strategy that is very much adjacent to stax: control.
Some of you probably raised your eyebrows at me using Lantern control as an example of stax, it’s right there in the name.
Well, the two strategies are deeply intertwined; they both care chiefly about the range of actions opponents are able to take.
However, there are a handful of commonly cited distinctions between the two.
The most basic distinction is that stax is predominantly permanent-focused, whereas control is typically instant- and sorcery-focused.
This is largely true in that the cards people associate with stax are often permanents and the cards people associate with control often aren’t, but this isn’t a distinction that tells us very much about the game.

A more interesting distinction I’ve heard is that stax is proactive whereas control is reactive.
This isn’t exactly true within the context of EDH, but it’s not true in a very nuanced way that is interesting to explore, so explore we shall.
To start with, when I say stax is proactive and control is reactive, what I mean is that stax plays its answers before problematic spells are cast, whereas control plays its answers after problematic spells are cast, often to counter or remove them.
Neither of these styles are considered proactive in the broader landscape of Magic, but positioning them as proactive versus reactive in comparison to each other isn’t an unreasonable distinction.
On the surface level, there is an undeniable pattern here; a decent portion of stax pieces

#20
DeckbuildingJul 2025200K views

Choosing the Optimal Land Count for Your EDH Deck

All of the Reasons You Should Put More Lands in your EDH Deck
We explain why many Commander decks benefit from higher land counts, focusing on factors like mana curve, draw efficiency, and mana sinks.Using a Ruric Thar deck as a case study, it shows how missing land drops forces decks to waste mana on ramp instead of threats.The deck's 41-land count is a deliberate choice to ensure consistent mana development.We provide a framework for evaluating your own deck's land needs.
Use this in your deckIncrease your land count if you frequently find yourself spending mana on ramp spells just to make your land drops.
RedGreenRampMidrangeMana BaseCurveDeck ConsistencyDesign IntentDeckbuilding Principle
Principle
  • A deck's mana curve determines how many lands it needs: higher curves require more lands to cast spells on time.
  • Missing land drops in high-curve decks forces you to spend mana on ramp just to hit land drops, which should have been spent on threats.
Evidence
  • We found that with 40 lands, we frequently had to use ramp to make land drops, so we increased to 41.
  • Many players slavishly stick to a preferred land count like 36 or 38, ignoring a deck's specific needs.
Deckbuilding Application
  • Track how often you use ramp to hit land drops; if it is frequent, increase your land count.
  • Ensure your land count is high enough to cast expensive draw spells on curve without relying on ramp.
Limitation
  • Decks that aim to win by turn six can run fewer lands because they do not need as many land drops.
  • Decks with a lot of cheap cantrips can run fewer lands because they can easily find them.
Example
  • The Ruric Thar deck averages a nonland cost of 5.33 and has no spells below four mana, so it runs 41 lands to avoid mana screw.
  • Its cheapest draw effects cost four mana and require further hoops, making early land drops critical.
More quotes
  1. I suppose maybe people consider setting the land count of a deck they're adapting to their preferred number as a part of putting their own spin.
  2. I've also seen people react with shock or skepticism when I mentioned that one of my decks has a land count in the 40s.
  3. You don't need to play a land on turn seven if there is no turn seven.
  4. What happens if you draw 10 cards and then end the turn with a hand containing six lands and eight non-land cards? You discard four or five lands. That's what.
  5. When a deck can readily access powerful draw that is a bit mana expensive, running a higher land count is often an all-around win.
  6. Playing a six drop is twice as card efficient as playing two three drops.
  7. I bumped the land count from 40 up to 41 specifically because I had too many games where I was effectively paying mana for land drops that I could be making for free normally.
  8. Running a land count closer to your ideal land proportion in your opening hand gives you more wiggle room to use your mulligans to hunt for non-land cards.
  9. A 32 land deck will often need to play a Bojuka Bog on curve in order to not miss a land drop, and this may end up greatly reducing the effectiveness of the card's ETB.
  10. Some decks care about what's on top of their deck more than others, an attribute that I like to call the krip coefficient.
Full transcript
Introduction

Howdy, folks.
My throat is feeling better, enough to record a YouTube video, so here I am.
I plan to upload weekly for the next month to clear out the backlog of videos I’ve been working on, so hopefully that can fill the deep hole in your heart that I’m all but certain my absence has wrought.
I also have a big video about manabases coming up later this month, and with that in mind I figure I may as well run back through a subject that is near and dear to my heart: land counts.
I did talk about this a bit in my lands video almost a year ago, but there was a bunch of other stuff in that video and my thinking has developed a bit since then, so I figure this piece can serve as a more targeted guide.

The Question and an Example Deck

The question I’ll be looking to help you answer in we i, how many lands should my deck have in it?
And, perhaps more specifically, should my deck have more lands in it?
To help me out with answering this question, I’ll be using a deck I built in March of last year: my R battle cruiser deck.
You can watch the original video about it if you want, but the relevant information for we i that it is a deck with a mana-dork commander, a pile of four-mana ramp spells, and a bunch of six- and seven-drops filling out the rest of the deck, resulting in this deranged mana curve.
It also runs 41 lands.
A bunch of people have made decks riffing off of this deck, which is super cool; I always love to see my decks being an inspiration for people.
What I’ve also noticed, though, is that a common first change for people is cutting three to four lands from the deck.
I guess people must assume that I pulled the number 41 out of a hat, or maybe that’s just my personal preference.
I know I’ve frequently seen land counts referenced online as an across-the-board preference of sorts for people; you’ll see people say that they prefer 35 lands or 36 lands, or that they’re a 38-land sort of person, and other such statements.
I suppose maybe people consider setting the land count of a deck they’re adapting to their preferred number as a part of putting their own spin on it, maybe.
I’ve also seen people react with shock or skepticism when I mention that one of my decks has a land count in the 40s, so maybe people just aren’t sold on a count that high.
Regardless, I want to discuss the different factors that should influence land count, discussing how each of them applied to this deck as an example, and at the end of that process maybe it’ll be a bit more clear why I went with the number I went with, and you might have a bit more insight on how many lands might be right for your deck based on its particular attributes.

Mana Curve: The Primary Influence

For starters, let’s talk about mana curve.
Mana curve refers to the mana costs of the different cards in a deck, and on the most basic level the average mana cost of a deck is an indicator of how much mana that deck needs to do what it wants to do.
As a general pattern, lower-curved decks will want less mana than higher-curved decks and will thus also want a lower land count than higher-curved decks; however, in the context of Commander this is more of a correlation than it is a rule, and there are two main factors that contribute to this correlation.
One of these factors is how quickly a deck is looking to win the game, with lower-curved decks typically winning earlier than higher-curved decks.
Power level and how proactive a deck is will both affect how quickly a deck looks to be closing out games, but regardless, this land count versus win-speed pattern tends to be a reasonably consistent one to see; simply put, you don’t need to play a land on turn seven if there is no turn seven.
Another way that mana curve can influence the number of lands a deck wants is in terms of how accessible the deck’s ways to dig for more lands are.
A deck with lots of low-cost draw and filtering can afford to run a lower land count as long as it can find the colors to cast those digging cards, whereas decks that feature draw and filtering that cost four or more mana will want to run a higher count in order to consistently get enough mana to pay for that draw or filtering, or at least supplement with ramp.
Likewise, decks whose source of dig is more complex, such as a deck that needs both a Garruk’s Uprising and some big creatures to trigger it, will want to be careful to run enough lands to avoid getting stalled out on mana before getting the chance to fulfill the condition that will draw them into more.

Most of my reasoning so far has been in terms of how low a land count a deck can afford to run, but it’s also useful to think about the question of mana curve in terms of how high a count a deck could afford to run.
More complex or mana-expensive forms of draw also typically draw more cards, and if a deck has a lot of heavy-duty draw, such as a green deck running a number of cards that draw cards equal to a creature’s power, it can be possible to run a quite high land count without really feeling negative impacts from it.
What happens if you draw 10 cards and then end the turn with a hand containing six lands and eight non-land cards?
You discard four or five lands, that’s what.
When a deck can readily access powerful draw that is a bit mana expensive, running a higher land count is often an all-around win; either you haven’t gotten enough mana to play the draw yet, in which case a high land count helps you have a higher chance of getting there, or you have played the draw, in which case you’re turning through enough cards to render that slightly increased land density negligible.

Spending Mana and Avoiding Flooding

What this relates to really is how good a deck is at spending its mana.
Let’s think about what we’re worried about when adding more lands to a deck: it’s flooding, right?
We’re worried that we’ll draw a bunch of lands and, instead of having cool, impactful plays to make, will be stuck sitting around with a handful of lands.
This is a valid concern, and one way to mitigate it is to run fewer lands, but another way is to make sure that your deck is consistently able to turn through excesses of mana.
Having a higher curve alone will provide some insulation against getting flooded, since playing a six-drop is twice as card-efficient as playing two three-drops; this doesn’t necessarily mean that you should pump up your curve to avoid getting flooded, but it does mean that drawing a lot of lands will be more problematic for some decks than others.
As far as tools to reduce flooding go, the sort of big draw I mentioned earlier is a fantastic way to improve a deck’s ability to spend mana, and there are a few different options here.
Decks can run a lot of it, decks can run less of it and run filtering or tutors to find their way to it, and decks can also just put it in the command zone.
There are also other ways to improve ability to spend mana; MDFCs can be nice non-land plays if a land isn’t needed, and there are also impactful mana sinks like X-cost and multi-use activated abilities.
Utility lands can be another great way to avoid running out of gas, as long as their abilities are relevant to a deck’s goals.

Putting It All Together: The R Battle Cruiser Deck

So, to pivot over to our example here, how does my R deck do on these criteria that I’ve mentioned?
In terms of mana curve, it has a horrendously high average nonland card cost of 5.33 and nothing below four mana in the 99; its cheapest ways to dig for additional mana are some draw effects at four mana that require additional game actions to actually begin drawing, and I guess some cascade cards on five.
You could say that the deck’s ramp helps it out in terms of getting lands, but this deck would much rather ramp and hit its land drops; each land is effectively worth two mana, meaning that every land drop that this deck needs to ramp out rather than playing normally bears an expensive opportunity cost.
I bumped the land count from 40 up to 41 specifically because I had too many games where I was having precisely this experience, effectively paying mana for land drops that I could be making for free normally.
Okay, so high curve and a high threshold to dig for more lands, these features tell me that a low land count would be tricky to pull off with this deck.
But what about its ability to spend mana in effective ways?
For one, the high curve alone gives the deck a nice boost in maintaining cards in hand; it just can’t play cards very fast early in the game, so its hand size stays big for a while into the game even as it’s spending similar amounts of mana per turn as the rest of the table, and sometimes more.
In addition, though the number of draw spells in the deck isn’t wildly high, like 9 or 10, if I’m being generous about what I consider draw, the deck sees a ton of cards due to the amount of cascade in it, and the fact that several of the draw spells cost four mana means that they pop up reasonably often due to the nature of the mechanic.
Finally, I play a handful of mana sinks such as Captivating Crew for the situations when the deck has an absurd amount of mana but is low on places to put it, and I also have a Panglacial Wurm for when I top-deck a ramp spell and would quite like a wurm to go along with it.
With all of these tools for spending mana, I rarely feel flooded with this deck even though the deck runs 41 lands.

Mulligans, Extra Lands, and Utility Lands

That covers the biggest factors that influence the deck’s land count, but let’s talk about a handful of others that can come into play in certain decks.
For one, the power of mulligans.
You can watch my mulligan video if you want a full rundown of this topic, but the basic gist goes something like this: depending on how they’re built, decks will use their mulligans to find some things more than others.
Some decks will be prioritizing having a piece of ramp in their starting hand, some will prioritize a synergy piece to go with their commander, some will prioritize a low-cost creature, and some will prioritize having three or more lands.
In a probabilistic sense, this is kind of a zero-sum activity; you can only use your mulligans to hunt for so many things, and if you stretch yourself thin on this front you might find yourself dropping down to five-card hands more often than you’d like.
What’s good to keep in mind then is that running a land count closer to your ideal land proportion in your opening hand gives you more wiggle room to use your mulligans to hunt for non-land cards, and 42 is the number of lands in a deck that offers the highest chance for a three-land hand.
My R deck wants a piece of ramp every game without exception, a fairly stringent goal for non-land cards, so running a land count close to this three-land proportion means more three- to four-land hands and more ability to aggressively mulligan for ramp.
Your deck may be more flexible in what non-land cards it wants in its starting hand, in which case a lower land density and a focus on mulliganing for lands may be a more worthwhile plan, but it’s good to consider the trade-offs regardless.

Another reason somebody might want to run a higher land count is that it can allow a deck to have extra lands in hand more of the time.
An obvious application of this is extra-land-play cards; these are often some of the most efficient ramp spells out there, but being able to take full advantage of them requires running a land count high enough to have extra lands in hand.
A less obvious application is that a higher land count gives a player greater control on the timing of when certain lands are played.
A 32-land deck will often need to play a Bojuka Bog on curve in order to not miss a land drop, and this may end up greatly reducing the effectiveness of the card’s ETB; the same goes for Mystic Sanctuary, Mortuary Mire, and Talon Gates of Madara.
Getting substantial utility out of these lands without missing a land drop gets easier the more lands a deck runs.

The “Krip Coefficient”

Finally, let’s talk about one reason a deck might want fewer lands.
Some decks care about what’s on top of their deck more than others, an attribute that I like to call the “krip coefficient.” An example of a deck with a high krip coefficient would be a conventional build of a commander such as Jhoira, Weatherlight Captain; most Jhoira decks run lots of low-cost artifacts, often alongside cost reducers, and then seek to cast a ton of artifact spells in a single turn.
This is a play style that draws lots of cards one at a time and wants drawn cards to be either an artifact or an artifact payoff card, and as a result these decks will generally want to run as few lands as they can get away with.
Storm decks, as many Dargo decks might be considered, care more about the top of their library than just about any other type of deck and will thus usually try to run a very low land count.
A lot of enchantress and spellslinger decks will also rank highly on the krip coefficient, wanting to run as many of their respective card types as possible.
Even my Shorikai slide deck could fit into this mold to some extent with its relationship with cycling cards, though the existence of cycling lands and land-cycling cards makes its relationship with lands quite different than these other decks.
The biggest factor here is that these are high-velocity decks, decks that churn through cards at a fast rate, and also decks that run lots of low-cost cards.
On the other end of things, you’ve got decks with larger-scale draw, particularly ones that have lots of high-cost cards.
My R deck is more on this end of things; it runs a couple cards that draw cards one at a time, like Beast Whisperer and Soul of the Harvest, but outside of top-deck situations with these in play it doesn’t care too much about what percentage of lands it draws.

Conclusion: A Checklist for Land Count

So that’s how I came to the land count in this particular deck: very high average mana cost, a high threshold to access draw, strong ability to spend mana and maintain cards in hand, and a need to mulligan aggressively for ramp rather than for lands.
You can follow a process for this like I did here, and I’m showing a checklist on screen right now that you can screenshot if you like, though this is a rather crude summary that shouldn’t be treated as gospel for every deck.
I should also note that, though I position 35 to 37 as a moderate count with the number of MDFCs.

#21
Meta CommentaryJul 2025186K views

The Ethical Case for Playing Simple EDH Decks

The Strange Ethical Case for Playing Boring Decks
We question whether the hipster ethos of building unique Commander decks is good for the format.We argue that high card diversity causes information overload, especially in pickup games with strangers, making it harder for new and experienced players.Playing simpler or more common decks might be more ethical and lead to greater overall fun.
Use this in your deckLimit the number of obscure cards in your deck to reduce opponents' information overload during pickup games.
Format HealthMeta Trends
Principle
  • Playing highly unique or complex decks in casual Commander can create an overwhelming experience for others, particularly new players.
  • Choosing simpler, more familiar strategies may be a more considerate way to maximize fun in pickup environments.
Evidence
  • A four-player Commander game can feature over 150 unique nonland cards, approximately ten times more than a typical 60-card format duel.
  • The format's rapid release of thousands of new cards each year makes it difficult for even experienced players to recognize every card.
  • Processing unfamiliar cards consumes mental energy that players would otherwise use for threat analysis, planning, and politicking.
  • New players face a steep learning curve as they must digest a huge volume of unfamiliar card text and board state information.
Deckbuilding Application
  • When building for unknown pick-up groups, consciously limit the number of niche or rarely seen cards to help lower the cognitive barrier.
Limitation
  • The creative freedom enabled by Commander's vast card pool is a legitimate and cherished part of the format for many dedicated brewers.
  • The argument is not that players should abandon unique decks entirely, but that they should weigh the social cost of high card diversity in certain contexts.
Example
  • our friend Hans recently built a deck so filled with obscure cards that even we, a Commander expert, could not recognize many of them, illustrating information overload even among veterans.
More quotes
  1. I am an honest-to-god, dyed-in-the-wool EDH hipster.
  2. Is having a weird-off with the table where everybody tries to do the most performatively unusual things actually a good way to play Magic?
  3. Might it even be more ethical, better to one's fellow Magic players, to play a deck that's simpler or does something more common?
  4. Commander offers an elegant one-size-fits-all solution with a broad card pool and a slim ban list.
  5. Pick up EDH can be an absolute information overload, and this broader problem can be broken down into two separate subproblems, card diversity and gameplay diversity.
  6. With Wizards of the Coast increasing the number of brand new cards they print into the Commander format from the high hundreds per year to multiple thousand per year, keeping up even as an experienced EDH player can be difficult.
  7. Getting a foothold in that environment will be a difficult and time-consuming process even in a setting with somewhat consistent decks and players.
  8. [In cEDH,] fewer cards are viable, and that's good, actually.
  9. Whereas in cEDH, there is a smaller group of viable strategies with off-meta tech being a spicy exception rather than the rule, high-power casual is packed to the rafters with off-meta because there isn't a meaningful meta.
  10. I'd also wager that this is where a big dose of frustration comes from in pick-up magic, particularly in games that straddle the line between mid and high power, and where players enter with differing expectations.
Full transcript
The Hipster's Nagging Doubt

I am a hipster.
I am an honest-to-god, dyed-in-the-wool EDH hipster.
I like to play weird, unusual decks that do weird, unusual things with weird, unusual cards.
The idea that I might be playing a deck that does something nobody has done before is extremely cool to me, and that specific task is something that is far more possible to do in EDH than in just about any other format.
The format has a card selection that's almost as wide as Vintage is; it has thousands of different options for commanders.
The fact that it doesn't have a single set power level means that no deck is fully squeezed out as long as you're willing to shop around for an appropriate table to play at.
The level of freedom that the format offers to deck builders can be genuinely overwhelming for the people who aren't used to that, but for the most dedicated brewers of the world, it's basically one big playground of possibilities.
Do you have a funky vision you want to realize?
EDH can absolutely accommodate that.

I do firmly believe all that about the format, and I have long had the goal of pushing the envelope on how weird and niche casual EDH can get.
But for the past couple months, I've also had a nagging thought.
Is the version of the EDH format I'm describing actually a good one?
One that leads the most people to have the most fun?
Is having a weird-off with the table where everybody tries to do the most performatively unusual things actually a good way to play Magic?
Might it even be more ethical, better to one's fellow Magic players, to play a deck that's simpler or does something more common?
So, here, I'm going to explore that nagging doubt.
But first, I need to lay out a bit of context.

The Pickup EDH Context

The period between 2002 and 2011 saw the EDH format grow from a scarcely known novelty to a format Wizards of the Coast was willing to print cards specifically for.
A big step in this process was its adoption as a casual pick-up format among Pro Tour judges, with the late Sheldon Menery effectively serving as the format's guide and foremost advocate during this period and beyond.
The appeal here is clear; it was a more casual way of playing that could manifest at events once the more cutthroat 1v1 matches of the day had been concluded.
Even after the first precons were released, this culture of pickup games remained strong across the format.
Anecdotally, I played a decent amount of Commander during downtime at local limited and standard events in 2014 and 2015, and it just made sense as a format to play when people were looking for a bit of variety.
In his article for Polygon a few years back, Charlie Hall highlighted some of the appeals.
If a handful of people want to play a game of Magic, rather than figuring out an appropriate format to play or double-checking that a couple casual decks are built under similar ethos, Commander offers an elegant one-size-fits-all solution with a broad card pool and a slim ban list.

Though EDH has since become its own main event in most cases, played among friend groups and in dedicated leagues at local game stores, there are visible indications of the lingering influence of pickup games in the direction Wizards of the Coast has taken with the products they market to Commander players.
While they used to sell a product called Deck Builder's Toolkit as a way for casual players to build their first deck on their own time, these got phased out a few years ago to be replaced with greater Arena support and more products for Commander, the now de facto casual format of paper magic.
Relevant to my point here, most of these products are preconstructed Commander decks, which are ready to play out of the box.
If you're sitting in a game store and a few other people start to play Commander, you can walk up to the counter to buy a precon and some sleeves, and you'll be good to go in a few minutes, assuming you have a couple helpful compatriots to help you sleeve up.

Now, at this point you may be saying, "But Alex, how is this relevant?" Well, let's take a minute to think about the pickup EDH experience, where you sit down to a table and start up a casual EDH game with three unfamiliar opponents who are playing largely unfamiliar decks.

Information Overload in Pickup Games

Put simply, it can be a little overwhelming sometimes, and I'm speaking purely from an information standpoint.
With the format being slow and four-player, the board gets gradually clogged with increasing numbers of assorted permanents of various stripes, with the purpose of any single one being potentially unclear.
And this is EDH in the year of our Lord 2024, so all of these have a lot of text, too much text, some might argue.
With thousands of Commander options, there's a good chance of at least one of these at the table being one you haven't played against.
Knowledge of how your opponents plan to win will likely be incomplete at best, and next to nonexistent at worst if nobody bothered to pose that question to the table.
Pickup EDH can be an absolute information overload, and this broader problem can be broken down into two separate subproblems: "card diversity" and "gameplay diversity."

Card Diversity as a Barrier

As far as card diversity goes, the EDH format has tens of thousands of cards available to it, and a much less restrictive ban list than Legacy, which otherwise shares a similar card pool.
Not only this, but since the format is 100 card singleton, seeing any singular card in a deck gives far fewer implications for what the rest of the deck might contain compared to other formats, and also results in far more unique cards in each deck.
Multiply this by three to account for the multiplayer aspect of the format, and there will be a lot of cards to keep track of just as a baseline.
Traditionally, veterans of a given format will be better able to keep up with different things opponents are playing due to wider card knowledge, but with Wizards of the Coast increasing the number of brand new cards they print into the Commander format from the high hundreds per year to multiple thousand per year, keeping up even as an experienced EDH player can be difficult.
My friend Hans built a funky new deck recently, and even as somebody who basically thinks about EDH as a profession, there were a surprising number of cards from this deck that I had no familiarity with whatsoever.
In a game with several decks containing unfamiliar cards, just processing these new pieces of cardboard and figuring out how to play against them in real time can eat up precious mental energy that could otherwise go toward planning future turns, politicking, and performing threat analysis on other cards.
And that's with a group of experienced players.

The new player in EDH is a whole different beast.
While the number of different non-land cards in opponent's decks in a 60-card 1v1 format might be somewhere in the 15 to 20 range, in EDH that number might be 10 times that amount.
Getting a foothold in that environment will be a difficult and time-consuming process even in a setting with somewhat consistent decks and players; in an environment with rapidly changing decks and players, this is amplified.
I'm not saying it's impossible.
There are plenty of magic players who have learned the game through EDH, and I'm sure there are some who even thrived in this high-stimulation, information-dense environment.
There are also likely plenty of people who learned the format somewhat more gradually, but who had plenty of fun throughout the whole process, even if they weren't keeping up 100% the whole time.
I certainly don't think it's worth anyone's time and energy to push players away from the Commander format; it has clearly taken a hold of casual magic, and there are lots of aspects of it that are likely fun for newer players.

What I am saying, though, is that increasing the card diversity of decks does meaningfully increase the length of time it'll take for a new player to get a foothold within the format.
When I made my video about cEDH a few months back, I got a number of interesting comments from people who prefer competitive EDH specifically because there are fewer viable cards in the format that require keeping track of.
A few of these were people who had jumped straight into cEDH from a 60-card format or a different card game entirely, and this makes sense on some level.
If you're looking to play Commander seriously, and you don't want to have to bother with learning the thousands upon thousands of cards you might see in casual EDH, cEDH is a nice alternative.
It may even be, as a casual EDH player in the comments pondered, a smoother experience for those wanting to play Commander with strangers for more reasons than one.
I see this as the most reasonable response to my main gripe with cEDH.
Yes, fewer cards are viable, and that's good, actually.

Gameplay Diversity and Threat Assessment

The issue of the EDH format's card diversity is compounded when decks are equally diverse in their play patterns.
The origins of the format were people throwing together their bulk cards they couldn't play in Standard and playing them under the banner of a commander that was vaguely related at best, and this likely resulted in unfocused blobs of mid-range being a dominant deck type, maybe with some funky synergies coming to the fore here and there.
And as a casual pick-up format, this makes sense.
If decks are built more to produce relaxed games and showcase unusual cards than to win, the presence of those cards can take center stage.
Like, sure, you might have to refresh yourself on what Frailly Supplicant does, but it's probably not going to rapidly spell your downfall.
However, as decks have gotten more streamlined and have started to accomplish increasingly specific tasks increasingly quickly, lacking knowledge of the ins and outs of what your opponent's deck is doing starts to become more of a problem.
As you might expect, this effect also scales with power level up to a certain point.

If you're playing against unaltered precons, you can usually at least assume there will be some sort of synergy-based mid-range thing going on along with a couple predictable side synergy packages.
If you're playing against a handful of mid-power mid-range decks, there will likely be less certainty and more surprises, but you still can probably get at least a rough idea of what's going on without knowing the opposing decks.
However, it's the power level I'd describe as "high-power casual" where things start to feel really weird when playing with strangers.
Infinite combos, locks, and back-breakingly powerful value engines get assembled on a whim, and with only relatively subtle hints to indicate their approach.
Whereas in cEDH, there is a smaller group of viable strategies with off-meta tech being a spicy exception rather than the rule, high-power casual is packed to the rafters with off-meta because there isn't a meaningful meta beyond some archetypes being a bit more popular than others.

Now, I do love me some high-power casual, and I can even see a sort of weird allure in playing with unfamiliar people and unfamiliar decks.
It's a zany, explosive form of magic where games are often quick and where there's a ton of sleuthing the ins and outs of opposing decks that happens on the fly.
But I'd also wager that this is where a big dose of frustration comes from in pick-up magic, particularly in games that straddle the line between mid and high power and where players enter with differing expectations.
If everybody is already needing to process the cards and decks of three different opponents, and they don't know the cohesive plan of any one opponent, let alone three, well, this is an environment where it's very easy to slip through a power play that opponents just aren't equipped to challenge.
Sure, one could argue just hold up removal, but that misunderstands the nature of threat assessment.
If I know my opponent's decks, I can think to myself, "Okay, I'm 90% sure player A doesn't have the pieces to combo off on their next turn, and player B should be two mana short of a game-winning spell." And then decisions can be made on whether to hold up interaction based on if I have other useful plays to make that outweigh that risk.
But, if instead of being 85% sure it's safe to tap out, I have no firm estimate whatsoever, what exactly am I supposed to do?
Hold up mana every turn?
The answer is probably hold up mana when it's nice to do so, and don't when it's not, and maybe do my best to follow context clues; but then on some level it's just a random luck check for whether or not I lose to some right?
This effect is unfortunately amplified the more unique ways of gaining advantage and winning exist within a game.
You can keep track of some number of cards commonly associated with combos, but when decks have plans that are weird or unconventional, there will be plenty of things that slip through the cracks.
In competitive terms, you might call this "brewer's advantage," but in a casual context, it can create dynamics that aren't necessarily positive for everybody involved.

The Playgroup Contrast

With all that in mind, it might make sense that the experience that gave me my love for weird offbeat EDH decks was actually an environment that had basically none of these problems.
From the fall of 2019 to the summer of 2021, my playgroup of five people played about 200 games with a set of 10 budget decks, with each deck seeing an average of one major rebuild over the course of those two years.
Though several of these decks were quirky and evocative, and though the card choices in them got pretty funky, the fact that we were exclusively playing with these 10 guild divided decks meant that the plans for each deck and the cards used within those plans became all but public knowledge.
Multiple players basically learned the game through this pool, and despite the diversity within the pool, this was an ideal environment for that.
You could learn the game pieces and what each deck was doing reasonably easily, and even if you'd forgotten something, other players at the table were li.

#22
DeckbuildingJul 2025164K views

Reducing Dead Draws in Commander Deckbuilding

Snail's Guide to Drawing Less Junk
We explain how to minimize dead draws among non-land cards in Commander decks.We emphasize building synergistic decks, carefully evaluating subtheme support, and using a tagging system to track card interactions.The key is to ensure each card is useful in multiple situations and supported by enough other cards.
Use this in your deckTrack card synergies with a category system and cut those that will be dead draws in more than one out of four early games.
SynergyDeck ConsistencyCard EvaluationDeckbuilding Principle
Principle
  • Dead draw mitigation starts with evaluating a card's standalone function and its synergies.
  • Commander's higher life totals and multiple opponents make synergy essential, as cards must combine to produce sufficient impact.
Evidence
  • A deck of 35 Swamps and 64 Rat Colonies demonstrates that perfect synergy and task uniformity remove dead draws entirely, at the cost of strategic flexibility.
Deckbuilding Application
  • Label cards with categories like Flicker, ETB, or Graveyard Enabler to evaluate how many other cards they synergize with across game states.
  • For each card, consider the situations where it is powerful versus dead, and estimate its dead draw percentage based on your deck's composition.
Limitation
  • Subtheme cards like Metastatic Evangel can become dead if reliant on an easily removed commander or if they only interact with a small fraction of the deck.
Example
  • In a Kyler humans deck, Copper Coat Vanguard remains useful with any human board state, whereas Increasing Devotion requires specific enablers like Kyler or anthems to avoid being a poor draw.
More quotes
  1. In the worst case, you've got the dead card: a card that you draw and it doesn't do anything meaningful whatsoever.
  2. Drawing a land when you don't want one, or not drawing a land when you do, will always be a struggle.
  3. An exclusively rat colony and swamp deck has an exceptionally specific game plan with little to no flexibility.
  4. EDH as a format encourages synergy. And by synergy, I simply mean cards doing more together than they do on their own.
  5. This is the case because the format is 40 life instead of 20 and has three opponents instead of one.
  6. Paired with the commander, [Metastatic Evangel] can turn powerful plays into utterly earthshattering plays, but it also doesn't do much to smooth over [the commander's] weaknesses.
  7. When I'm building decks, I'll typically keep track of support for different themes and sub themes via [Archidekt's] category system.
  8. Quadrant theory exists to make sure that you're thinking about all of the situations a card might exist in, not just the ideal ones.
  9. This concept was originally designed with limited formats in mind, where cards are typically simpler and players tend to be on the lookout for narrow slivers of advantage.
  10. [Drakuseth, Maw of Flames] is a good symbol of what this deck is best at. It's just always decent.
Full transcript
The Nature of Dead Draws

Magic: The Gathering is a card game where cards are drawn from a deck, and this naturally introduces a certain amount of randomness.
Sometimes draws are good, other times they're less good; I imagine this isn't news to you if you play this game a lot, either that or you've had a luck streak worthy of legend.
In the worst case, you've got the dead card, a card that you draw and it doesn't do anything meaningful whatsoever.
To some extent, this sort of draw is just a fact of life, and it's not something you're going to be able to fully avoid.
Drawing a land when you don't want one, or not drawing a land when you do, will always be a struggle.
And though MDFCs, utility lands, and other tools can mitigate some of this unfortunate variance, it will always be a somewhat present force.
But what about among non-land cards?
Well, the number of non-land draws that end up being more or less dead can vary immensely deck to deck, and this number will often result from the specific choices that went into the deck building process.
So, here, I'm going to go through the sorts of cards that often end up being dead draws in a deck and how to make your deck play more smoothly without harming the things you enjoy about it.

A Deck With No Dead Non-Land Cards

To start with, let's talk about an example of a deck with more or less no dead non-land cards: a deck with 35 swamps and 64 rat colonies.
All of this deck's non-land cards synergize with each other, and you'll generally never draw a card and have it be entirely useless.
However, this obviously comes at a cost.
An exclusively rat colony and swamp deck has an exceptionally specific game plan with little to no flexibility; either a board with a moderate number of high power, low toughness creatures wins you the game or it doesn't.
I choose this example not as a point of aspiration, but rather as an indication of what reduces dead draws.
These rat colonies have no variation in the tasks they perform, all creatures that can beat down opponents, and they also all synergize with each other.
So, the start of dead draw mitigation starts by paying attention to these two things: what does a card accomplish, and what else does it synergize with?

Synergy and Dead Draw Mitigation

Let's start by discussing the latter.
EDH as a format encourages synergy, and by synergy, I simply mean cards doing more together than they do on their own.
This is the case because the format is 40 life instead of 20 and has three opponents instead of one, conditions that necessitate that gameplay be volumetrically larger; you simply have to have more stuff going on.
Obviously, the most simple version of this is the rat colony example: your deck is made up of a creature that will have more power the more copies of it that are in play.
But this isn't enough volume for a lot of EDH games.
So let's take the example of a somewhat larger lad: Kyler, Sigardian Emissary.
Kyler is a five mana 2/2 that gets a +1/+1 counter whenever another human enters and gives your other humans +1/+1 for each of those counters.
So, this is a commander who can dramatically power up a board of humans if left unchecked, but whose high mana cost and small starting stat line make him a bit of a removal magnet.

Naturally, the primary synergy package here is humans, but different cards have different profiles of the situations in which they're good.
Copper Coat Vanguard is good as long as you have other humans, a pretty decent assumption for a humans deck, and also gives the commander a bit of extra protection.
This card should rarely feel useless and could even be a pretty solid anthem if there are tokens out.
That brings me to another card: Increasing Devotion.
This is a large-scale token creator, and this one is slightly more complicated in its power profile.
It's fantastic if you currently have Kyler on board plus some other humans to swing with, it's decent if you have some other human ETB effects on board like Lossarnach Captain or Champion of the Parish in play, also decent if you have an anthem at the ready to pump them up in size, and pretty mediocre if you have none of these support cards.
The flashback prevents it from ever feeling truly horrible, but it might be a passable play at best if you have neither the commander available nor any of the 15ish cards in the deck that can amplify this card up to being a decent play.
Most of the popular synergy cards for a Kyler deck will do things with humans, and with some exceptions, most of these will be pretty okay.

However, synergy can go a bit deeper; you can venture into the magical world of sub-themes.
Take +1/+1 counters.
The commander uses them, and the average Kyler deck has around 12 cards in the 99 that also feature +1/+1 counters.
So, some players choose to add Metastatic Evangel, a card that proliferates whenever another non-token creature enters under your control.
Paired with the commander, this card can turn powerful plays into utterly earth-shattering plays, but it also doesn't do much to smooth over Kyler's weaknesses; if he gets removed, the counters go with him.
Put into the average Kyler deck, this card benefits 12 other cards, which isn't nothing, but also isn't great.
Paired with its somewhat ephemeral support of the commander, I'd skip this card personally.
Now, does this mean our Phyrexian cleric friend belongs in no decks?
Not necessarily.
Some players might be running larger numbers of +1/+1 counter cards than the average player does, and others might be building the deck in a way that's likely to keep Kyler around more of the time.
This card might even be a star player in some of these decks.
It's certainly not a "bad card," but these are the sorts of considerations you should be making when you're deciding whether or not to add a synergy piece.
How often will it be in a situation to support other cards, and how substantial will that support be?

Tracking Support with Architect's Category System

When I'm building decks, I'll typically keep track of support for different themes and sub-themes via Architect's category system.
I'll have the baseline categories I put cards into, but also secondary categories for things like flicker, ETB, graveyard enabler, graveyard payoff, and so on.
When I'm adding cards and trying to flesh out a list, I'll be mostly viewing the deck on the primary categories tab to keep things visually neat.
But as I start to prune and sculpt the list, I'll start bouncing back and forth between that and the multicategory tab and see if the various parts of my deck have the right amount of support.
This multicategory approach is also nice for evaluating individual cards because I can immediately see and be reminded of all of the reasons I included a particular card, which also indirectly tells me the situations in which a card will be useful.

As an example, let's take a card in a subtheme-heavy Phyrexian deck I recently built: that of Rebirth.
The categories here tell me that it's a source of value that's payoff for having things in the graveyard.
So, as a baseline, I can check how much stuff I have that helps me get things into the graveyard with a focus on creatures since that's what this can reanimate.
However, the other categories also tell me things about this card; it will be stronger alongside counter amplifiers like proliferate cards, and it'll also be stronger when I have untap effects on the field.
It's also an artifact and a low-cost one at that, so it'll synergize with several other cards for that reason alone, and those cards are already helpfully organized into a category for me to check on.
I can think about all the other combinations of cards this card may or may not be on the field with, and based on that, I can approximate roughly how often this card will be useful and roughly how often this card will be dead.
The answer for this card is that it'll be dead some modest percentage of the time in the early game, maybe 25% of the time, but there are also situations where it'll be very powerful due to other supporting pieces being around.
So, I've currently deemed it worth staying in.
I also love the art and flavor of the card, which does end up being a non-negligible factor for a lower power deck like this.

So, that's synergies, but that's only one part of what makes a card dead or not dead.
Another big factor to keep in mind is what stage of a game a card is useful in.

Quadrant Theory and Situation Analysis

And before I get into that, I briefly want to introduce a concept: quadrant theory.
This sounds complicated, but it's basically just a way of analyzing different situations in which a card could be played.
A basic example goes something like this: we have this four-quadrant box, and in this case, we'll choose to label the top side based on the size of an opponent's board and the left side based on the size of my board.
Now, let's consider the card Teleportal.
How is this in different situations?
Well, if we both have small boards, this card sucks, not many creatures to affect and not many creatures to get past.
If I have a small board and my opponent has a large board, this is still pretty bad, but maybe there are some niche scenarios where it lets me get in for the last couple points of damage after my opponent has stabilized against my aggression and it can be cast single target for two mana in a pinch.
If I have a large board and my opponent has a small board, the unblockable isn't doing much, but at least I'm getting a power buff on all my creatures.
Where this card is a straight-up banger is when we both have large boards; this is the sort of situation where I'm probably praying for this card as a top deck since it's getting maximum effect.
This concept was originally designed with limited formats in mind, where cards are typically simpler and players tend to be on the lookout for narrow slivers of advantage.
Fundamentally though, quadrant theory has a straightforward and universally applicable purpose: it exists to make sure that you're thinking about all of the situations a card might exist in, not just the ideal ones.

A variant of this might be to analyze a card based on the stage of the game we're in.
Take a card in a mid-power deck.
How is that card in the early game?
How does it fare in the midgame?
Now, decks will typically gain more card advantage over the course of the game, so it's fine to weight your analyses a bit more heavily toward the later parts of the game as long as you have the support to get there.
But you should still consider different versions of that late game.
There will be the version of the later game where you're hitting your stride without setbacks, but what happens if a board wipe is played?
How about if you have your board, but your life total has been taxed heavily by a more aggressive deck?
How about if a mid-range opponent is pulling far ahead and you need to either kill some key permanents or heavily diminish their life total?
Different games will demand different things, and you should figure out how your different cards play in those different games.

Game Stage Analysis in the Rata Deck

For a simple example, let's talk about my Rata deck, a deck designed to be as resilient and consistent with its gameplay as possible.
It typically curves mana dork commander into four mana ramp spell into six and seven drops with the goal of continuing to ramp and eventually getting to 20 or more lands.
With that in mind, let's talk about a couple cards that are present here.
Drakuseth, Maw of Flames is a seven mana 7/7 flyer that deals four damage to one target and three damage to two targets when it attacks.
Oddly, this is a card that I'm actually most excited to see early, as landing it on turn four onward can be a pretty backbreaking opener if it doesn't get removed due to its sheer power as a removal engine.
However, it's still plenty solid as a top deck later in the game, what with its good flying statline and attack ability that remains respectable even if the creature size game has been heating up a bit.
This sort of card is a good symbol of what this deck is best at; it's just always decent.

For an example with a decidedly different power profile, let's consider a different card: Captivating Crew.
Now, this card is pretty bad in the early game.
Four mana to threaten an opposing creature is just never what I want to do with my mana in the first six turns of the game, and I'm rarely all that happy when my turn four or five cascade card pops out this treason-triggering troop rather than a ramp spell.
However, what keeps me from cutting the card is its sheer versatility in the late game.
As long as I have enough lands, it almost always feels good.
If I'm ahead on board, I can pull the last two or three blockers out from under an opponent and smack them down before they have the chance to stall things out.
If I'm behind on board, it often means that I had a more aggressive but worse scaling roll-out in the early game, in which case I can often leverage opposing life totals to get some favorable jump blocks or at least utilize some abilities on opposing creatures.
If the board is in a state of parity, it's the best of both worlds; I can nab my opponent's best threats and turn a five-attacker, five-blocker standstill into an 8/2 or 9/1 smackdown.
I was a bit hesitant to add this card to the deck initially, but the sheer consistency with which it feels great in the late game has made it one of my favorite top decks.

Playing Highly Specific Cards Responsibly

So far, the lesson of we have been more or less: be careful with cards whose use cases are highly specific.
But I can already hear some of you saying, "But Alex, I want to play those cards.
You're describing a lot of my favorite cards.
Are you telling me I need to cut those?" And the secret third part of we i that you can play those cards, and you can do it fully responsibly, but doing so requires one specific thing: card selection.
This may be achieved by playing lots of filtering or by playing a generally high-velocity deck, but the basic principle is simple; dead cards won't matter as long as you simply see more cards.
A basic example of this might be an ongoing source of draw.

#23
DeckbuildingJul 2025146K views

How to Use Card Categories in EDH Deckbuilding

The Most Forgotten Part of EDH Deckbuilding
Categorizing cards into core functions like lands, ramp, draw, protection, and interaction clarifies a deck's structure and reveals its strategic shape.A separate 'theme' category early on can mislead, as many theme cards should overlap with core roles.Ramp and interaction categories must be tailored to the deck's specific timing and goals to avoid inefficient choices.
Use this in your deckBefore finalizing your deck, ensure every nonland card contributes to at least one core function: ramp, draw, interaction, or protection.
MidrangeInteractionMana BaseCurveDeck ConsistencyDeckbuilding Principle
Principle
  • Categorizing cards into core functions (lands, ramp, draw, protection, interaction) reveals the deck's fundamental shape and primary game plan.
  • Ramp and interaction categories should be defined based on what they accomplish for the deck's specific strategy, not just by card type.
Evidence
  • Standard starting counts (35-40 lands, 15-20 removal, 13-18 draw, 7-12 ramp, 3-8 protection) leave almost no room for pure theme cards without overlap, illustrating the tight slot budget.
Deckbuilding Application
  • Always include a card in a core category if it performs that function, even if it also fits a theme; use subcategories for theme identity.
  • When building ramp, ask whether the deck needs to accelerate to specific mana values by certain turns or just scale into larger spells.
  • Treat interaction cards as tools to set opponents back; recognize that different interaction types (counters, fogs, removal) serve different purposes and cannot fully substitute for one another.
Limitation
  • Creating a discrete 'theme' category too early leads to overvaluing cards that do not contribute to core functions, causing decks to lack necessary mana, draw, or interaction.
  • Rigid non-overlapping categories cause bloat; overlap between categories is essential for a streamlined deck.
Example
  • A two-mana rock like Worn Powerstone functions as ramp only if the deck's acceleration goal is not to reach four mana quickly.
  • Murder can stop combos or clear blockers, but Fog excels defensively while being useless against value engines, showing why interaction categories must be tailored.
More quotes
  1. If somebody asked me for healthy starting ranges for their core categories for a bog standard EDH deck, I'd say something like 35 to 40 lands, 15 to 20 pieces of removal equivalent, 13 to 18 pieces of draw, 7 to 12 pieces of ramp, and 3 to eight pieces of protection.
  2. What you may notice about that is that if you go on the higher end of each of these values to be safe, that adds up to 98 deck slots. You got a whole one left over to work with after these core categories.
  3. The implication here is that cards that don't fit into one of these categories are inherently charging your deck an opportunity cost, and you should keep that in mind when deciding how many of them to have.
  4. I've seen a lot of guys recommending people include a category such as theme as a discrete entity alongside these other sorts of function categories, at least in the early stages of deck building, and I simply cannot recommend that as a general practice.
  5. In most successful decks, a large number of these theme cards will also be accomplishing the other core tasks I mentioned earlier: mana acceleration, value generation, protection, and ways to slow opponents.
  6. The card Murder performs one game action, destroying a creature. But this game action can accomplish a number of different tasks.
  7. [Because interaction serves multiple roles,] your instinct might be to back away from this fact and pretend it doesn't exist. But for purposes of categorization, all this means is that in lieu of perfectionism, we can focus on building categories that are flexible and work with our deck's needs.
  8. Protection plus counter spells and removal plus defense. This might sound odd at first, but it makes some sense if you think about all interaction in terms of how proactive versus reactive.
  9. I'll often include graveyard exile in a removal stacks or general interaction category because most decks won't gain anything by granting this necessary tool its own category.
  10. Worn Powerstone isn't a ramp spell if you're playing a Grenzo deck because it's fun to speak in cryptic absolutes. But what I really mean is that if your acceleration category is mainly intended to get you to four mana a turn early, Worn Powerstone doesn't fit that function and thus probably isn't worth playing unless you can find another purpose.
Full transcript
A Typical Deckbuilding Evening

Let's say it's a lovely Tuesday evening and you're out there living your best life, building a new commander deck from the comfort of your couch.
You start by finding cards; maybe they're from EDRE, maybe they're from Scrifall Searches, and maybe they're from your friend Brad, who happens to be an expert on four-toughness creatures.
Regardless, you're finding lots of cool stuff for your deck, and you're tossing them into some sort of deck building website, watching them neatly segregate themselves by card type before your very eyes.
This is fine at first, but over time, things will start to get a bit muddier.
You know the numbers of the card types, which will be helpful for some decks, but additional information is hard to come by.
What if you need to know how much low-cost ramp you have to decide on how many higher mana cards you can support?
What if you need to know how many cards allow you to cast things from outside your hand for the purposes of Flaming Tyrannosaurus?
What if you're trying to make sure that you've got the right number of things to slow down opponents and protect what you've got?
This is where categorizing starts to become really useful: you can lump a specific group of cards into their own little bucket and keep track of them that way.
Though a lovely tool on the surface, categories can range a bit in their usefulness.
They can be a helpful tool in deck building, but they can just as easily add more confusion than they elucidate or even lead players down unfortunate deck building paths all on their own.
So, here, I want to talk about what categories accomplish and how to get the most utility out of them in deck building, as well as how some people are setting back their own decks by using them wrong.
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And thanks to Void Monster for sponsoring this piece.

What Categories Accomplish: Core Tasks

Okay, so the first thing categories do is capture the core tasks that the cards in your deck are performing and allow you to specifically look at these subsets.
I always start out with categories of card that most decks will want at least some of, principally "lands," "ramp," "draw," "protection," and "interaction." These categories are useful because, all on their own, they start to paint a picture of the shape of what a deck is doing.
If a deck runs a lot of lands and ramp, I know I'm going to be looking at a big mana mid-range deck that's looking to outscale its opponents.
If I see a deck that's lower on cards intended to interact with opposing plays and higher on protection, I know I'm going to be looking at something that's faster and more proactive.
I'm going to get more into constructing these categories and when to break them up, but first, I want to lay out a cautionary note.
I've seen a lot of guys recommending people include a category such as "theme" as a discrete entity alongside these other sorts of function categories, at least in the early stages of deck building, and I simply cannot recommend that as a general practice.
This is a somewhat misleading piece of advice because in most successful decks, a large number of these "theme" cards will also be accomplishing the other core tasks I mentioned earlier: mana acceleration, value generation, protection, and ways to slow opponents.
There may be some cards that only do their theme, such as one mana birds in a safara deck or muroke lords in a hackball deck, but a whole lot of other theme cards will often be contributing to one of these core categories.
If somebody asked me for healthy starting ranges for their core categories for a bog standard EDH deck, I'd say something like 35 to 40 lands, 15 to 20 pieces of removal equivalent, 13 to 18 pieces of draw, 7 to 12 pieces of ramp, and 3 to 8 pieces of protection.
What you may notice about that is that if you go on the higher end of each of these values to be safe, that adds up to 98 deck slots; you've got a whole one left over to work with after these core categories.
This is not to say that you necessarily need these numbers in every deck or that there won't be overlap between categories, but the implication here is that cards that don't fit into one of these categories are inherently charging your deck an opportunity cost, and you should keep that in mind when deciding how many of them to have.
With that out of the way for now, let's get into the meat of these core categories because there can be nuances in what a category should cover.

Lands: The Simple Foundation

Lands are the simplest because the deck building role lands generally matches up one to one with the card type of land.
You can make an exception for non-mana producing lands such as glacial chasm or specific centerpiece lands like Mesa's End since these won't be producing mana as their primary function.
But for most other cards, I keep them categorized as a "land" first and foremost with any other functions entered as subcategories I can look at later.
In this case, the utility of including or excluding lands from your lands category comes from how you use that category.
As long as the cards in your lands category are cards that you personally consider a land drop, you can do some math on the resulting number and figure out how successful you'll be at making it up to your higher costed spells.

Ramp: Varying with Purpose

Speaking of which, let's talk about ramp.
This is one of the trickier core categories because it can vary so much.
Most decks want some of it; some decks want a lot of it; a handful of decks won't want much at all.
So, when constructing your ramp category, you should be asking yourself, why am I ramping?
If your ramp is geared to hit specific cards a turn early, you'll want to be specific with the curve of your mana, and it even might be worth including ritual style cards that can give temporary mana in some circumstances.
By contrast, if your ramp is generally geared toward increasing the volume of your mana without specific timing goals, less card efficient options like smaller ramp and ritual style cards won't make as much sense, and bigger options will likely work out.
You'll sometimes catch me saying something like, "Warn Power Stone isn't a ramp spell if you're playing a Cranco deck," because it's fun to speak in cryp absolutes; but what I really mean when I say that is that if your acceleration category is mainly intended to get you to four mana a turn early, Warn Power Stone doesn't fit that function and thus probably isn't worth playing unless you can find another purpose for it.

Interaction: Proactive vs. Reactive

The same goes for interaction, which I choose to define here as cards that exist to set opponents back in some way.
The card murder performs one game action, destroying a creature, but this game action can accomplish a number of different tasks: killing a big attacker, clearing out a blocker, stopping a combo, taking care of a value engine, eliminating a stacks piece, and so on.
This fact gets a bit more puzzling when we consider that there are lots of cards that perform some of these tasks, often better than a murder can, but can't perform others.
Fogs are great defensively and even against some combos, but they're useless for slowing opponents down.
Counter spells will be good at protection and combo breaking, but the timing will restrict their usefulness in limiting opposing value, and they can't deal with things already in play.
Your instinct might be to back away from this fact and pretend it doesn't exist, but for purposes of categorization, all this means is that in lieu of perfectionism, we can focus on building categories that are flexible and work with our deck's needs.
One categorical starting point I've used before is having two slightly fuzzy buckets: protection plus counter spells, and removal plus defense.
This might sound odd at first, but it makes some sense if you think about all interaction in terms of how proactive versus reactive it is.
Protection is very proactive in the sense that it purely supports your own game plan and involves thinking ahead toward possible issues, and counter spells are similar but with a bit more flexibility to hit opposing threats.
Removal of all types will be a bit more reactive since it gets played after a problem card has resolved, though since it can target value engines, it could still play more of a calculated long-term role in a deck.
Defensive cards like attack and damage prevention are the most reactive in my mind since they're a thing whose only purpose is preventing a player from losing, the final line of defense in an EDH game.
With these different types of cards laid out, the two buckets approach basically just draws an arbitrary line somewhere in the middle of the spectrum of tools, though it might be useful to get more specific.
If you have a deck that cares about a particular interactive tool like defense or stacks to hinder things that might otherwise give you problems, give it a category.
If you have a deck that cares about protection, definitely give it a category; it'll be good to keep an eye on.
Putting this extra thought into categories will also give you a better idea of what your deck does or doesn't need.
I'll often include graveyard exile in a removal stacks or general interaction category because most decks won't gain anything by granting this necessary tool its own category.
This won't be the case for all decks though.
My Malfagore deck has three separate categories for his interaction sweep because they all serve different roles.
Discard effects put my opponents behind in value; removal deals with active threats on the board; and graveyard exile serves an unusually key role here in preventing opponents with graveyard oriented decks from getting use out of the cards I'm causing them to discard.
On the other hand, if different interaction pieces aren't serving clearly defined roles that you want to keep an eye on, it might be perfectly fine to throw them together in the same category; it all depends on how much you care about distinguishing somewhat different effects from one another.

Draw and Value: A Continuum

The same is true for draw to a lesser extent.
If you have a bunch of normal card draw in your deck, you might call that category "draw." If you add in some handful of draw adjacent things like Leia or Futureight, those are also probably fine in the draw category as long as you're not a quasa player, though you could also rename the category to "value" or something; the name isn't too relevant.
What is relevant is when different draw adjacent cards start to perform different tasks.
In my draw video, I laid out that various things that allow a player to see and play with more cards can be placed along a continuum based on how much of a player's library they allow you to see.
In the middle is ordinary draw, seeing as many cards as it acquires, and on the edges are pure filtering spells which generate no card advantage and pure value cards which don't even interact with the player's library.
In some cases, all of these can be lumped into the same category: tutors, card draw, recursion, and so on.
But other times, different cards might start to take on different roles.
You might run tutors or filtering spells to allow you to find the tools to build up some sort of central engine for your deck, and in that case, you might want to keep the digging cards and the value cards in different categories to keep an eye on how many of each you've got.
That's just a case where categories might be nice.
Depending on how you're building value, it might be essential to lay out more clear roles.
Some decks might run a bunch of draw, discard, looting cards as their card selection to find what they need, and also some recursion or other graveyard synergies as their sources of value to get advantage over their opponents.
In that case, those two things are going to be playing quite distinct roles in the deck to the point where they basically become a whole separate thing: a synergy package.

Synergy Packages: Setup and Payoff

This is the second major thing categories do, allowing people to keep track of synergies.
Specifically, for each synergy package, I'll typically include two categories: "setup" and "payoff." As an example, in a flicker deck I have, I include a core cards category that includes my three flicker engines plus a card that increases the overall velocity of the deck, and I also include a category called "m tasty slide" that features creatures with ETBs I might want to repeat through flickering.
Relevantly, the former category is a primary category because pushing my flicker game plan is the only thing these cards accomplish, whereas the other category is a subcategory that I don't need to see all the time.
This is because being flickerable isn't the primary role of these cards; it's simply an attribute about them.
The fact that they have an ETB that's useful to repeat is only a relevant fact when I have an astral sight effect available, and their role is typically the same in either case, just amplified if they're being flickered.
There might be other situations where both setup and payoff are in their own subcategories or where these things are layered into different categories, whatever ends up making the most sense to you.
Regardless, the utility that the categories are creating for you in this case is allowing you to keep an eye on how well supported a specific theme is.
It's easy to throw a flicker thawsa into your deck after spott.

#24
DeckbuildingJul 2025117K views

A Tool to Diagnose Commander Manabase Issues

My Brother and I Built a Tool to Yell at You About Your Manabase
We argue that manabase construction is deceptively complicated because lands must fulfill two roles: providing the right colors and hitting land drops.It introduces a new tool that uses hypergeometric distribution to model land draws and identify issues.The tool calculates odds of drawing land combinations that can cast all spells, and the difference between total lands needed and color-producing lands determines how many utility lands a deck can support.
Use this in your deckSubtract the number of color-producing lands required from your target land count to determine how many utility lands you can include.
Mana BaseDeck ConsistencyDeckbuilding Principle
Principle
  • Effective manabases require accounting for not only the total number of color symbols but also their intensity and when spells need to be cast.
Evidence
  • The manabase tool calculates exact probabilities for drawing every possible combination of land categories using a hypergeometric branching tree structure.
Deckbuilding Application
  • In casual EDH, prioritize consistently hitting land drops by running enough lands (e.g., 37) before adding utility lands.
Limitation
  • The tool simplifies by modeling land draws statistically rather than simulating full games, so it may miss some gameplay nuances.
Example
  • A deck that requires 37 lands to hit drops and 33 lands to produce colors can support four colorless utility lands.
  • A counterspell demands less blue mana early than a master of pearl trident because it is reactive and cast later.
More quotes
  1. One of the most deceptively complicated tasks of building a Magic: The Gathering deck is constructing a mana base.
  2. Lands are the foundation upon which a deck is built, and as with construction, a shaky foundation will lead to a shaky deck.
  3. If somebody asks you what's going on in your Prosper deck, you're not going to say, 'I'm glad you asked. It's running 35 lands, six two mana rocks, and a Sol Ring with an even blend of 21 black and 21 red symbols and an approximately 15% tap land saturation.' That would be strange.
  4. A Ball Lightning has the same total symbol requirement as three Shocks, but those two selections of cards apply very different levels of demand on a deck's red mana.
  5. Counterspell has the same mana cost as Master of the Pearl Trident or Counterbalance, but it generally applies less strain on a deck's blue mana since it's a reactive card that will likely be played later in the game.
  6. In limited, your task will generally be to create the least bad mana base you can out of basics and whatever nonbasics you were lucky enough to get your hands.
  7. The available fixing is so good in EDH that decks often include some number of lands which are lackluster in their color producing abilities, instead played for other benefits they provide. These are usually called utility lands.
  8. I actually like to think of land bases of decks as existing to hit two different goals: one is covering a deck's symbols, and the other is covering total mana values.
  9. If a deck wants 37 lands for purposes of hitting its land drops but only needs 33 lands to produce an acceptable number of symbols to cast its spells, that leaves four slots for colorless producing utility lands.
  10. There are a ton of unique ways to screw up a mana base: poor color pip distribution, inadequate overall pips, too many tap lands for a deck's intended play pattern, not enough overall lands,.
Full transcript
The Deceptive Complexity of a Manabase
Why Manabases Are Hard

The task of symbol management exists in all formats, limited, 60-card constructed, and EDH, but when it comes to how this task is accomplished, things diverge.
Whereas in limited your task will generally be to create the least bad mana base you can out of basics and whatever non-basics you were lucky to get your hands on, in EDH your options will be a whole lot less limited.
Dual lands can simply be put into your deck, and not just guildgates or gain-one lands; a plethora of different high-quality fixing lands are available, from pain lands to fetches to triomes and beyond.
The available fixing is so good, in fact, that EDH decks often include some number of lands which are lackluster in their color-producing abilities, instead played for other benefits they provide.
These are usually called “utility lands.” But how many of these is it appropriate to play?

Two Goals: Symbols and Land Drops
A Word from Our Sponsor: Dragon Shield Sleeves
Introducing the Manabase Tool
How the Tool Works

There are plenty of ways we could come up with these categories, but I decided to just have one category for each possible combination of the five colors, giving us a total of 32.
This is also the number of unique values that can be represented by five bits, which means that if we number those categories just right, the bits that store the number for each category will also store the combination of colors its lands can produce.
If we’re willing to get our hands dirty with some bit-level operations, we can get a ton of mileage out of these categories.
This is ultimately how we determine if a set of lands can cast a spell, but that process is a little too complicated to explain here.
If we test every combination of lands to see if they can cast a spell, we can get a probability for how often a given number of lands will be able to cast a given spell.
By running this for different numbers of lands, we can get an idea of how many lands we need to cast the spell, and by factoring in the land count of the deck we can figure out when we will draw those lands.
This lets us determine how often we can cast a spell on curve and how much time we spend waiting for the right lands to cast it.
If we do this for all the spells in the deck and average the results, we can get an overall representation of how well a deck’s manabase can cast its spells.
Once we have a way to score a manabase like this, we can test out small changes to find the best way to improve it.

So this is the backbone of the tool.
Average delay in casting spells is the benchmark here that is used to judge decks, alongside “cast rate,” which here means how likely it is that a card will be castable on a turn on or before its mana value.
The tool also tests small changes in the deck, seeing how it is changed by adding a single basic land for each type among the next colors as well as a Wastes.
This is helpful for pointing out which colors are most needed, and the inclusion of Wastes also gives insight about how a deck’s land count is looking.
Adding a Wastes to a deck shouldn’t really help it cast spells with less delay, or at least it should help a lot less than adding something that actually taps for colors.
If adding a Wastes reduces the average delay of a deck by a substantial amount, that’s a good indicator that it might need more lands, or at least that land count is a bigger problem for it than color fixing.

Testing the Tool: A Malagon Deck Example
Assumptions and Interpretability
#25
DeckbuildingJul 2025110K views

Rethinking Interaction in EDH Deckbuilding

The Things EDH Players Get Wrong about Interaction
We argue that EDH players often misunderstand interaction by relying on a checklist of card types.Instead, they should treat interaction as a network of overlapping solutions to problematic game states.Defensive permanents, graveyard exile, and other situational tools can be more efficient than traditional removal.The ideal interaction suite depends on the deck's strategy, draw power, and the specific threats in its meta.
Use this in your deckList the specific game states your deck struggles with and ensure multiple overlapping solutions exist in your interaction suite, not just a checklist of card types.
RemovalStaxTokensInteractionThreat AssessmentCard EvaluationMeta TrendsDeckbuilding Principle
Principle
  • The value of an interaction piece is determined by the specific game states it can solve, not by its ability to target a wide range of card types.
  • Relying on a mental checklist of removal types often leads to wasted deck slots and functional gaps.
Evidence
  • Graveyard exile, defensive permanents, and hate pieces are often more mana-efficient than generic spot removal for handling recurring threats.
  • Decks with high life pressure or life gain cause opponents to play cautiously, reducing the need for dedicated removal.
Deckbuilding Application
  • When tuning a deck, identify the most common problematic play patterns in your meta and select interaction that answers those patterns through multiple lines.
  • If your deck already includes defensive elements like Ghostly Prison or counter magic, you can reduce the count of traditional removal spells.
Limitation
  • There is no optimal universal count for interaction spells because overlap and deck-specific draw power vary widely.
  • An interaction suite effective in one meta may fail in another.
Example
  • Against an opponent reanimating Archon of Cruelty with Animate Dead, viable removal includes destroying the creature, the enchantment, countering the spell, or exiling the graveyard target.
  • Against a go-wide Krenko deck, a defensive card like Ghostly Prison or life gain from Soul Warden can serve as effective interaction, reducing reliance on board wipes.
More quotes
  1. In EDH, problems are often more complicated than one single problem permanent that needs to be removed, and even more complicated than just being the occasional spooky board that needs wiping.
  2. Single target removal and generic board wipes can be the solution to a lot of problems, but they're far from the only options available, and a lot of times they won't be the most efficient way to tackle a given problem.
  3. Sources of graveyard exile are generally extremely cheap per mana, as are stax cards, defensive permanents, and other things that stick around to hinder multiple opposing plays.
  4. As you get deeper into tuning an individual deck, it's generally good to move away from deciding counts of different cards using a simple template.
  5. There's no way to know exactly how many removal spells or overall interaction spells you need because different forms of removal will have overlap in the profile of what they can answer.
  6. I don't know if you've ever watched how a person with 14 life conducts themselves in a commander game, but it's generally very different than how somebody with 34 life conducts themselves.
  7. That 14 life person will often find themselves holding back on attacks and chump blocking more often than they'd like, and they're also going to be more conservative in the sorts of spells they play.
  8. For that reason, having a higher degree of life total pressure can often allow for a bit smaller of a removal count.
  9. Careful threat assessment and a few swings with a big commander can be worth countless pieces of removal.
  10. Different decks will utilize removal for very different purposes: if you're playing a combo deck, you want to focus your interaction on dealing with obstacles to your combo and spending removal on only the most imminent of threats.
Full transcript

Interaction is a well-trodden question within the EDH community, with raging debates over how much is too much, how little is too little, what types are the best, and what types are the rudest.
I've thrown my hat in this ring before, but what has struck me recently is how many people seem to not really understand interaction as a concept and what it is accomplishing for any given deck.
As with many subjects, we as the EDH community have created lots of little myths about interaction and removal.
When I say myths, I don't mean strictly untrue statements, but rather kind of true things accepted as undeniable fact or sometimes true things overgeneralized to be always true.
So, I want to tackle some of these misunderstandings and, in the process, drill into the fundamentals of what interaction does, why different decks want it, and how best to use it.

To start with, let's talk about what's worth considering alongside your removal when deck building.

Beyond the Checklist: Interaction as a Network of Solutions

I've occasionally gotten some flak because I tend to have a pretty wide scope of what I consider "interaction" and "removal," and I'll sometimes organize my interaction suites in ways that other people find unintuitive.
Graveyard exiling is a form of removal; bounce spells are a form of removal; and defensive cards like Propaganda are a form of removal, though the degree this label fits will depend on the deck.
I think the reason this rubs people wrong is because they have a very specific idea of what "removal" entails.
Removal is when you remove an opposing thing, and more specific tools like defensive cards, graveyard hate, protection, and pinpoint land destruction deserve to be placed in an entirely different mental category, their own boxes on a checklist.
In some decks, these things will warrant this sort of separation, but in many others, doing this is a waste of time at best, and in the worst cases, actively counterproductive to constructing a functional deck.
No, instead of this sort of checklist approach, the best way to think about interaction is as a network of overlapping solutions to a number of specific game states.

Let's say an opponent plays Animate Dead to bring back an Archon of Cruelty, and let's say this poses a problem to us.
How can we shut this down before they start attacking us with it?
Well, we could destroy the Archon of Cruelty with creature removal; we could destroy the Animate Dead with enchantment removal; we could counter the Animate Dead with a counterspell; and we could use instant-speed graveyard hate to exile Archon of Cruelty in response.
There are some less common approaches as well, but let's stick with these four.
In this case, all four of these options would be ways of removing this threat, dealing with this game state that I've decided is problematic to us.
I'll allow myself a single cheeky comment here and point out that, for our purposes, a Braids is not a removal spell and Cremate is.

For another example, let's say our opponent is playing a Krenko deck and is starting to pop off: several goblins, a couple sources of untapping, an Anger in the graveyard, the works.
A piece of instant-speed creature removal could deal with this so long as Krenko isn't wearing Swiftfoot Boots or something.
However, there are a number of less absolute ways to slow down or survive this sort of play.
You could have a Soul Sister route out to allow your life total to keep pace with the number of goblins on board, or you could have a defensive card like Ghostly Prison already in play to limit the number of attackers; you could even have a Thalia, Heretic Cathar to have the goblins enter tapped as punishment for their token crimes.

Now, just what point am I trying to make here, you might ask?
Put simply, in EDH, problems are often more complicated than one single problem permanent that needs to be removed, and even more complicated than just being the occasional spooky board that needs wiping.
Single-target removal and generic board wipes can be the solution to a lot of problems, and I'd never tell you to avoid these cards; but they're far from the only options available, and a lot of times they won't be the most efficient way to tackle a given problem.
Sources of graveyard exile are generally extremely cheap per mana, as are stax cards, defensive permanents, and other things that stick around to hinder multiple opposing plays.
As a result, it's beneficial to get to know these types of cards and the sorts of decks and metagames where they could play the role of more traditional removal better.

Card Types Are a Starting Point, Not the Whole Picture

When newer players are being inducted into the ways of the Commander format, discussions of interaction tend to center card types as the thing to focus on: you want a way to hit creatures, to hit artifacts, to hit enchantments, and so on.
To be clear, I have no problem with this; card types are undoubtedly a good thing to think about as a starting point.
However, as you get acquainted with more common play patterns of decks and which ones you tend to have a problem with, it becomes much more useful to focus on situations that need to be remedied.
Some decks won't care about certain types of threats as much: a go-wide token deck isn't going to be as spooky if you're playing a thick-boarded mid-range deck; a pinging engine isn't going to be as spooky if you're playing a deck with a good amount of life gain; decks with more explosive plays aren't going to be as spooky if you're already packing a handful of hate pieces, and so on.
If you're playing a deck with a focus on some defensive cards, you're already going to be somewhat shielded from a lot of plays that involve large combat steps; and if you're playing a deck that runs some counterspells for protection, you're already going to have some ways to nail critical centerpiece cards or combos.
Likewise, an interaction suite that does a good job of handling the threats of one table might not do as good a job at a different table; you need to know the environment you're stepping into.

To clarify, if what I'm saying sounds overwhelming, you shouldn't worry about it too much.
What I'm describing is what takes place during a potentially months-long process of tuning and pruning a deck, not necessarily what you should be doing when you're first putting together a deck.
It's fine if you're using templates or rough rules of thumb to start out with, but as you get deeper into tuning an individual deck, and as you get more experienced as a deck builder, it's generally good to move away from deciding counts of different cards using a simple template.
There's no way to know exactly how many removal spells or overall interaction spells you need, because different forms of removal will have overlap in the profile of what they can answer, and different interaction spells will have different degrees of how much they hinder opposing plays.
Not to mention, different decks run different amounts of draw.

Tailoring Interaction to Your Deck’s Game Plan

Some of my decks will run interaction counts in the teens, but others might run twenty-some or even thirty-some cards that interact with the resources of opponents in some way, excluding life total, and excluding life total isn't even necessarily a fair thing to do.
I don't know if you've ever watched how a person with 14 life conducts themselves in a Commander game, but it's generally very different than how somebody with 34 life conducts themselves.
That 14-life person will often find themselves holding back on attacks and chump blocking more often than they'd like, and they're also going to be more conservative in the sorts of spells they play.
Tapping out to draw a bunch of cards or play some powerful amplifier permanent is perfectly commonplace for somebody at a higher life total, but it's a terrifying proposition when finding just a little bit of extra damage could let an opponent swing lethal.
For that reason, having a higher degree of life total pressure can often allow for a bit smaller of a removal count.
All sorts of late-game permanents that would generally be good candidates for removal become a lot less of a concern if their controller is in range of being rapidly focused down.
This is one reason why Magister Sphinx is such a useful card in my Sharuum Slide deck; the deck generally looks to build toward a late-game win, so having a way to put an opponent on death's door if they're pushing out of control a bit too early is a sweet escape valve that takes a bit of pressure off the deck's control spells.

Overall, though, this life total rule is generally going to be most pertinent in aggro decks and especially in Voltron decks, which typically look to knock down players one at a time with commander damage.
Careful threat assessment and a few swings with a big commander can be worth countless pieces of removal; and for the pieces of removal that do exist in a deck, it can be beneficial to have them be targeted more towards the stages of a game that are worth worrying about.
Get rid of some blockers; kill something that can let an opponent stabilize; remove a bigger mana dork that might let an opponent contest you.
Flame Slash isn't going to be a great card in most slower decks because it misses a whole lot of stuff that you'll see in the later stages of a Commander game, but that's not super important if your most important turns are going to be happening earlier.

Ultimately, all I'm trying to say here is that different decks will utilize removal for very different purposes.
If you're playing a creature-based aggressive deck, you might want to focus on options that can clear out blockers, and you likely won't want much in the way of conventional board wipes unless you have ways to make them one-sided.
If you're playing a combo deck, you want to focus your interaction on dealing with obstacles to your combo and spending removal on only the most imminent of threats.
In either of these cases, your interaction will exist predominantly to buy yourself time, and things opponents have that require time on their end, like draw or a mana engine, might not be a concern to you at all.
By contrast, if you're playing a slower, more controlling deck, you'll want to focus more of your removal on knocking out resource generation, such as card draw engines, since not letting opponents get ahead of you will be important in winning in the long game.
You also might want to focus on interaction that targets multiple things or which accomplishes multiple tasks, since those tend to be more card efficient.
These cards do tend to cost more mana, though, which brings me to the final myth I want to tackle.

The Myth of the Universal Staple

Let's talk about the interaction staples of the format, specifically when they should be played or not played.
Typically, the forms of removal considered "staples" are the ones that cost very little mana and hit a limited range of targets, such as Nature's Claim, or which cost a bit more mana but which hit a variety of different targets, such as Generous Gift.
There are also a handful of board wipes that end up heavily played because they're just hands down the best thing available in a given color.
Now, am I about to explain to you why these cards are garbage that you need to rip out of your deck?
No. In fact, I'm about to tell you exactly why these cards are generally so good, because I think a lot of people have a tendency to accept that these cards are always the best option and treat it as dogma, a primordial and unshakable feature of our world alongside gravity and the rising of the sun, and this does these cards a bit of a disservice.

Let's start with flexible removal spells.
Why are Beast Within, Chaos Warp, and Generous Gift good cards?
Right off the bat, let's make something clear: one of these cards I'm a lot less likely to play than the other two.
Can you guess which one?
If you said Generous Gift, you're correct.
And that's not an insult to the card itself; it's functionally identical to Beast Within, after all, unless your opponent is playing an elephant deck.
No, I merely say this to gesture at the fact that Beast Within and Chaos Warp are exceptional cards.
They are hard removal in colors that don't really have access to much hard removal for creatures, and in the case of Chaos Warp, in a color that lacks enchantment removal on top of that.
There are several two-color combinations in which these will be some of the only removal for certain permanent types you'll get, and that's to say nothing of our monocolored compatriots.
So, you won't catch me wasting my breath trying to get people to take these out of their decks.

However, there are also two-color combinations where you'll have access to lots of other options.
Beast Within won't feel as essential in a green-black deck since you'll have a number of other reliable ways to remove creatures; and as I alluded to earlier, any deck that includes white is going to have ways to deal with a variety of permanent types already available.
So, does that mean these cards aren't worth playing in color combinations where they're not in some wholly unique niche?
Not necessarily.
For one, these hit lands, so the importance of that can vary a lot depending on the power level and matchup you find yourself in.
Secondly, if your interaction suite is relatively narrow, somewhere in the ballpark of 8 to 12 cards, there will be a lot of utility in having each of those cards be as flexible as possible.
If I'm packing nine pieces of interaction, after my first seven draws of the game plus my opening hand, I've on average seen around one and a quarter of these.
If I'm running 14 pieces of interaction, I've seen around two instead; and if I'm running 18 pieces of interaction, that number is more than two and a half.
If I have a diverse interaction suite and I'm seeing multiple pieces of interaction pretty early into a game, there's a good chance I'll have a way to deal with a specific problem unfolding in front of me.
But if that average is lower, running more of these versatile staples will likely be a good idea.
Personally, I prefer to run a higher.

#26
Format TheoryJul 2025106K views

Tutors and Power Level Variance in EDH

The Difficult Reality of the Tutor Question
We explain that debates about tutors in casual EDH arise from conflating card variation (seeing different cards) with power level variance (fluctuations in deck power).We argue that tutors reduce the former but increase the latter by making powerful cards appear more often.Using Sol Ring as an example, it shows that not all powerful cards inject the same amount of power variance due to contextual factors.
Use this in your deckIf a single overpowered card is your tutor target in most games, consider cutting either the tutor or that card to lower your deck's power variance.
Deck ConsistencyPower LevelDeckbuilding RestrictionsDesign IntentDeckbuilding Principle
Principle
  • EDH's larger deck size and singleton rule cause higher card variation than 60-card formats.
  • Card variation (seeing different cards) is separate from power level variance (how much a deck's power fluctuates game to game).
  • When a powerful card is already in the deck, adding tutors raises the frequency of that card's impact, increasing the deck's expected power level.
Evidence
  • Probability: any given card is about one-sixth as likely to be drawn in EDH compared to a 60-card deck.
  • Expected power level can be quantified: a non-tutor deck might have an expected power of 3.3 while a tutor version is 4.1, even though both have a 10% chance of a power 6 game.
Deckbuilding Application
  • To reduce power spikes, a deckbuilder can remove tutors that consistently find the strongest card.
  • Synergy-driven decks with many sub-themes can use tutors to smooth disjointedness, but omitting tutors forces greater inherent deck cohesion.
Limitation
  • Not all powerful cards cause equal power variance; Sol Ring's impact is often less dramatic because it only provides mana.
  • The abstract expected power model oversimplifies real cards, as different powerful cards accomplish different tasks and context matters.
Example
  • Sol Ring: its power is mitigated because it is low cost (falls off after turn five), it only gives mana (dependent on having spells to cast), and it is early in the winning pipeline.
More quotes
  1. The tutor is part of the immediate problem here.
  2. A game with a lot of card variation is different from a game with a lot of power level variance. You can have one without the other, and a defense of one of these things isn't necessarily a defense of the other.
  3. The deck that runs the tutors will be more powerful than the deck that does not.
  4. Soul Ring is powerful, but its power is somewhat less felt than a lot of other cards.
  5. The most problematic instances of Soul Ring tend to be where there was already a bit of power level imbalance between decks.
  6. Calls to ban Soul Ring, or now to put it on the game changers list, exist for a reason.
  7. Combos or combo-adjacent cards tend to lead to the most jarring instances of power level variance because the table doesn't have much time to react.
  8. Removal can be a tool for power level variance mitigation on the scale of a game.
  9. I've been jokingly calling [Sol Ring] my Wizards of the Coast mandated dose of variance.
  10. Power level variance will be felt more sharply the further along this pipeline a card is due to the social nature of the EDH format.
Full transcript
The Tutor Question and Deeper Disagreements
What Variance Means in Commander
Distinguishing Card Variation from Power Level Variance

When it's already a foregone conclusion that a powerful card is going to exist in your deck, the question of whether to run tutors for it then becomes the question of whether you'd prefer to have that powerful card frequently or infrequently.
On a probabilistic level, the deck that runs the tutors will be more powerful than the deck that does not.
Let's say we're using a, I don't know, seven-point power scale; that's a fun number.
If drawing into a particular power card naturally leads to a six-power game, tutoring it leads to a five-power game due to the extra cost and/or inconvenience of the tutor, and not having the card leads to a three-power game, the expected power of the deck that runs tutors will be higher than the deck that does not.
If you're figuring out what power level games to play the deck in, and you're a certified math dork running the odds, you could say, "Well, the expected power level of the tutor version is 4.1, and the expected power level of the non-tutor version is 3.3," and then this could determine the decks you choose to play this deck against.
Problem is, both of these decks are going to have that power level six game 10% of the time; it's just that one set of opponents is going to be a bit better prepared for that situation than the others.
This abstract approach demonstrates the core of the issue with decks having a higher degree of power level variance, but that abstractness makes it a bit less helpful in understanding real-world cards because different powerful cards accomplish very different tasks.

The Power Pipeline: Where Cards Fall

Following the pipeline model, what falls on the opposite end of the line?
Well, it's ways to win the game, typically ones that are near instantaneous, such as combos or combo-adjacent cards.
These tend to lead to the most jarring instances of power level variance because the table doesn't have much time to react; you go from playing the game to having it end without enough time for any sort of table-coordinated response.
I'll elaborate more on why this sort of thing constitutes a problem in a bit, but naturally when there is a problem, a card that wins the game immediately will be the problem.
Incidentally, this pipeline model also makes it clear that removal can be a tool for power level variance mitigation on the scale of a game.
Between Sol Ring and cards that outright win the game will be a bunch of cards somewhere in the realm of what might be considered an engine.
The engines that only provide card advantage will typically be closer to Sol Ring in terms of their position on the pipeline; card advantage is quite good, yes, but it can take a little while to fully pay off into a win since mana will still be a limitation.
The One Ring can feel quite powerful, but the table should still have a decent bit of time to work together and stop a One Ringing player if they start to get out of hand.
The engines that are further down the pipeline are the ones that grant mana in some form as well; think something like Bolas's Citadel or Arcane Bombardment.
When one of these hits the board, the table might be a single turn cycle away from fully losing control of the game, or even less in some cases.

A Four-Point Model of Threat Imminence
The Social Cost of Power Level Variance
#27
Community ChallengeJul 2025101K views

Deckbuilding Challenge Winners: Underused Commander Decks

I Challenged My Community to Deckbuild with Some of the Least Popular Commanders
We present the winners of a community deckbuilding challenge featuring five unpopular commanders.We analyze each winning deck's strategy, highlighting how they creatively used the commanders' abilities, and offers suggestions for improvement.Honorable mentions are acknowledged and linked.
Use this in your deckAdd recursion cards like Scrap Trawler or Myr Retriever to reuse low-cost modular creatures and maintain pressure.
Senator PeacockBlueBlackRedGreenMidrangeCountersStaxDeckbuilding RestrictionsSynergyInteractionCurveDeckbuilding Principle
Principle
  • Commanders with two distinct abilities should be built around synergies that use both halves to justify the card choice.
Evidence
  • The winning Senator Peacock deck combined modular creatures with her abilities; modular creatures want to die to trigger her draw and become unblockable to deal damage.
Deckbuilding Application
  • In artifact creature decks, use modular creatures to turn temporary +1/+1 counters into persistent threats through sacrifice and evasion.
  • In group-hug decks, break symmetry by using effects like phasing to deny opponents the donated resource during their turns.
Limitation
  • Modular decks are constrained by a small card pool where many creatures are overcosted, forcing inclusion of suboptimal cards.
  • Asymmetrical group-hug setups demand significant deck space for enablers like specific lands and recursion, potentially diluting the core strategy.
Example
  • The Senator Peacock deck includes Arcbound Hybrid despite its mana inefficiency solely for the modular keyword.
  • The Shizuko deck uses Talon Gates of Madara and land sacrifice effects to phase out the commander and maintain a one-sided mana advantage.
  • Inkmoth Nexus and Plague Myr are the only infect cards in the modular deck, used sparingly to avoid excessive aggro.
More quotes
  1. For this commander there was a clear winner: a deck called 'filthy Stacks players modular Beatdown deck.'.
  2. A clear goal for building a Senator Peacock deck is figuring out how to use both halves of the card.
  3. Modular is a brilliant solution to this challenging question.
  4. Infect can really put opponents on edge and attract unwanted attention.
  5. It’s very funny to play a group hug commander only to put a lot of effort into denying opponents the hug.
  6. The winner of Shizuko was a spell tax lands deck with the goal of repeatedly looping Talon Gates of Bandara to keep Shizuko phased out on opposing untap steps, preventing opponents from gaining her mana.
  7. The third commander, Éomer, Marshal of Rohan, was the card that inspired the challenge.
  8. The number one deck was 'lock fins reanimator deck' , yes, that’s mono-red reanimator.
  9. Extra combats from Éomer mean extra zombies from God-Pharaoh’s Gift, allowing the deck to build advantage as successive combat phases pass.
  10. Artifact creatures that transfer their +1/+1 counters to other creatures when they die have both a clear reason to want to hit the graveyard and a clear reason to want to be unblockable.
Full transcript

Two weeks ago, I announced a deck building challenge, and that challenge went as follows: choose a commander from among Éomer, Marshal of Rohan; Yomiji, Who Bars the Way; Egon, God of Death; Shizuko, Caller of Autumn; and Senator Peacock, and build a deck with it, prioritizing creativity, cohesion, and likelihood to produce dynamic gameplay.
Over the course of the ensuing week, an explosion of deck building occurred, far more than I expected, honestly, and at the end of this period, I was left with around 250 decks to dig through.
I went through every single one of these decks, reading primers and scoping out card choices and feeling out the vibes until I was left with a handful of finalists for each of the commanders; I then discussed these finalists with a couple friends, who helped me pick out a winner for each of the five.
I will now be announcing those winners, talking about each of those decks, and also giving some honorable mentions, which will be shown off in the “r” tab on my website.
I’ll also give some ideas for improvement where I see fit.
These are all great decks, and many are creative in ways I probably wouldn’t think to be, but the task of improving an already great deck is a fun one, and I love having fun.

Senator Peacock

Let’s start with Senator Peacock, a five-mana commander who makes all your artifacts Clues, artifacts which can be sacrificed to draw a card, and who makes a creature unblockable whenever you sacrifice a Clue.
Most decks submitted for this fell into one of two categories: “artifact good stuff” decks and “political” decks that played off the commander’s Senator status.
For a few honorable mentions, we had an artifact-based combo deck, a ninjas deck, and a stax deck, all of which can be found in a link in the description.
However, for this commander, there was a clear winner among both me and the people I discussed things with: a Modular Beatdown deck.
One of the difficulties with Senator Peacock, and a reason she likely had so few decks as of the start of this challenge, was that for each of her two abilities, there are commanders that do something similar at a better rate; this makes her hard to justify as a commander choice if you’re primarily only using one of her two modes.
So a clear goal for building a Senator Peacock deck is figuring out how to use both halves of the card: the sacrifice to draw as well as the evasion.
“Modular” is a brilliant solution to this challenging question.
Artifact creatures that transfer their +1/+1 counters to other creatures when they die have both a clear reason to want to hit the yard and a clear reason to want to be unblockable.

Now, all of this comes at a cost, and that’s that there aren’t very many modular creatures, and a lot of the ones that do exist are terrible.
This deck runs all the ones within its color identity that cost four or less mana, which ends up being a total of nine.
Some of these are still pretty bad, such as Arcbound Hybrid, a 2/2 haste creature for four mana, but the keyword is what really matters, and the rest of the deck is built out to bolster that keyword.
The deck is running a number of other cards that can grant and gain counters, as well as nine proliferate cards and eight other cards that can utilize counters in some way.
These include things like Danny Pink that provide payoffs for counters moving around, as well as cards like Giggling Skitterspike and Inkmoth Nexus that provide excellent destinations for counters to be placed on.
I like that this deck doesn’t overuse infect; it’s common for players to throw some extra infect into a proliferate deck as an alternate win condition, which works but can really put opponents on edge and attract unwanted attention.
Here, the infect cards are kept exclusively to Inkmoth Nexus as a potential one-shot with modular, and Plague Myr as a card that doubles as a dork, and this definitely is a healthy place to stop.
Overall, this deck’s beatdown game plan seems quite decent and even features Tangletrove Kelp as a top-end card that goes unbelievably hard with Peacock to bolster its artifact beats.
This deck also features a lovely suite of support cards; it’s packing plenty of interaction, with seven cards aimed at countering spells or protecting things and nine cards aimed primarily at removal or defense, and there are a handful of cards in other categories that can also serve removing purposes, such as Contagion Engine.
There’s also a quite nice card draw and ramp suite: ten cards each that I’d categorize as primarily in one of those categories, but also a lovely range of cards that serve double duty with other purposes.
Tezzeret’s Gambit draws and proliferates, Staff of Compleation ramps and proliferates, Cryptic Trilobite ramps and holds counters, Defiler of Flesh draws and ramps, and Season of Weaving does all sorts of stuff.
This overlapping of roles, along with the deck’s relatively low mana curve, likely lets it play quite smoothly.
So overall, I’m a big fan of this deck; it uses the commander excellently and features a well-chosen and well-rounded suite of cards within it.
It looks capable of putting on pressure in multiple different ways, dishing out good damage but also being resilient and able to play into a longer and grindier game.
To get to some points of improvement, I personally would try to build out more of a recursion suite: Scrap Trawler, Myr Retriever, even something like Inventive Iteration.
All of these provide nice ways to bring back some of the lower-cost sacrifice modular creatures and utilize them further, which could allow the deck to maintain pressure better.

Shizuko, Caller of Autumn

Moving along, the next commander is Shizuko, Caller of Autumn, a three-mana 2/3 that produces three green mana for each player on their untap step that sticks around for the whole turn.
This one is definitely the most open-ended out of the bunch and is also a pretty “group hug” card in general.
Most of the Shizuko submissions involved some blend of “battle cruiser,” “group hug,” and “stax,” roughly in that order of popularity; however, there were also some very different submissions as well.
Honorable mentions for this category included a storm deck, a face-down creatures deck with the goal of not tapping lands on its own turn, and a Protean Hulk combo deck sped up by Shizuko’s mana boost; you can check out all of those in the link in the description.
The winner of Shizuko was once again relatively clear to my team: Spelltex’s land deck.
This is a deck with the goal of repeatedly looping Talon Gates of Madara in order to keep Shizuko phased out on opposing untap steps, preventing them from gaining her mana.
This is a great concept I wouldn’t have ever thought to try, and fully breaking parity on Shizuko’s ability, I definitely asked myself the question of whether it’s worth the effort, and from a strategic optimization sort of standpoint that’s a valid question, but I think there’s enough there to work with.
A one-sided three-mana boost on a three-mana commander is nothing to sneeze at, and worth putting a bit of effort into maintaining, and keeping Shizuko phased out also has some side benefits like strengthening the deck’s boardwipe resistance; it’s also, if nothing else, very funny to play a group hug commander only to put a lot of effort into denying opponents the hug.
As you might expect, this deck runs all the cards needed to enable the Shizuko phase-out plan: tutors to find the Talon Gates, means to sacrifice lands to perform effects, and cards that allow the deck to access lands from its graveyard.
All of these are already great things for a lands deck to have, so the fact that they’re all that’s required to enable this deck’s devious hug denial is a big point in its favor.

As with most land decks, this is a deck that will be looking to acquire different lands for different situations.
Cavern of Souls helps get around counter spells, Boseiju, Who Endures can deal with artifacts and enchantments, Glacial Chasm stonewalls aggression, Scavenger Grounds deals with graveyards, and so on; these lands make up this deck’s toolbox, its base of cards that it can draw on through tutors to help remedy various problems that it might encounter.
In addition, a good portion of these lands have effects that involve sacrificing or discarding them, and then this allows these effects to be utilized multiple times.
Life from the Loam can repeat cycle lands or Bojuka Bog, and all manner of sacrifice land can be repeated through Undergrowth Recon, Ramunap Excavator, or Anus Gloomstalker; this allows the deck to be quite grindy, usually having something it can put its mana into.
The deck also has lots of other neat utility cards woven throughout it.
A number of different options for stax, defense, and removal can be found throughout the deck, many of them concentrated among the lands; though the deck doesn’t have a ton of options for each different type of effect, its toolbox in nature and high density of recursion likely means it should be able to repeat various interactive effects as necessary.
Finally, this deck has a few different options for winning.
The first is a classic: Thespian’s Stage can become a copy of Dark Depths, original Depths is sacrificed to the legend rule, the former Stage is sacrificed to create a 20/20 Marit Lage because it has no counters on it; rinse and repeat with land recursion if the Marit Lage dies.
The deck can also go wide with Field of the Dead or Titania, Protector of Argoth, and Helix Pinnacle serves as a last-resort mana sink win con if the board is forfeit and the deck is buckling down behind a Glacial Chasm or a Constant Mists.
The deck’s looping nature also means that there are some incidental infinite combos if it gets enough mana and pieces, but these feel more than fair; they’re more a byproduct of being a value engine rather than setting up for a combo in the traditional sense.
So overall, the deck seems well-rounded and fun.
If I were to offer a point of critique, I’d say that this deck could use some more options for extra land play; being able to loop a utility land two or three times a turn rather than one is a big deal and could allow the deck to spend its Shizuko mana more effectively.
My friend 33 Elk, who’s a lands aficionado, also suggested Nissa’s Intervention as a good card, as well as a card like Yavimaya, Cradle of Growth that could allow Glacial Chasm and Dark Depths to tap for mana, just a handful of ideas for land players out there.

Éomer, Marshal of Rohan

The third commander among the five was Éomer, Marshal of Rohan, a four-mana 4/4 haste creature that grants an extra combat once per turn when another attacking legendary creature dies.
This was actually the card that inspired the challenge; here was a commander with a wonderfully textured ability on it, and yet it only had around 100 decks on EDHREC.
There were a lot of super cool versions of this commander submitted.
A few honorable mentions were a goblin deck that paired Éomer’s ability with a variety of different goblins, a toolbox combo deck that focused on staying flexible while keeping opponents on their toes, and a hyper-budget “pingers” deck with no sacrifice outlets; all three of these can be found at the link in the description.
For the number one deck, though, we have Lockfins Reanimator deck, yes, that’s mono-red reanimator.
This deck focused around a specific critical card: God-Pharaoh’s Gift, a seven-mana artifact that reads, “At the beginning of combat on your turn, you may exile a creature card from your graveyard; if you do, create a token that’s a copy of that card, except it’s a 4/4 black Zombie.
It gains haste until end of turn.” Extra combats from Éomer mean extra Zombies from God-Pharaoh’s Gift, allowing the deck to build advantage as successive combat phases pass.
Naturally, there are a number of different components that the deck needs in order to accomplish its God-Pharaoh Gifting.

The first of these is tutors, of which the deck is running four.
One of these is Gate to the Afterlife, a card that searches up God-Pharaoh’s Gift by name, so that’s pretty cool; the other three tutors are Gamble-style effects where cards are searched up followed by a discard at random, and these are nice because even if the tutored card gets discarded, the deck has plenty of ways of reanimating artifacts.
Speaking of which, the deck runs four cards that return artifacts from its graveyard to play, including a new one that’s being printed in the upcoming Bracing-themed set; three out of the four of these cards require artifacts to sacrifice, so the deck also contains five cards that generate artifact tokens, and that’s in addition to the fact that about a quarter of the deck is artifacts that themselves can be sacrificed.
The final thing required for this deck’s reanimate plan is ways to get cards into the graveyard, and it has a wide variety of these: there are several filtering cards like Faithless Looting and Brass’s Tunnel Grinder that help the deck selectively toss stuff into the yard, as well as a handful of mill effects like Millikin or Altar of Dementia.
This list of different things required for the artifact reanimation plan may sound like a major hurdle to the deck’s functionality, but thankfully all of these different tools are helpful on their own and most serve other purposes for the deck, which is good because all of that was just to get God-Pharaoh’s Gift on board and fueled up in the first place.

From here, we need to gain some extra combats in order to take advantage of the card.
To do this, we really only need three things: on-board legendary creatures to die while attacking, and effects to ensure their death.
There are some number of fairly conventional sac outlets but also some fling effects and some cards that can copy legendary creatures.
One of these is Blade of Selves, a card that goes infinite with Éomer by creating two copies of him when he attacks that immediately see each other die to the legend rule, giving two additional combats, and this then continues until there are fewer than four players in the game.
A number of submitted Éomer decks included this card, but the fact that this deck gets additional value on each combat phase gives it a much better chance of being able to win the game right then and there rather than just deleting.

#28
DeckbuildingJul 202595K views

Peace Offering Deck: Not a Generic Group Hug Deck

Is the Peace Offering Deck Actually Group Hug?
We argue that the Peace Offering precon, commanded by Ms. Bumbleflower, is mislabeled as group hug.Her ability rewards casting two spells per turn for card advantage, but the precon includes many generic group hug cards that dilute this focused plan.We suggest cutting those cards to better align with the commander's strategy, similar to a past precon's flaw.
Use this in your deckCut the precon's generic group hug cards that do not support casting two spells per turn, and replace them with cards that enable or benefit from that pattern.
Ms. BumbleflowerWhiteBlueGreenGroup HugCountersMidrangeMana BaseInteractionDesign IntentSynergyCard Evaluation
Principle
  • Ms. Bumbleflower's ability gives opponents cards when you cast spells, but only draws you cards if you trigger the ability twice in a turn by casting two spells.
  • This design encourages a focused strategy of casting two spells each turn rather than a generic group hug approach.
Evidence
  • The precon contains many group hug and political cards, such as those with the bloom's gift mechanic, that are not directly tied to casting two spells per turn.
  • The deck's beaters and +1/+1 counter synergies point toward a beatdown plan that the group hug elements do not strongly support.
Deckbuilding Application
  • A deckbuilder should cut defensive and generic group hug cards to make room for cards that help consistently cast two spells per turn or that benefit from doing so.
Limitation
  • Giving resources to opponents can be politically useful for deflecting pressure from struggling players, but it raises the deck's required performance threshold to compete with the advantage given away.
Example
  • The precon suffers from a similar flaw as the OTJ Gonti precon, which was built as a generic theft deck instead of one tailored to Gonti's specific ability.
More quotes
  1. Just the line 'whenever you cast a spell, target opponent draws a card' is wild.
  2. If you don't cast exactly two spells per turn, she gives your opponents more cards than she gives you.
  3. I find the aesthetic contrast between psychosis crawler and the rest of this deck very funny.
  4. It seems like Wizards added a bunch of group hug stuff because the commander does something vaguely group huggy, but Ms. Bumbleflower is not a generic group hug commander.
  5. I'll take a Manglehorn over [Bloodroot Apothecary] any day of the week.
  6. [For Tenuous Truce and Intellectual Offering,] the rate on the cards per mana just isn't that great.
  7. Octamer is a funny card, but this isn't really a token deck and five mana is just too much to pay for some vanilla stats.
  8. Coveted Jewel is funny, but this deck doesn't have enough ways to prevent opponents from snagging.
  9. Bloodroot Apothecary, though it's pre-selling for upwards of $10, seems highly mediocre to me.
  10. Hoofprints of the Stag is a decent incremental value piece if played early, but it's a very dead draw later in the game.
Full transcript

Hey folks, welcome to the cute Woodland creatures edition of my precon reviews.
A plurality of my patrons thought I should look at the group hug precon, and in we I'm going to accomplish a simple set of tasks: I'm going to lay out what I think this deck is trying to do, I'm going to describe what I like about the deck, and finally I'm going to talk about what I dislike about it and what changes I'd make to fix the things I dislike.
With that in mind, let's jump right in.

The Commander: Ms. Bumbleflower

The commander for this deck is The Honorable Ms. Bumbleflower, and the first thing I note here is that her effect is quite cool and unique.
Just the line “whenever you cast a spell, target opponent draws a card” is wild.
Part of what lets me consider this a group hug commander of sorts is the sheer amount of value you can give to your opponents.
There are general politics commanders like Breena and 2023’s Rocco that passively offer opponents resources but have a built-in way to twist things back in your favor; however, with Ms. Bumbleflower, you’re actively handing your opponent cards when you cast spells, and if you don’t cast exactly two spells per turn, she gives your opponents more cards than she gives you.
The second spell clause gives you cards when the ability triggers for the second time each turn, and this really hones the blue identity of the card: you want to cast two spells per turn, unless you just love giving your opponents cards.

Deck Contents and Game Plan

In the deck list, we can see a number of things that fit in with what this commander is doing.
For one, there are a fair number of decently chunky beaters, most of which would enjoy being given +1/+1 counters and flying; a lot of these utilize +1/+1 counters in some way, and to go with this we can see a handful of other cards with some sort of counter synergies.
In addition to the +1/+1 counter beats, there is some degree of giving other players resources present, as you might expect for a deck labeled “group hug.” There are five cards that utilize Bloomburrow’s gift mechanic, where a spell can have an additional effect if an opponent is offered some sort of resource; there are also 11 other cards I’d describe as “huggy” and six cards that are vaguely political in some capacity, though the line between these two categories I’ve constructed is a bit fuzzy.
There are also other cards whose effect depends on the actions of your opponents, and you could argue that these are political; however, this deck is relatively beatdown oriented, so I’m not convinced it will be easy to talk opponents into feeding these, results may vary.
Basically, it seems like this deck is looking to gradually develop beaters and value engines while currying favor with various opponents, right up until it starts to snowball out of control and can drop the friendly pretenses.

What I Like About This Deck

So that’s the deck, but what do I think about what this deck is doing?
Well, I’ll start with what I like, and there’s actually quite a lot of that.
This deck broadly has a decent card quality, a focused enough plan to win, and good amounts of different types of support cards.
There are several quite decent quality beaters, and Ms. Bumbleflower is solid for purposes of amplifying and pushing through damage for both these and the cards that are more in the realm of support creatures, side note, I find the aesthetic contrast between Psychosis Crawler and the rest of this deck very funny.
The +1/+1 counter package of this deck, though not super wide, has some real all-stars in it; there are several different threats that grow over time, and among the handful of counter synergy pieces, Rishkar, Peema Renegade is a pretty sweet ramp tool, and Colossus and Hydra is a counter-pumping bomb that will run away with games if left unchecked.
The deck will likely be able to politically navigate through the game using its commander, offering some opponents resources while beating down others with its suite of growing threats.

As I mentioned earlier, the quantities of support cards here are also quite decent: there are 14 cards that I categorize as ramp and 15 cards that I categorize as draw, and these should prepare the deck decently well to accelerate into a game plan and keep up momentum even if the deck hits some setbacks.
I playtested this deck a decent number of times, and the average curve out that this deck manages is far better than in either of the other precons I’ve looked at; the deck is able to ramp, build resources with the commander, and set up value engines with quite a decent degree of consistency.
Obviously, when I’m playtesting the deck, I’m kind of abstracting away the cards that opponents are being given, and I like to think that this is reasonable enough.
A lot of EDH games will have one or two players who are lagging behind a bit for one reason or another, and while giving these players resources doesn’t necessarily come at no cost, the gameplay cost will be lower than the cost of giving all opponents resources.
For that reason, I mostly think about this resource donation as being probably not an issue, as long as this deck is meaningfully progressing its own game plan at the same time.
While you could reasonably argue that this means the deck should be held to a slightly higher bar than some other precons in terms of how it plays, it most likely passes even that bar as well; this is just a deck that plays pretty smoothly.

A big part of this is likely the mana base.
The mana base of this deck is pretty similar to the mana base of the Outlaws of Thunder Junction precon I looked at a few months back, which is to say it has a healthy land count and a really robust amount of color fixing that results in quite healthy symbol counts.
Now, this isn’t at no cost: of the 38 lands, nine always enter tapped and seven sometimes do, and I’d guess that these two figures average out to a roughly one-in-three tap land quantity.
While this is a bit higher than most players will want long term, it’s far from a terrible starting point, and this tapland density doesn’t feel particularly bad in practice.
In addition, in the lens of considering this precon as a product, giving players more fixing lands to work with is undoubtedly a good thing, even if it means the deck includes tap lands that might later get cut.

Finally, this deck has an adequate amount of ways to interact with things opponents are doing: two counterspells, three board wipes, five single-target removal spells, and a smattering of other cards that play related purposes, such as slowing opponents, defending against major attacks, and protecting key pieces.
Now, one of those categories I’ve been historically less of a fan of: I find that space dedicated to defensive spells would often be better allocated on actual removal or on things that push a player’s own game plan, and I will be cutting a couple defensive cards from this deck, kind of.
But this deck’s plan of building large evasive threats means that life total races won’t be an uncommon situation, and having a “fog” around in that case might be quite helpful.
The existing political tools, namely the commander, also give it a decent option for negotiating with opponents and avoiding pressure if it seems worth the price of an opponent having some cards.
I can see the appeal of this deck’s political and defensive elements, and I imagine they work decently in tandem with the deck’s more concrete removal for keeping the game under control.

What I Dislike and How I’d Fix It

Alright, it’s time to get into what I dislike about this precon, and also what I’d change to help it out with those things.
I mentioned that the mana base of the deck reminds me of the OTJ Gonti precon, and there’s one other way that this precon reminds me of that one.
In we where I reviewed the Gonti deck, I highlighted that it feels like the deck list was designed to be a generic theft deck rather than a semi-theft deck tailored to what Gonti does.
This precon is similar, in that it seems like Wizards of the Coast added a bunch of “group hug” stuff to this precon because the commander does something vaguely group huggy; but Ms. Bumbleflower is not a generic group hug commander.
No, Snail’s Theory of Optimal Bumbleflower dictates that I want to be sharing card draw with my weakest opponent, maybe playing politics with it here and there, and also making optimal usage of the +1/+1 counters and flying that Ms. Bumbleflower gives me.
In addition, a lot of the group hug elements currently in the deck don’t even feel like they play that nicely with the rest of what the deck is doing.
Basically, what I dislike about this deck is that it’s a bit unfocused, including lots of stuff that is outside what I believe the deck wants to be: a high-velocity, politics-heavy +1/+1 counter beatdown deck.

Now, I understand if somebody wants to play harder into the group hug elements, since group hug precons don’t come that often, but in my mind there’s just not enough to work with here for that.
I will preserve the group hug element on some level, though, in that I don’t feel the need to prevent or take advantage of the cards that Ms. Bumbleflower gives my opponents; they’re allowed to have a little gift.
Another thing that might be nice is making the deck slightly lower curved to allow for double spelling with Ms. Bumbleflower earlier in the game, as the current deck is a bit high-curved for my taste.
Overall, I’m going to make 20 card swaps, and all of these will be done with a precon budget in mind, so I’m not going to add anything over $3 and I’m going to try to end up at a lower overall price for the deck.

Cutting the Hug and Underperformers

With that in mind, I’m going to start by cutting some of the hugger elements of this deck.
I like the idea of extra land plays in the deck, but I don’t really want my opponents to have extra land plays if they’re going to be getting fed cards by me, so I choose to swap out Rites of Flourishing for Wayward Swordtooth and Ghirapur Orrery for Case of the Locked Hothouse.
Case is a really powerful card in general, and Swordtooth is a nice option as a creature to give flying once Ms. Bumbleflower is in play.
I’m also choosing to cut Tenuous Truce and Intellectual Offering; these cards are doing something similar to what the commander is doing, but the rate on the cards per mana just isn’t that great on either of these.
Kwain, Itinerant Meddler and Selvala, Explorer Returned likewise get cut, because I like being able to choose which of my opponents get fed cards; if one of my opponents is ahead, I want to be able to avoid giving them extra resources while still being able to utilize my cards.
Another type of card I choose to cut is cards that cost too much mana, since I’m trying to drop the mana curve.
Octomancer is a funny card, but this isn’t really a token deck, and five mana is just too much to pay for some vanilla stats.
Another cut is Coveted Jewel; it’s a funny card, but this deck doesn’t have enough ways of preventing opponents from snagging it, and when it does get taken they don’t even need to pay that expensive six mana upfront like I did.
Most other cuts I made were cards that just don’t do enough.
Bloodroot Apothecary, though it’s pre-selling for upwards of $10, seems highly mediocre to me as anti-treasure tech; opponents can still afford to crack a few treasures at a table without other poison, and then the rest can be saved for after the Apothecary is off the board.
I’ll take a Manglehorn over this any day of the week.
Now, a cut that truly pains me is Jolly Gerbils; this card is extremely cute, but the deck simply doesn’t have enough gift cards to justify its inclusion, and even if I added a few more, I’m still not convinced it would be preferable to a better two-drop.
Another cut is Hoofprints of the Stag; this is a decent incremental value piece if it’s played early, but it’s a very dead draw later in the game.
Triskaidekaphile is another card I opted to cut; this deck wants some number of no-maximum-hand-size cards, but the deck already has several other ones, and this card just doesn’t offer enough outside of that to warrant keeping it in, in my opinion.

Adding +1/+1 Counter Synergies

What goes in in place of these cards?
Beyond the replacements I already mentioned, a big area is +1/+1 counter synergies.
A lot of these are reasonably basic: Conclave Mentor is a bear that amplifies counters; Dusk Legion Duelist is a bear that’s a draw engine; Benthic Biomancer is a similar card for one mana that loots instead; and Kami of Whispered Hopes is just a fantastic card, well worth the $2 or so price tag.
A couple others I picked out that likewise offer a bit of ramp were Incubation Druid and Freestrider Lookout.
Importantly, I tried to pick out stuff that’s good in general and relatively low cost; the issue with picking out big, fancy payoff cards is that opponents can just deny your commander with removal, and then suddenly you invested heavily in something that can’t actually materialize.
Kami and Druid in particular are especially great, because without the commander they’re still mana dorks, but with even a single targeting with Ms. Bumbleflower’s ability, either of them can suddenly tap for three whole mana, and Kami only goes up from there.

Modern Horizons 3 Gems

There are also a few more specific cards from Modern Horizons 3 that I added, as that was a fantastic set for +1/+1 counter synergies.
Dreamtide Whale is a card that feels like it was made for this deck; it proliferates +1/+1 counters, it has a high power for delivering flying beats, and this is a deck that wants to double spell anyway, so the Whale should be sticking around.
Evolution Witness is another pretty sweet card; it’s not going to be wildly powerful in the early game, but later in the game it can be an unstoppable torrent of value.
The third card from this set I added is Envoy of the Ancestors, and this is my answer to the question of defensive cards and life total races: just gain some life.
This card sets up a player for a truly impressive quantity of life gain, which will help when facing off against the final player and needing to survive long enough to get the necessary attacks in to finish them off.

Final Interaction Tweaks

Beyond these, I also tweaked the interaction suite a bit.
I added Negate as a nice general-purpose counterspell to help with avoiding board wipes.

#29
DeckbuildingJul 202588K views

Eternal Might Precon: A Disjointed Zombie Deck Review

Eternal Might is the Messiest Zombie Deck I've Ever Seen
We critique the Eternal Might Commander precon, praising its card quality and mana base but criticizing its conflicting themes.It lacks enough discard to support Hashaton and lacks burst draw to maximize Temmet, leading to unfocused gameplay.The deck is more a sampler of zombie subthemes than a functional list.
Use this in your deckAdd more repeatable discard outlets to consistently activate Hashaton's ability.
Temmet, Naktamun's WillWhiteBlueBlackTokensDiscardSynergyUpgradesDesign IntentDeckbuilding Principle
Principle
  • Commander precons that sample multiple archetypes without sufficient support for each can feel disjointed and fail to function cohesively.
Evidence
  • The deck contains approximately six discard enablers, which is too few to reliably activate alternate commander Hashaton.
  • Temmet incentivizes burst draw before combat, but the deck's draw spells are mostly expensive or conditional.
  • The ramp suite is larger than typical for Esper, featuring synergistic cards like Crowded Crypt and Bontu's Monument.
Deckbuilding Application
  • To utilize Temmet effectively, add burst card draw spells that can be cast before the attack step.
  • Focus on generating numerous small zombie tokens rather than investing in expensive 4/4 token producers.
Limitation
  • The solid mana base and ramp are undermined by the deck's inability to simultaneously cast Temmet and a large draw spell due to high combined mana costs.
Example
  • Cards like Forgotten Creation show how a single piece can synergize with both commanders, but the deck lacks enough such enablers.
More quotes
  1. In terms of construction this deck is a hot mess, a disgusting mishmash of conflicting game plans and synergistic dead ends.
  2. Hashaton has gotten a lot of attention as an undeniably cool secondary commander, but it doesn't even really work as a secondary commander.
  3. The deck just doesn't have enough discard to consistently enable Hashaton's ability.
  4. This deck really lacks a lot of what might give a zombie deck a sense of mechanical identity, causing both play pattern issues when disparate synergy packages don't line up and vibes issues when it plays just like a generic blob of typal midrange gameplay.
  5. There isn't a reliable way to sacrifice Corpse Augur, nor any good way to let Midnight Reaper or Undead Augur translate into Temmet triggers.
  6. The one thing working in Tet's favor here is the half dozen or so cycling cards, but at that point you're paying five mana for the commander plus two mana to cycle during the combat step for roughly an Undead Warchief worth of anthem.
  7. A blue deck that's vulnerable to removal and board wipes runs no counter spells? Come on!
  8. Just don't buy this if you're looking for a cohesive deck out of the box, because this is not.
  9. The most generous way to view this deck, in my mind, is as a sample of possible game plans and/or a toolbox of possible implements for beginning the journey of building them.
  10. This is a rare Gravecrawler L: with no sacrifice, this card just doesn't really do anything.
Full transcript
Introduction

Hey folks, it’s precon review time.
I’m going to be critiquing the Eternal Might precon for Aetherdrift and offering some potential points of improvement.
The last two precons I’ve discussed have impressed me with their construction, seeming surprisingly streamlined in their functionality and easily upgradeable into a quite decent Magic deck.
It’s actually been a bit disappointing; like, what am I supposed to say aside from “this is pretty good, cut these five bad cards and it’ll be even better”?
Thankfully, that’s not a problem with this precon, though.
Containing good card quality, lots of nice assorted zombie cards, and some nice attention to detail in terms of aesthetics, in terms of construction this deck is a hot mess, a disgusting mishmash of conflicting game plans and synergistic dead ends, and I’m excited to tackle it.

What the Deck Tries to Accomplish

To start with, though, let’s talk about what this deck is trying to accomplish.
The commander of this deck is Temmet, a five-mana 4/4 in Esper colors with vigilance and menace, as well as the following text: “Whenever you attack, draw a card, then discard a card.
Whenever you draw a card, Zombies you control get +1/+1 until end of turn.” So on the surface, this is a card that rewards token zombies or otherwise wide boards of zombies, and also a card that rewards big draw that happens before the combat damage step in a turn.
Simple effect, but there are a lot of implied features of this card that we should keep in mind.
To be maximally effective, Temmet wants a large board of zombies to attack with, as well as a large draw spell to amp up the buff it grants; it’s also a thing that is likely going to be a removal magnet if we have a large board, since it can threaten a lot of damage.
Importantly, this means that the deck will want a lot of mana, both to pay the five mana casting cost and also either draw some cards or hold up mana to protect it.

Looking at the rest of the deck, some parts of it reflect these specific needs.
There are eight cards that create small zombie tokens and three Army generators, cards that create or add counters to a single growing zombie token, and there are also a handful of cards that create 4/4 zombie tokens as well.
The deck also contains a healthy nine ramp spells to help bolster it up to larger quantities of mana.
From there, the deck also has a large number of zombie creatures in it, which range from cards that drain opponents to lords to draw spells and beyond.
An interesting additional package in the deck is the discard package.
The alternate commander for this deck is Hasan, Scarab’s Fist, which can allow a player to make 4/4 zombie copies of discarded creatures; the deck also contains a handful of other discard payoffs.
The amount of discard in the deck isn’t wildly large, though, consisting of five or six cards that allow you to discard, plus a handful of cycling cards.
There’s also a light graveyard package to go along with this.
Rounding out the deck, we have a pretty average number of removal spells.
Overall, this deck will be looking to create a wide board of zombies, utilize its cute discard and graveyard subthemes, and swing in at opponents with a Temmet-buffed board.

What I Like

I obviously preempted my overall thoughts on this deck a bit, but I’ll start with what I like about what’s happening here.
As I said earlier, it has a larger than average ramp suite for an Esper deck, which I think is appropriate for this game plan.
Crowded Crypt and Bontu’s Monument both stand out as fun ramp options with a lot of utility in this deck, offering token production and drain respectively.
This deck also contains some number of token producers, and some of these are pretty good.
I like the ones that create 1/1 white Zombie tokens, and On Wings of Gold’s flying plus anthem effect is good enough to make the card seem worthwhile, even though this isn’t a deck with a super heavy graveyard theme, at least by zombie deck standards.
The manabase here is excellent: really robust symbol counts, even with a couple of great colorless utility lands, and a moderately high but not overwhelming tap land density that also gives players room to gradually update tap lands with better untapped duals.

There are also some number of cards that slot in quite elegantly to this deck.
Forgotten Creation pairs perfectly with both Temmet and Hasan, as do the newly printed Profit of the Scarab and Rhet-Crop Mystic.
There are also gestures at a number of packages that could exist: a couple Impact Tremors, style cards paired with the token package, and a selection of different graveyard and discard enablers and payoffs to give a sampling platter of what that could look like.
That’s the most generous way to view this deck, in my mind; it is a sample of possible game plans and/or a toolbox of possible implements for beginning the journey of building them.

What Falls Short

So what about this as a deck that’s trying to play a game of Magic: The Gathering?
Well, it’s a bit disappointing.
Hasan has gotten a lot of attention as an undeniably cool secondary commander, but it doesn’t even really work as a secondary commander.
The deck just doesn’t have enough discard to consistently enable Hasan’s ability; with Hasan in the 99, you at least have the consistent discard effect of Temmet, but he’s also a five-mana card with an overrun-esque ability, so trusting him to stick around as an engine is highly optimistic.
This lack of discard likewise stands out in the case of other discard payoffs, such as Liliana’s Caress and Archfiend of Ifnir, though those at least get triggered by the deck’s cycling lands.
The deck’s graveyard package is another thing that stands out; it’s not massive, but it is decidedly present, as you’d expect with a zombie deck.
This deck is kind of thin on ways to enable it, though.
Most zombie decks would be using sacrifice abilities in addition to discard, and while this deck does have the sorts of payoffs when creatures die that those decks tend to have, it’s almost entirely lacking in ways to sacrifice creatures.
The result is that this deck really lacks a lot of what might give a Zombie deck a sense of mechanical identity; its disjointedness causes both play pattern issues when disparate synergy packages don’t line up, and vibes issues when it plays just like a generic blob of typal midrange gameplay instead of, you know, like a Zombie deck.

Does It Support Temmet?

Okay, so I obviously have issues with this deck’s handling of some traditional key zombie subthemes, but let’s set that aside.
This is a precon; this is meant to be a toolbox and/or a sampling platter.
We can give it some slack.
Does this deck at least hold up in supporting Temmet as a commander?
Are we forging an alternative zombie play style here?
In some ways the answer is yes, but in a lot of other ways the answer is no. As I said earlier, this deck’s ramp and mana are well constructed, which is good, as Temmet is the sort of card that’s going to work better when the deck has mana to play him plus something else in a turn.
The token generating suite is okay and actually contains some pretty high quality stuff, but there are fewer cards that create small zombie tokens than I’d like.
Creating 4/4 zombie tokens is cool and all, but Temmet’s design heavily incentivizes pairing him with lots of small zombies, so the bigger tokens with more rigorous requirements to be created simply feel out of place, even if they’re more aesthetically fitting.

Even more problematically, this deck doesn’t have much of the sort of bursty draw that pairs best with Temmet.
There isn’t a lot of draw overall, and a lot of the draw that is here isn’t great for taking advantage of Temmet’s ability.
There isn’t a reliable way to sacrifice Corpse Augur, nor any good way to let Midnight Reaper or Undead Augur translate into Temmet triggers, and you’re not going to tap down your zombies to Cryptbreaker if you want to swing in that turn.
Most of the other draw options are mana expensive, so you’re looking at ten mana minimum to do a Temmet plus draw maneuver.
The one thing working in Temmet’s favor here is the half dozen or so cycling cards in the deck, but at that point you’re paying five mana for the commander plus two mana to cycle during the combat step for roughly an Undead Warchief’s worth of anthem.

The final problem is this deck’s interaction suite.
It has ten cards to perform a removal role in some way or other, which might work for a faster Zombie deck, but I’m not sold on this deck’s ability to win quickly.
Worse, it has very little protection and no counter spells.
A blue deck that’s vulnerable to removal and board wipes runs no counter spells?
Come on.

Product vs. Play Experience

I don’t know.
This deck isn’t unplayably bad or anything, but it fails to meaningfully commit to any of its subthemes, and with the way it’s currently built, its command zone feels, at best, just a generic zombie guide that gives the deck its colors.
It is a bit more cohesive when we look at the visual presentation, with a clear emphasis on Amonkhet-style zombies, and there’s certainly some admirable effort put into new art for a lot of the cards present.
I don’t usually treat precon reviews as product reviews or value reviews, you know; I’m much more interested in the deck and the sort of experience that Wizards of the Coast is handing to a newer player who is pulling this out of a box to play a game of Commander with.
But I’ll make a minor exception here.
As a product, there’s a lot going for this, and if you are a zombie player who’s looking for a bundle of good zombie cards plus some cool new arts, this might absolutely be a great purchase.
Just don’t buy this if you’re looking for a cohesive deck out of the box, because this is not that.

Upgrade Path

With all that said, I still want to try an upgrade for this.
When I first saw this precon, my immediate thought was that it’d be cool to morph it into a full Hasan deck, but honestly, this deck is so far from enabling Hasan well that I’m inclined to stick with Temmet instead and see what we can do with 15 swap-outs to try and actually let him feel like a legitimate commander.
So let’s do that, and I’m going to start by talking about what we’re cutting.
Binding Mummy and Twisted Abomination aren’t great in general, and I’m also going to cut out a couple discard payoffs that aren’t adequately supported here, sorry, Hasan.
Beyond that, Mystic Nexus seems out of place here; my best guess is it’s just here to give more people access to Mystic Nexus, and I’m going to also cut out a handful of zombies that are just a bit mediocre.
This is a rare Gravecrawler L with no sacrifice; this card just doesn’t really do anything.
Nothing beyond these particularly offends me, but I will trim a handful more mediocre cards just to make space for better support.
These are cards that are just on the weaker side mechanically, or which don’t tie in particularly well with the game plan I’m trying to cultivate.

For our additions, the first order of business is that I want to add a bunch more draw and filtering, since they do double duty in smoothing out the way this deck plays and making it punchier with Temmet.
Keep Watch, Distant Melody, Pact of the Serpent, and Raffine all allow the deck to give its zombies a massive pump up for a reasonable amount of mana.
In addition to these, I’m choosing to add three cards for protection that can also draw cards, which are Change of Plans, You Find the Villains’ Lair, and Your Temple Is Under Attack, and these are nice because of their flexibility.

The other thing I’m choosing to add is cards that create zombie tokens, three total in this case.
Siphon Flesh and Dark Salvation both provide removal and token generation, and Endless Ranks of the Dead is a good singular zombie token maker.
Honestly, there are a bunch of other zombie token generators in the $2 to $10 range that I didn’t add due to price, and if you’re really trying to build a good Temmet deck, you should probably go find some of those.
Varina stands out as a card that is absurdly good in a Temmet deck, performing both key tasks I’m looking for at a good rate.

For a few final additions, Diregraf Captain is just a generically good zombie, and I’m basically having it replace a couple zombie typal cards I’m cutting.
Lethal is a removal spell that also includes a good amount of draw/discard filtering, and it’s easily payable with black zombie tokens.
Fellwar Stone and Ponder are here to give some extra ramp and filtering respectively, just smoothing out the overall game plan.
The last addition is Cephalid Coliseum, a land that can provide a burst of draw triggers at a great rate at a point in the game when the deck is looking to close things out.

Through these changes, my hope is that Temmet will be more consistently useful, sticking around longer and providing larger buffs to zombies.
The addition of more zombie tokens and removal will hopefully also direct the game plan of the deck in the right direction.
Temmet definitely isn’t my favorite commander; like, there’s definitely less depth there than with the alternate commander Hasan, but I still can’t help but respect the attempt at making a different sort of Zombie deck, one more based around drawing and discarding than around death triggers and sacrificing.
Hopefully we see more exploration in this direction in the future, and hopefully future zombie precons end up a bit more coherently constructed.

Announcement

An announcement: I have a P.O. Box now, and the address is on screen.
Feel free to send me your favorite card or a handwritten poem proclaiming your love of Brushwagg.
The P.O. Box isn’t wildly large, so don’t send me anything bulky, as there is a solid chance it will be thrown away instead of finding its way to me.
This should go without saying, but please also don’t send me anything dangerous or disgusting.
Thanks!
If I get enough cards, I might turn them into a deck or make them into a video of some sort: delicious future content for the gaping, content-hungry masses of the world.
With that said, thanks for watching, and thanks to Architect for supporting us.
I’m a fan of Architect’s UI, a thing that was on screen basically the whole time, and an especially nice feature for tweaking decks is the maybeboard categories, which let me keep thoughts and card additions nice and organized.

#30
DeckbuildingJul 202582K views

How Cheap Powerful Cards Warp Commander Deckbuilding

Let's Talk About My Most Controversial Video
We revisit our controversial video on budget cards, explaining how cards with mismatched price and power levels cause players to overvalue synergistic cards and undervalue essential effects like interaction and ramp.He argues that adding overly powerful staples can backfire by increasing threat perception without improving consistency, and advises builders to determine necessary card counts and stick to them to maintain balance.
Use this in your deckCut any staple that raises your deck's power level without addressing a specific weakness the deck already has.
BudgetCard EvaluationPower LevelFormat Health
Principle
  • Cheap cards with disproportionately high power cause players to fill the best slots and then neglect further essential effects due to diminishing returns in perceived value.
  • A deck with a wide range of power levels among its cards can cause opponents to always assume the strongest possible play, drawing disproportionate retaliation even when the average is low.
Evidence
  • Players overrate synergistic win-more cards and underrate consistent vegetables because synergies are harder to evaluate than simple interaction and ramp.
  • Upgrading a mid-power graveyard deck can backfire because opponents will likely pack silver bullet graveyard hate, leading to less consistent games.
Deckbuilding Application
  • Determine the correct number of slots for a given effect ahead of time and avoid exceeding that count even when powerful budget options are available.
  • Cut cards that increase your deck's threat level without solving a specific weakness it already has.
Limitation
  • The original video's points about social dynamics may be exaggerated, as we now acknowledge a tendency to overstate such factors in earlier work.
Example
  • Sol Ring is a cheap powerhouse because its price stayed low through reprints, but if scarce it would rival Mana Crypt in cost and be limited to power gamers.
  • We avoid Torment of Hailfire in our Glissa deck because we do not want opponents to equate having many lands with an imminent game loss.
More quotes
  1. The like-to-dislike proportion is an abysmal 77%. For context, my second lowest is around 95%.
  2. [My most controversial video] is wildly unpopular compared to literally everything else I've released.
  3. Are cheap powerful cards a problem? Was I on to something or flat out wrong?
  4. Players will add the best options within their budget, then notice the rapidly worsening power to money ratio and stop adding them, even if running more of that type of card would be better for their deck.
  5. Decks become crammed with win more cards but lack the basic building blocks that lead to consistently performing well.
  6. I don't run Torment of Hailfire in my turbo ramping Glissa deck because I don't want my opponents to equate me having a lot of lands with an immediate game loss.
  7. Less than half of people are still watching when I get to the part of we where I start to justify my soul ring slander.
  8. I don't think Sol Ring should have been reprinted in commander sets because I don't think fast mana belongs in casual Commander.
  9. I just don't like what explosive starts do to the tempo of games.
  10. Some have argued that it should be banned but that ship has sailed given the number of reprints it has seen.
Full transcript
Revisiting a Controversial Video
Summary of the Original Video's Arguments
What I Think Now About our Arguments
The Flawed Introduction
Why Fast Mana Doesn't Belong in Casual Commander
#31
Format TheoryJul 202579K views

Tutor Decisions Define Four EDH Player Types

The Simple Question that Determines What Type of EDH Player You Are
We use a thought experiment about tutoring for a powerful card to segment EDH players into four types.We explore the first two types: players who always tutor for the powerful card for fun or to enable other strategies, and players who sometimes decline to tutor for it to match the table's vibe.We explain our own philosophy of treating gameplay as a separate optimization stage, which makes intentional suboptimal play feel unsatisfying.
Use this in your deckResolve tutoring tension by cutting either the powerful target or the tutor so you never have to hold back in-game.
TokensCard DrawPower LevelDeckbuilding RestrictionsCard EvaluationDeckbuilding Principle
Principle
  • Powerful cards carry an allure beyond their win rate, tapping into a player's nostalgia and desire for memorable plays.
Evidence
  • The popularity of Vintage Cube on MTGO demonstrates that many players enjoy playing with high-power cards for their own sake.
  • We recount our own experience of optimizing a mono-black pile with Cabal Coffers and Necropotence, only to find the excitement diminish over time.
Deckbuilding Application
  • Tutors can serve as a bridge, allowing a deck with a weak core strategy to consistently access a single powerful enabler like Skullclamp.
  • Powerful cards can remain enjoyable when used to prop up offbeat themes, like Necropotence drawing into a casual tribal deck instead of an infinite combo.
Limitation
  • A player who consciously chooses a weaker tutor target may feel they are violating the competitive spirit of the game, leading to dissatisfaction.
Example
  • The specific scenario of having Enlightened Tutor in a token deck with Skullclamp forces the player to confront whether they always want to draw an overwhelming number of cards regardless of the table's power level.
More quotes
  1. Yes, I tutored for the Skullclamp because I like Skullclamp and I want to draw a shitload of cards regardless of the situation.
  2. No, and in fact I cut the Skullclamp because the number of cards it draws doesn't fit the vibe of my deck.
  3. No, and in fact I cut the Enlightened Tutor because I don't want the option of tutoring for the Skullclamp.
  4. Powerful cards can go from a fun thing in their own right to a way to enable some other fun things that are a bit less powerful.
  5. Trotting out the same old powerful cards in the same ways just might not remain as enjoyable.
  6. There's a reason why Vintage Cube is one of the most popular Cube formats on MTGO. Are these powerful cards more inherently fun than any others? No, but they're famous and alluring, and playing them pokes a little good card dopamine button.
  7. If I need to make a sub-optimal choice or hold back in some way, it pierces the immersion of the game and kind of takes me out.
  8. A lot of people dislike playing suboptimally, and another segment of players dislike playing against somebody they know is playing suboptimally. It almost feels like an insult.
  9. The most dominant feature of casual EDH is some degree of suboptimality, and I generally think of that as being in the deck building part of things.
  10. This game doesn't have 10 Necropotences you can slip into your deck, and even if it did, that might not even be desirable. Tutors are a nice way to work around that fact.
Full transcript

In my last video, I discussed how adding a single card to an EDH deck that simplifies or circumvents a task a player finds fun can have a negative impact on how playing that deck feels.
That video generated a lot of buzz and discussion, which was great to see, and it also helped crystallize a handful of ideas that have been sloshing around my brain for the past several months.
These ideas are complicated and span a variety of subjects, but they can be pretty straightforwardly introduced with a simple thought experiment.

The Thought Experiment

Let’s say you have a tutor and there’s a “Bonkers card” , something very powerful , in your deck.
Do you tutor for the “Bonkers card”?
Just so things are a bit more tangible, let’s say you’re Enlightened Tutoring for a Skullclamp in a mid‑power tokens deck: a decently powerful tutor and a draw engine that is probably leaps and bounds better than the next most powerful draw engine in the deck.
So, do you Enlightened Tutor for the Skullclamp?

The Four Answers

I have devised four answers to this question, which segment four different perspectives on EDH philosophy.
They go as follows: “Yes, I tutored for the Skullclamp because I like Skullclamp and I want to draw a shitload of cards regardless of situation.” “No, I might choose not to tutor for the Skullclamp because the number of cards it draws might not fit the vibe of this game.” “No, and in fact I cut the Enlightened Tutor because I don’t want the option of tutoring for the Skullclamp.” “No, and in fact I cut the Skullclamp because the number of cards it draws doesn’t fit the vibe of my deck.”

It may be clear which of these quadrants I personally fall into most frequently , the fourth one, or sometimes the first depending on deck , but I want to acknowledge that the others exist.
I’ve gotten a lot of comments from people who likely fall firmly into one of the first three quadrants, people saying something to the effect of, “But wait Alex, have you considered this?
I think you forgot to consider this.” So I now want to consider the other three of these perspectives in depth and where they come from, what core animating forces drive people to engage with this format the way they do.
I’ve split we up into two parts because I found that the first two perspectives here and the last two perspectives really demand two different lenses of analysis.
If you want to hear me discuss the final two, you can keep an eye out for that video about a week from now; for now, let’s get into the first two quadrants.

The First Quadrant: Always Tutor for the Good Card

The first one is the person who does tutor for the “good card” because they want to play the “good card.” This is, on its face, entirely understandable.
Magic: The Gathering is a card game where players try to win games, and winning games is fun.
More powerful cards win more games, so they end up being seen as especially fun in some sense.
This may be directly related to the fact that they win more games, but in a format like EDH it could also be a more indirect force: they feel good to play, they generate reactions from others, they have a mystique about them born from years of being heralded as powerful.
There’s a reason why Vintage Cube is one of the most popular Cube formats on MTGO.
Are these powerful cards more inherently fun than any others?
No, but they’re famous and alluring, and playing them pokes a little “good card” dopamine button residing in the brains of a lot of players.
The EDH player who runs good cards and tutors to find those good cards more often may be doing so because they want to win more games, but they also may just be looking to poke that button more.
And can you blame them?
It’s fun to play a Skullclamp and draw a ludicrous number of cards.
I think most players go through a stage of this at some point in time; I certainly had the experience of optimizing a mono‑black pile with Cabal Coffers and Necropotence and such like 10 or so years ago, and I remember the excitement I felt.
For some players, that excitement persists long term, and I’m happy for those players.
Maybe they make their way to cEDH, or maybe they just have a good time playing sweaty high‑power piles against other sweaty high‑power piles.
However, for myself and many others, the excitement of playing good cards for the sake of them being good does start to fade with time; trotting out the same old powerful cards in the same ways just might not remain as enjoyable, and even if you do keep playing with them, you might need to change the way you play with them to keep them fresh.

Keeping the Best Cards Fresh

One way this can be done is changing the context in which you play a powerful card.
An Ancient Tomb that curves into a Bolas’s Citadel is very different from one that curves into a bunch of Treefolk, and a Necropotence that draws into an infinite combo is very different from one that draws into a bunch of clerics from the 2000s.
Put another way, powerful cards can go from a fun thing in their own right to a way to enable some other fun things that are a bit less powerful.
This isn’t really a realm of deck building I tend to find myself in, but I can absolutely see the appeal: you get the enjoyment of playing powerful Magic cards and the enjoyment of enabling offbeat archetypes that might not be good enough with weaker support cards.
And going back to the premise here, tutors can help with this.
If you want to guarantee having a piece of powerful support to hold up your otherwise questionable game plan, tutors can be a good way to do that, to have a consistent experience with your janky deck.
This game doesn’t have ten Necropotences you can slip into your deck, and even if it did, that might not even be desirable; tutors are a nice way to work around that fact.

Okay, so that’s one way powerful cards can stay fresh: playing them in unusual contexts.
The other way is getting to the point where you don’t even feel the need to play the “good card” every time it’s available, and this brings me to the second group of players.

The Second Quadrant: Choosing Not to Tutor for the Best Card

These are the players who have the tutor and don’t tutor for the Skullclamp , or at least they don’t always tutor for the best possible option.
I found that these are players who see tutors as a wonderful and freeing tool; you can find whatever you want with them.
You can find a Skullclamp, you can find a land, you can find a Leeching Licid , the world is your oyster.
And there is a certain logic to this.
Some games you might want a power card, maybe you’re behind or maybe you want a chance at catching up with somebody running away with the game, but there also might be other games where you’d prefer to take it a little easier, play a little lower caliber, tutor for something a bit more mundane if it better fits the vibe of the game you’re playing.
I believe this to be the least popular of the four quadrants I laid out earlier, but for the people who fall into it, I’m genuinely happy for them; they are able to have fun doing something that I struggle to have fun doing: playing suboptimally on purpose.

Deck Building vs. Playing: Two Stages of the Game

See, I treat the format of EDH as a two‑stage game, as I discussed in more detail in a video about combo decks last fall.
During the first stage, that deck‑building stage, I’m in creative mode, crafting an experience for the future me to play with, thinking about the sorts of decks I might be facing and trying to fine‑tune what I’m building to create the most enjoyable games.
During the second stage, though, when I’m actually playing a game, my goals are somewhat different: I treat it as a game where my objective is winning and where I’m pursuing that under a set of constraints.
These constraints consist of the tools given to me by my deck‑building self, as well as the limitations of the type of table engagement I prefer , which is generally very open and disclosing of information I think my opponents should have.
I’m not doggedly pursuing victory at all costs, but I also don’t like playing suboptimally once I’m in a game.
If I need to make a suboptimal choice or hold back in some way, it pierces the immersion of the game and kind of takes me out of it.
I still will do this under some circumstances, but I don’t like doing it, and I certainly wouldn’t set up my deck in a way where I expect to need to do it on a regular basis.
I know I’m not alone in this either; a lot of people dislike playing suboptimally, and another segment of players dislikes playing against somebody they know is playing suboptimally.
It almost feels like an insult; you can interpret somebody choosing to make worse choices as them saying, “Oh no, I don’t need to put full effort into this game; what you’re doing there isn’t requiring that of me.” Now, realistically, the sort of player who is okay with playing suboptimally probably isn’t thinking this way, but for somebody who is in a somewhat more competitive mindset, it’s not hard to take this interpretation.
This type of player may also seem very different from most other ways of playing the EDH format , and indeed it does take a different mindset, a different perspective on the nature of winning a game, maybe even different ideas of what a game should look like.
However, going back to the two‑phase model of Magic: The Gathering, this difference could be as simple as reversing the ordering of optimization in terms of deck building versus playing.
I play in a more optimized style and deck build in a less optimized style, but it’s easy to imagine a type of player who puts more optimization effort into the deck‑building phase and is a bit more laid‑back and casual when they’re actually playing.
I might feel a little weird about somebody else making choices that notably worsen their chances of winning, but I’ve also had people complain about me making the same sorts of choices in the deck‑building stage of things.
The most dominant feature of casual EDH is some degree of suboptimality, and I generally think of that as being in the deck‑building part of things, but it seems reasonable enough that it could exist in the playing stage instead.

Two Similar Approaches, and What’s Next

As a final note, going back to the comparison between these two player types, a way that these two players are a bit more similar is in the character of their decks.
They’re generally both happy to play tutors, and they are both happy to play with powerful cards as well, maybe even when those cards feel a bit overtuned compared to the rest of the contents of a deck.
Fundamentally, these things are just game pieces, and having them in a deck isn’t an obstacle to the fun for these people.
What I’ll be talking about next week, on the other hand, is the opposite: it’s players who are much more critical of what they put in their deck one way or another, and as you’ll see when that video comes out, those particular perspectives have philosophical roots about as deep as it’s possible to be.

With that said, thanks for watching, and thanks to Architect for supporting us.
I’ve been doing a lot of brewing lately, and Architect makes it easy to keep my thoughts organized with its nice visual layout and helpful category system.
A link to my is in the description if you want to check out what I’ve been working on lately.
I’d also like to thank my patrons, some of whom are on screen now.
I just started taking submissions for this month’s deck review, so if you want a chance at having your deck reviewed by me, you can sign up to my Patreon at the link in the description.
You can also check out the podcast I’m on if you want to experience more words exiting my mouth without giving me more money; a link to that is also in the description.
All right, bye now.

#32
Community ChallengeJul 202566K views

Winning Decks from Baldur's Gate Commander Challenge

I Challenged My Community to Make Decks with Bad Baldur's Gate Commanders
We reveal the top decks from a community challenge where players built around Baldur's Gate background commanders.Judged on creativity, cohesion, and dynamic gameplay, the winning Allora deck polymorphs its background to find Sneak Attack, and the Amber deck pairs sacrifice-outlet clerics with Haunted One for repeated value.We highlight how unique synergies can turn perceived downsides into powerful engines.
Use this in your deckUse a polymorph effect on your own background creature to tutor for a key enchantment like Sneak Attack.
RedBlackBlinkAristocratsDeckbuilding RestrictionsBudgetSynergyDesign IntentDeckbuilding Principle
Principle
  • Evaluating decks on creativity, cohesion, and dynamic gameplay helps identify builds that are both original and highly functional.
Evidence
  • For Allora, common strategies included Ball Lightning creatures, ninjas, and recycling enter-the-battlefield effects, with around 100 total submissions.
  • Amber decks were often budget builds under $150, and black was the most popular background color due to discard synergies.
Deckbuilding Application
  • Polymorph your own background creature to consistently tutor for a key enchantment, as the background can be recast from the command zone.
  • Combine Amber with Haunted One and sacrifice-outlet clerics or dwarves to repeatedly trigger their abilities and wheel your hand each combat.
  • In a Sneak Attack deck, include flicker spells to permanently keep cheated creatures by blinking them before the end-of-turn sacrifice.
  • Include counter-removal cards like I Sand Storm or Retribution to reset +1/+1 counters on undying creatures, enabling multiple deaths and triggers.
Limitation
  • Allora’s bounce ability is only beneficial when built around ETB reuse or end-of-turn sacrifices; otherwise, it severely weakens board presence.
  • Amber’s small 3/3 body makes her reliant on Haunted One’s undying to safely attack and trigger her ability, exposing a vulnerability if the background is removed.
More quotes
  1. A spell-less spellslinger deck was a funny one and a favorite among people on my Discord server.
  2. The winning deck was a sneak attack deck with Guild Artisan chosen as the partnered background.
  3. This deck pairs sneak attack with polymorph effects, tutoring out a sneak attack effect by polymorphing its own background [Guild Artisan].
  4. Flicker cards in the sneak attack deck can flicker a creature put out with sneak attack to keep it around permanently.
  5. All of my top picks here were less than $150, some a lot less.
  6. The deck runs an eye-watering nine board wipes, which it can break parity on through Haunted One.
  7. Amber is a fundamentally janky Commander; she's a draw engine but requires a very scrappy style and doesn't reward that style heavily.
  8. Dwarves? Yeah, no. Forget about it.
  9. This deck has an undeniable thematic core, with themes of death and dying riddled throughout.
  10. The winning deck was a different sort of twiddle storm deck, focused on effects that untap all of your creatures.
Full transcript
Introduction
Allora, Merry Thief

For a few honorable mentions, we have a deck based around the card Dawn of the Dead, a deck that focuses on the card Etheral as a way to help with getting creatures back into play, and a spell-less “spellslinger” deck; that one is a funny one, and it was a favorite among people on my Discord server.
For the winning deck, though, we have a returning winner: filthy Stacks player submitted a sneak attack deck with Guild Artisan chosen as the partnered background.
Now the choice to run sneak attack wasn’t a unique one for this challenge; getting creatures out at a discount to be sacrificed at end of turn makes sense as a way to utilize Allora and was a reasonably popular choice as a result.
However, this deck had a handful of construction choices that made it stand out above the rest of the crowd.
For one, its utilization of its background Guild Artisan wasn’t a wildly popular background in the challenge, but it could be a nice treasure engine.
More importantly, though, this deck pairs it with “polymorph” effects.
That’s right: this deck can tutor out a sneak attack effect via one of two cards that remove a permanent to grab one of the same type, doing so by polymorphing its own background, which is conveniently castable from the command zone.
This can also work with the treasures produced by Guild Artisan to polymorph for artifacts, since Chaotic Transformation can target multiple permanent types and Reality Scramble can be cast multiple times via retrace.
These are supplemented with a handful of tutors that can find instants and sorceries, enabling the deck to have consistent access to its key enchantments.
One natural question for a sneak attack deck is what is being snuck out; in this case, there’s a total of sixteen creatures of mana value six or greater, a pretty robust number.
Among these, some are your typical cheat deck beaters such as Ancient Stone Idol and Cityscape Leveler, but past these there are some more interesting ones.
Balefire Dragon provides a source of large-scale removal, Knollspine Dragon can allow for some big draw with creative turn ordering, and there are also a number of ETB creatures that can get value turn over turn utilizing sneak attack, including Tyrant of Discord, Astral Dragon, and Trumpeting Carnosaur.
There’s also another key top-end creature, Nezahal, and that one can serve as a gesture to a key subtheme within this deck: flicker.
Flicker cards perform two functions here: as with the commander, they can recycle ETB creatures, and they can also flicker a creature put out with sneak attack to keep it around permanently at no additional expense.
This gives the deck a great degree of flexibility in how hard it wants to commit to the board and in how much it wants to grind value.
There’s also a good amount of redundancy in key types of effect; there are four total cards that can perform a sneak attack-like role, two enchantments and two non-enchantment cards that are similar enough, and there are likewise multiple alternative options for keeping around sneak attacked creatures outside of the command zone.
Overall, this is a super deck; great job again, filthy Stacks player.

Amber Grist O'Maul

Really, this deck focuses on one specific variety of creature: that being clerics and dwarves that sacrifice creatures to accomplish tasks.
We’ve got eleven of these along with twelve other clerics and five other dwarves.
The basic idea here seems simple: dump these creatures into play alongside Amber and Haunted One, and then swing in with Amber in order to both wheel and use sacrifice abilities on the now undying clerics and dwarves.
This can produce effects such as destroying a creature with Blind Zealot, tutoring out black creatures with Shadow-Rite Priest, and drawing cards with Skullport Merchant.
The deck also contains five cards that reanimate in some way, including three attached to a cleric, as well as three madness cards, so there’s some degree of synergy present to work with Amber’s attack trigger.
Her power and toughness aren’t great, only 3/3 on a four mana creature, but this doesn’t matter as long as the deck has Haunted One in play.
This might prompt a follow-up question: what if you want to sacrifice a creature that already has a +1/+1 counter on it?
The solution to this potential issue comes in the form of a handful of cards that remove counters from creatures; there are nine of these total, and while most of these feel more like filler than anything else, the two enchantments seem great.
I Sandstorm provides a quality source of repeatable burn damage, and Retribution of the Ancients is an even more potent tool, particularly when the deck’s board gets bigger.
The other standout element of this deck is its suite of board wipes.
The deck runs an eye-watering nine board wipes, which the deck can break parity on through Haunted One.
One of these nine is Yako Hops, which can provide a game-warping nuke once the pilot of this deck trusts their board to run to the finish line.
These board wipes seem like an appropriate tool to help the deck’s honestly mediocre creatures get around the large boards of modern-day EDH decks, because that’s the most palpable vibe this deck gives off: the jank factor.
The cards here are at best normally mediocre cards being used in their narrow use case window of being decent, and in some cases mediocre cards even in this deck; we’ve got late 90s dwarves, various mediocre commons from across the years, Grimoire of the Dead, there’s so much nonsense here united in flavor or function or both.
This feels appropriate, though, for a few reasons.
Amber is a fundamentally janky commander; she’s a draw engine, but one that requires playing in a very scrappy style and one who doesn’t even reward that style that heavily.
Her two creature types, cleric and dwarf, are not generally great ones to build around.
Clerics have gotten just enough love to make Shadowborn Apostle decks look a cut above respectable, but dwarves?
Yeah, no, forget about it.
In addition, this deck’s budget is quite low; it’s sitting below the $50 mark if you exclude Haunted One, a card which, as Lord Reverend alluded to, is basically free as long as you win this competition since the prize card is an altered art version of the card.
A wildly polished deck with top-tier card quality this certainly is not, nor was it intended to be.

As a final note, this deck also has an undeniable thematic core to it.
We have themes of death and dying riddled throughout this deck, including the Haunted One background, a whole lot of cultist-type creatures that sacrifice things to perform rituals, and board wipes that represent great dying-off events.
Lore-wise, Amber herself is a cleric with connections to the Shadowfell, carrying a certain degree of liminality with her, tugged between life and what lies beyond.
This further helps the deck in communicating itself as a cohesive unit, and the end result has an undeniable sense of style to it.

Ellyn Harbreeze, Busy Body

This is a deck focused on effects that untap all of your creatures; four of these untap all creatures on opposing untap/tap steps, eight untap all creatures once, and a few other cards untap creatures more selectively.
To go along with these, this deck has eight creatures that tap to create a token, seven that tap to add mana, and two cards that tap to create Treasures, effectively doing both of these things.
Once this deck has Ellyn and some of these effects online, it can start to do some cool stuff; the deck can use all tap abilities creating mana and tokens and filtering, and then it can play a card that untaps all creatures to refresh all these tappers.
Mana creators let the deck avoid running out of mana too fast, and creating tokens allows the deck to dig deeper and deeper with Ellyn on each round of tapping, hopefully finding additional untapping effects for as long as the Ellyn player wants to keep going.
The deck doesn’t have an explicit win condition in the 98 outside of maybe Halo Fountain, but the elegant thing here is that the deck doesn’t really need a specific payoff card for a big tapping and untapping turn.
Agent of the Iron Throne in the command zone means that a board full of tokens already contains an implied level of damage, and several Ellyn activations will mean a well-curated hand of cards when passing after a big turn.
To go along with the rest of this game plan, the deck also contains a handful of one-time token producers, some protection for the commander, and a small suite of other support cards.
What’s interesting about this deck is that I think both Agent of the Iron Throne and Haunted One work well as backgrounds, though they lend very different play patterns for finishing off opponents.
Agent of the Iron Throne gives the deck a more measured play style that focuses on optimizing twiddle turns in the moment and worrying about finishing the game later once a whole lot of tokens are in play.
Haunted One, on the other hand, is more explosive, rewarding careful planning and avoiding opposing hate with the potential for some truly disgusting alpha strikes.
Either way seems valid to me, though something nice about Haunted One is that it also gives the deck a bit of something that it’s a bit low on at the moment: protection.
Ellyn can tap herself at any time she’s untapped to grant the benefit of Haunted One even if no tokens were created during a turn, which gives is a pretty sw.

#33
Community ChallengeJul 202553K views

Commander Deckbuilding Without the Letter E

The No Es Deckbuilding Challenge
We explore a Commander deckbuilding challenge where no card name can contain the letter 'E', eliminating roughly 83% of all Magic cards.We showcase community submissions that found creative workarounds, such as utilizing the four 'Station' artifacts for an infinite combo and winning with BioVisionary.The challenge demonstrates how strict restrictions force innovation and reveal underused synergies.
Use this in your deckIf your deck's core strategy loses over 80% of its key pieces to the restriction, pivot to a self-contained combo like the four Stations that entirely avoids the letter E.
WhiteBlueBlackRedGreenComboDeckbuilding RestrictionsMana BaseSynergyDeckbuilding Principle
Principle
  • Strict deckbuilding constraints compel players to find unconventional synergies and hidden gems.
  • When a massive portion of the card pool is eliminated, strategies anchored by a small, resilient set of cards become the most viable.
Evidence
  • The no-E rule eliminates roughly 83% of all Magic cards, according to our analysis.
  • Despite the ban, certain card types remain largely intact: half of polymorph cards, all copies of Rat Colony, and about 11 green-producing lands for mono-green decks.
Deckbuilding Application
  • Before committing to a theme, inventory how many of its key pieces contain the banned letter; if the core collapses, pivot to a restriction-proof combo like the Stations.
  • For color identities hurt by the loss of basic lands, prioritize nonbasic lands and mana rocks since they statistically have fewer of the restricted letter.
Limitation
  • The restriction removes premium tutor targets like Darksteel Forge, forcing decks to settle for less powerful but compliant alternatives.
  • Excluding Forest makes mono-green decks especially fragile, demanding an aggressive mulligan strategy to find enough colored sources.
Example
  • One featured deck uses Arcanum Dagsson to sacrifice artifact creatures and fetch Blasting, Grinding, Summoning, and Salvaging Station, which form an infinite combo.
  • Another submission pilots Momir Vig to tutor creature copiers like Mockingbird and Sakashima's Will, aiming to assemble four BioVisionaries for the win.
More quotes
  1. A snail never tells.
  2. It's EDH, but without any E's in the names of cards.
  3. Not being able to build decks with E's eliminates roughly 83% of all Magic cards.
  4. Only around half of all polymorph cards were eliminated, leaving a respectable five left for any red-blue decks to enjoy.
  5. There were four cards printed in Fifth Dawn with station in the name, and it just so happens that none of them have E's.
  6. Something else you may note about this no E's format is that it excludes a basic land, forests.
  7. There are something like 11 lands without E's that both produce green and are legal in a mono-green commander deck, and pairing those with a modest number of green-producing mana rocks can get you up to a simple count that's an aggressive mulligan policy away from being adequate, I suppose.
  8. Kirk was canonically originally named Kerric, and his choice to remove the E from his name meshes nicely with the nature of this challenge.
  9. Iron Man is actually a great choice to go with this for a couple reasons. For one, treasures. That's an E.
  10. Artifacts for good? What a laugh.
Full transcript
The No E’s Challenge
The Struggle to Find E‑Less Strategies
Arcanum Dagsson Station Deck

Arcanum Dagsson is a spicy commander from Coldsnap, and he’s one that has the potential to be quite powerful in modern‑day unrestricted EDH.
Four mana for a creature that can sacrifice an artifact creature to find a non‑creature artifact every turn is quite potent, and the non‑creature artifacts we have available to search for in the year of our Lord 2025 are quite horrifying compared to what existed back when Arcanum Dagsson was printed in 2006.
However, what do the top‑tier tutoring targets like Darksteel Forge, Portal to Phyrexia, and God‑Pharaoh’s Statue all have in common?
E’s, of course.
So, naturally, any Arcanum Dagsson enjoyers had to get a bit more creative, which brings me to the tutoring targets of choice for this deck: stations.
There were four cards printed in Fifth Dawn with station in the name, and it just so happens that none of them have E’s.
Two of them you may know as classic combo pieces, Blasting Station and Grinding Station, whereas Summoning Station and Salvaging Station are somewhat less popular cards that only hipster YouTubers play.
However, when the four of these are in play at the same time, all of their respective abilities and untap clauses merge together to form an infinite combo with each other, so long as a low‑cost artifact for Salvaging Station is in the graveyard.
The two high‑cost stations are activated to create permanents, which untaps the low‑cost stations, and then those two are activated to sacrifice the permanents and inflict harm on opponents, which untaps the high‑cost stations; rinse and repeat until opponents are dead.
So, the heart of this deck is these four artifacts and a commander who can find them.
But what supports that?
Well, first, artifact creatures.
This is the resource that Arcanum needs to create his stations, so naturally, there are 19 of them.
These cards span a variety of purposes, with the most common being to help the deck ramp.
Some of them are a bit filler, but with a commander like Arcanum Dagsson, that’s not really a problem.
The other key thing this deck has is protection.
Arcanum is a scary commander, so to keep him alive, this deck is packing nine counterspells and five other pieces of protection.
Filling out the rest of the deck is a handful of removal spells, as well as a variety of other artifact‑related cards.
There are a handful of cards that seem here specifically to synergize with certain stations, a number of one‑cost non‑creature artifacts to allow Salvaging Station to come online, and there are likewise a couple cards that can let artifacts untap.
Trading Post also lightly synergizes with a couple different stations, yet another possible machine that can be cobbled together.
All of this has a very retro energy about it, and I enjoy that.

Green Without Forests: Momir Vig BioVisionary Deck

Lost and lacking will, Momir looks through his list of organisms.
“Nothing is worth his scrutiny,” Momir complains.
Finally, his scanning finds a grand form without fault, BioVisionary.
Thinking hard, bold but rational philosophy turns logic through airtight analysis.
Satisfactory strands of thought align into his magnum opus: Simic Assistant Tutor, a Cryptid Zoologist, a Quandrix Cultivator, an Amped Entomologist, a Bookworm.
All paths find BioVisionary.
Momir looks for mana through dirt, rocks, and things part both.
His supply is found.
A cunning trick finds its way into his mind.
Bouncing his assistants, a Portal of Sanctuary, a Shard of Crystal, and an Umbilicus fulfill his fantasy.
With BioVisionary on board, many cards copy it.
Organisms such as Mockingbird, artifacts such as Soul Foundry, and surprising magic such as Sakashima’s Will allow Momir to join in, too.
Four mirrors from a primordial first, a smiling Momir claims victory.

That story laid out a lot of what the deck is doing, but let’s do a brief rundown.
Momir Vig is a commander with two abilities attached.
Casting green creature spells lets you tutor up creatures to the top of your library, and casting blue creature spells lets you draw the top card of your library; casting blue‑green spells puts cards directly into your hand in classic original Ravnica fashion.
BioVisionary is a card that wins you the game if you have at least four copies of it in play on your end step.
In a singleton format like EDH, this means that some form of copying is generally required to make it work as a win con, and naturally, this deck has a fair amount of that.
12 cards exist to copy it in some form or other, though these span a wide range of things.
You’ve got the basic copy plan, which will take a bit of effort; you’ve got the stronger, though non‑tutorable plan of using a card like Sakashima’s Will on a wide board; and you’ve got riskier plans such as exiling BioVisionary under Soul Foundry and hoping to be able to activate it four times.
As for finding each of these components, the deck features nine Simic creatures for purposes of tutoring up clones, as well as a number of other green creatures.
There are also cards like Crystal Shard and Umbilicus, which bounce creatures to be recast, and which can also let the deck repeat ETBs on top of that.
Outside of that, this deck features a good amount of ramp, which seems like a good idea for a couple reasons.
For one, Momir Vig is a five‑mana commander with a concerning effect, so that’s basically a seven‑ or nine‑mana commander if you think about it.
Outside of commander tax, Momir Vig also feeds the deck card advantage at a healthy clip, so naturally, it makes sense to make sure to have a way of spending that.
In terms of green symbols, this deck contains 15 amongst its lands and two amongst its colorless ramp, for a total of 17 symbols, which certainly isn’t great, but can be made workable enough with a somewhat aggressive mulligan policy.
This deck certainly represents a fun navigation of this challenge’s tricky requirement.

Conceptual Decks
Iron Man and Now I Know My ABCs

“It’s missing.
How?” Tony hasn’t got an inkling.
With a total of 62 4K cams running constantly throughout this wing, saving and backing up 2 TB worth of visual data to his main SSD array hourly, no burglar of any amount of skill could slip through such vanishingly slim cracks.
Still, Jarvis had scrupulously dug through it all at his insisting, only to turn up nothing.
And what was Tony anticipating to find anyway?
It’s not a physical thing that’s missing.
No, this was a villain’s doing, not your bog standard cat burglar.
But who?
Doom?
No, no motivation.
Loki?
Now that would fit, but it’s difficult to sort out his thoughts without such a vital symbol.
And Tony Stark’s a man of action anyway.
Sitting around ruminating isn’t his strong suit.
As his armor’s hydraulics hissed into motion, Iron Man sighs and shrugs.
Just got to go out and find it, huh?

Iron Man himself is a five‑mana flying beater who creates treasures and offers a birthing pod sort of effect for artifacts each turn.
Should I have heard that sort of effect as an Oswald effect?
A repurposing effect?
Anyway, he turns artifacts into other artifacts.
The silver border card this deck features is Now I Know My ABCs, a card that wins you the game on your upkeep if you control permanents with all 26 letters of the alphabet in their names.
Iron Man is actually a great choice to go with this for a couple reasons.
For one, treasures, that’s an E.
Secondly, it allows the deck to go hunting for some of the less common letters out there that might be attached to artifacts.
Naturally, this deck has a number of artifacts with less common characters: Tamiyo’s Journal, Blazing Torch, Drivers’ Familiar, Acquisition Octopus, and so on.
There’s even Spy Kit, an equipment that gives a creature the names of all legendary creatures, which certainly simplifies the game plan a bit as long as you can keep the creature in play until your upkeep.
Even outside the artifacts, there’s a lot of variety; we’ve got Accumulox here for that lovely French Vanilla Mirrodin gameplay, as well as Grass Lak and Zorn.
The core of this deck is Now I Know My ABCs, but this deck has a good number of options to pivot into a more conventional artifact beatdown sort of plan if needed.
Sharding Sphinx and a handful of other flyers make for a solid plan alongside combat damage to player effects.
All of this and more is explained in the deck’s 700‑word primer, also including no E’s.
I have to respect the effort on display here.
I briefly toyed with the idea of writing this script E‑less, but quickly abandoned that idea when it became clear how difficult long‑form writing without E’s is, particularly when it comes to navigating around common words I might normally use, like commander or deck.

Mirrorwing Tiamat: A Cutthroat Combo Deck
#34
DeckbuildingJul 20253,260 words in transcript

What Counts as Card Draw in Commander?

The Odd Truth About Draw in EDH
We argue that so-called card draw in EDH encompasses a range of effects that either help spend excess mana or locate specific cards.We explain how mana sinks, impulse draw, recursion, and filtering can substitute for traditional draw based on a deck's needs.The main lesson is to diagnose a deck's primary bottleneck before deciding what types of 'draw' to include.
Use this in your deckDiagnose whether your deck's main bottleneck is unspent mana or missing key cards, then replace generic draw with mana sinks or selection accordingly.
WhiteBlackRedMidrangeSpellslingerCard EvaluationDeck ConsistencySynergyDeckbuilding Principle
Principle
  • Card advantage and card selection address two distinct deck bottlenecks: unspent mana and missing key cards.
Evidence
  • X spells and repeatable mana sinks allow battle cruiser decks to convert excess resources into board impact without traditional draw.
  • Recursion spells like Seasons Past and evolution witness effectively reuse cards, mimicking draw in decks with graveyard access.
Deckbuilding Application
  • Before adding draw, determine whether your deck primarily wants to turn mana into value or to dig for specific combo or synergy pieces.
Limitation
  • Recursion engines need self-mill or sacrifice themes to fill the graveyard before they can generate value.
  • Impulse draw effects are less effective when a deck contains many situational cards that cannot be played immediately.
Example
  • An Asheen deck prioritizes creatures with on-attack draw and utility lands over generic X burn spells, because they align with its combat strategy while still functioning as mana outlets.
More quotes
  1. Fundamentally, the source of ambiguity here is that card draw as a concept often gets treated as one singular thing, but it's actually more like a web of overlapping solutions to achieve a handful of different goals.
  2. The goals of card draw are a little fuzzy, but broadly there are two main ones that decks will be focused on: spending excess mana and finding particular cards.
  3. Spending more mana than opponents will generally make it easier to defeat them regardless of what else is happening.
  4. [X spells and mana sinks] aren't exactly draw, and you'd get some weird looks if you tried to call them that, but they absolutely perform some of the same functions as draw in decks mostly focused on spending mana.
  5. A Steelshaper's Gift that exclusively finds a Skullclamp followed by Sword of the Animist? That's a draw spell. Get it out of that tutor category.
  6. When I'm deck building on Archidekt, I'll generally put tutors in my draw category in two cases: if they generally find a source of card advantage or if the function of tutors wholly lines up with the function of drawing cards.
  7. If you're playing a combo deck where the main thing your draw spells accomplish is digging for combo pieces or tutors, then the purpose of your draw is almost exclusively card selection and tutors accomplish.
  8. We can actually construct a spectrum and place all the types of cards I've mentioned today on it. On one side, we have pure selection effects that are all about seeing extra cards. And on the other side, pure advantage cards that turn mana into value without seeing any cards at all.
  9. Ledger Shredder: pure filtering. Tutors generally also pure filtering, though a bit flexible depending on what you plan to get.
  10. Nearing the center of the spectrum, you've got things that generate a decent bit of card advantage, but that also do a bit of extra digging. And this includes my personal favorite draw X card in most decks, Pull from Tomorrow.
Full transcript

Is a potentially repeatable recursion source like Evolution Witness a card draw spell?
How about something that draws and discards, like Matsilantly the Great Door?
Is that considered a draw spell?
What about so-called “impulse draw” options like Leia, the Blade Reforged?
I imagine you might have opinions on any one of those questions; maybe you said yes to all, maybe you said yes to none, and maybe you’re a diehard Great Door fan, no more, no less.
It would be satisfying and lovely if I could just flat out say exactly what does and does not count as “card draw” among these, but unfortunately, it’s a bit more complicated than that.
Fundamentally, the source of ambiguity here is that “card draw” as a concept often gets treated as one singular thing, but it’s actually more like a web of overlapping solutions to achieve a handful of different goals, and different decks will want different sorts of things deemed “draw” for completely different reasons.

The Two Main Goals of Card Draw
Spending Excess Mana

This is actually pretty similar to the process of learning a real-time strategy game.
Becoming an average skill Starcraft player basically just requires two things: building up resource generation and then being able to spend all the resources you end up accumulating.
We can see parallels to EDH battle cruiser decks with this.
As long as you’re completing basic tasks like hitting land drops, playing some ramp spells, and spending all your mana each turn, you’ll probably be having an okay time; and once you’re at that point, you can turn your attention to the specifics of what your mana is actually accomplishing.

In the context of this type of deck, a deck chiefly concerned with managing mana gained versus mana spent, all sorts of things can loosely fit into the category of “draw.” Adding X spells to a deck will typically reduce its need for draw since they’re very effective at spending mana, and the same goes for X abilities and other abilities that are useful to sink a lot of mana into over a turn cycle.
These aren’t exactly draw, and you’d get some weird looks if you tried to call them that, but they absolutely perform some of the same functions as draw in decks mostly focused on spending mana.
The key here is going to be making sure that mana is being spent in ways that are actually effective at pushing toward a deck’s goals.
Throwing a random Fireball in an Asheen deck might make it better at spending mana, but an X-cost damage spell probably isn’t a type of card that will generally progress the goals of a creature-based mid-range deck.
The best available ways to spend mana in a nasheen deck will typically be creatures with on-attack draw abilities that synergize with the deck’s commander, and there are also a number of utility lands in Mardu colors that can soak up mana while accomplishing useful tasks for a combat-centered deck.

Draw Alternatives That Spend Mana

Another popular non-draw source of value generation is recursion spells, cards that return things from graveyard to hand.
This could be a big one-time option such as Seasons Past, and it could also be a recursion engine such as Evolution Witness plus counter shenanigans, scrapler plus some artifacts, or even something discreet like Forexian Reclamation.
You could even include graveyard abilities such as flashback or escape in this category.
All of these options serve a similar task, allowing already played cards to be reused again in some way.
These sorts of effects are typically going to be strongest in decks that involve lots of redundancy and similar cards, since returning a common card type from graveyard to hand is going to be pretty similar in effect to drawing one of those cards.
However, these still tend to have limitations in that they require having stuff in the graveyard to function.
For a deck with lots of sacrifice or which is based around instants and sorceries, key cards will get into the graveyard all on their own, but other types of decks might want sources of self-mill or self-discard to keep their graveyard stocked with juicy options for returning.
Generally, the more self-mill or wheel-style effects you add to a deck, the more your recursion spells will stray away from the task of spending mana and start to gain some genuine selection potential.
And this brings me to the second goal.

Finding Particular Cards: Filtering

If we want to stretch the definition of “filtering” a little, and I certainly do, tutors are the ultimate example of this: cards that search a player’s library for a card that fits some set of constraints.
Solve the Equation is basically a Solundai vision that looks at unlimited cards instead of six, and Demonic Tutor is basically an Impulse that looks at unlimited cards instead of four, sorcery speed though, so it’s pretty balanced.
So, do tutors count as card draw?
Do cards like Impulse count as draw?
It depends on what your deck’s goals are with running these cards.
In some decks, it might be important to distinguish between what cards give card advantage as opposed to what cards only give card selection.
A spellslinger deck might run Impulse, and it might be a helpful card for smoothing out gameplay, but if the deck is currently running a fairly low number of draw engines, it’s not necessarily going to be a helpful addition for purposes of maintaining cards in hand.
Likewise, if you have a really impactful card you’re tutoring for, a tutor very well could feel like a draw spell, particularly if it’s a tutor that generally searches up some sort of value engine.
A Steelshaper’s Gift that exclusively finds a Skullclamp followed by Sword of Frontier, that’s a draw spell.
Get it out of that tutor category.

When I’m deck building on Architect, I’ll generally put tutors in my draw category in two cases: if they generally find a source of card advantage, or if the function of tutors wholly lines up with the function of drawing cards.
For example, if I’m playing a combo deck where the main thing my draw spells accomplish is digging for combo pieces or tutors, then the purpose of my draw is almost exclusively card selection, and tutors accomplish that.
I’ve also reached the same conclusion in the opposite direction.
My Brina deck is an aggro deck with lots of redundancy, so tutors aren’t much better than basic card draw.
When I added IR’s Oathworn because of its synergy with the commander, there was no reason for me not to group it with the deck’s draw because it’s performing the same task.
However, in other decks, tutors play a somewhat distinct role.
In my strongest deck, I run tutors to find Time Sieve because that’s what I need to win, but I also run bite and defasa effects, which generically draw cards when my creatures hit players.
This can help find Time, but it can also draw me into counterspells to protect my combo.
And if Time Sieve is up and running, but I don’t have a full combo, having an engine that gives me an extra three to four cards a turn is typically enough to turn a couple extra turns into a win by helping me find things to give extra artifacts.
Card selection and card advantage are both helpful, and having a mixture of selection-only cards and generic card draw that provides both works out to fulfill the deck’s needs in the draw department.

A Spectrum from Selection to Advantage

Nearing the center of the spectrum, you’ve got things that generate a decent bit of card advantage but that also do a bit of extra digging.
This includes my personal favorite draw-X card in most decks, Pull from Tomorrow.
It’s instant speed, reasonably costed, and the disadvantage of discarding a card is typically negligible since it’s attached to a card that draws a bunch of cards first.
You could also put something like Necropotence here, since absent a Reliquary Tower, you’ll generally be exiling some amount of what you draw, even if there’s a lot of volume of cards entering your hand.
Generic card draw leans a bit toward advantage compared to other options.
Though a lot of the strongest draw is just generic card draw, so oftentimes decks will focus on this even if they care mostly about card selection.

After that, you’ve got impulse draw and recursion engines.
While the former is relatively straightforward, the latter will vary a bit depending on how well it’s supported.
Recursion spells might lean very close to advantage, though they also might have some degree of selection as well, depending on how much self-mill and discard a deck has.
It’s often far easier to get cards to the graveyard than into hand, but the tools for hating on graveyards are far stronger and far more ubiquitous than cards that force opponents to discard are, so recursion has some natural limits in how reliable it can be.
On the far end of things, we have abilities that can soak up an unlimited amount of mana.
Kessig Wolf Run is a land with a powerful activated ability that a deck can sink as much mana as it likes into.
It will never find you any cards, but it can grant the value of giving a creature you control +X/+0 and trample, and the only cost to have this ability available is running a colorless land.
So, this is a spectrum of what different styles of draw and filtering will accomplish in terms of value and card selection.
But I worry that all this categorization and visual flourish and such like might serve to abstract the issue beyond what’s helpful.
So, how do you find the best options for your deck?
And how do you know when you have enough?
Let’s start with that first question.

How to Choose the Best Options for Your Deck
#35
Format TheoryJul 2024330K views

Why cheap staples like Sol Ring warp Commander deckbuilding

The Problem with "Budget" Cards
We argue that cheap, powerful staples like Sol Ring warp Commander deckbuilding by discouraging players from considering slightly worse alternatives.This leads to homogenization and neglect of synergy pieces because the power gap appears too large when sorted by popularity or price.Despite this, Sol Ring is unlikely to be banned due to its reprint history and format entrenchment.
Use this in your deckAdd at least two more counterspells to your blue deck, even if they appear strictly worse than Counterspell.
WhiteBlueGreenRampRemovalCountersBudgetCard EvaluationFormat HealthEDHREC Data
Principle
  • The presence of a cheap, format-defining staple causes players to undervalue slightly worse alternatives, leading them to run too few copies of that effect.
  • Sorting cards by popularity on sites like EDHREC exacerbates this by visually reinforcing a steep power cliff after the top options.
Evidence
  • Sol Ring's low price was maintained through constant Commander pre-con reprints, which cemented its ubiquity and discouraged exploration of other mana rocks.
  • Wizards included Sol Ring in the original Commander decks under the mistaken belief that its current affordability meant it should be a precon staple, ignoring that format growth would naturally increase its price.
Deckbuilding Application
  • When browsing counterspells on EDHREC, the drop from Counterspell to three-mana options leads players to skip them, even though most blue decks benefit from running at least a couple more.
  • In contrast, searching for green creature-cast triggers presents many viable cards without an obvious cutoff, encouraging players to include more of that effect.
Limitation
  • our opinion that Sol Ring should remain expensive is biased by not having a commercial stake, unlike Wizards, so it may not align with practical incentives.
  • The Commander ban list is inconsistent and unlikely to address Sol Ring, reflecting the inherent difficulty of regulating such a diverse format.
Example
  • Group playtesting often sees cards dismissed as 'worse Sol Ring' or 'worse Lightning Bolt,' a shorthand that obscures nuanced card evaluation.
  • The green value engine example shows that without an obvious top dog, players are more willing to run multiple cards like Beast Whisperer and The Great Henge.
More quotes
  1. I think it would have been fine or even advisable to let Soul Ring's price soar as the format size grows, let it be a toy for the power gamers alongside Mana Crypt, Moxen and the like.
  2. Commander's ban list is, hot take alert, kind of a stupid mess.
  3. Unless somebody goes around burning every single copy of Soul Ring on Earth released after 2010, a ban would really be the only solution.
  4. One of the most compelling issues with these cheap powerful cards is that they warp the way players look at other cards.
  5. A joke in my play group is to respond to 'what does that card do?' with 'oh yeah it's like a worse Soul Ring.'.
  6. It's like somebody asking how old a person is and you saying 'oh yeah they're younger than Henry Kissinger.'.
  7. A deck running too much synergistic stuff and not enough general stuff is at risk of getting itself into a bimodal pickle.
  8. There's an even sneakier type of budget card: the ones that cost zero dollars.
  9. You should add cards to a deck considering how they'll impact the games you play, even if you own the cards and they're free to add.
  10. [In my budget equipment deck,] when I played Sword of Forge and Frontier, it felt like a totally different deck.
Full transcript
The Legacy of Sol Ring

The reasoning for this choice on Wizards’ part was simple: Sol Ring was considered by some to be a must-include in the then-small Commander format, since, on account of it being banned in Legacy, its low double-digits price was pretty affordable for its power level, so the precon decks should also include Sol Ring.
I could say a lot about this logic, most prominently that Sol Ring’s relative affordability was a product of it not being played in large formats.
Printing sets specifically for EDH was a great way to inflate the size of the format, a process which, without a reprint, would have caused a demand spike with a fixed supply and increased the price, likely relegating Sol Ring to higher power level EDH decks.
It’s a problem that solves itself, one could argue.
Also, the pre-con Commander decks weren’t exactly well constructed, so the idea that they need to keep up with the decks of long-time Commander players is pretty laughable.
But something you might notice is that there’s a small difference between me and Wizards of the Coast: I don’t make money off of how many units of the Commander pre-cons get sold, and they do.
So I guess I’m a little biased that way, but okay.

I think it would have been fine, or even advisable, to let Sol Ring’s price soar as the format size grows; let it be a toy for the power gamers alongside Mana Crypt, Moxen, and the like.
I understand why some people might disagree, but that’s my opinion.
There are also people who have argued that it should be banned, such as a writer known as chisholicious two months after the Commander set’s release in 2011.
And, well, unless somebody goes around burning every single copy of Sol Ring on Earth released after 2010, a ban would really be the only solution, but it’s not going to happen.
Commander’s ban list is, hot take alert, kind of a stupid mess that very clearly underscores the difficulty of moderating such a large format played in so many different ways and with such a wide potential pool of cards.
On top of this, Sol Ring has been printed in over a dozen Commander sets; Wizards have done their utmost to place the card within the pantheon of EDH.
Sol Ring is here to stay.

How Cheap Power Warps Deckbuilding

As a counter scenario, one can imagine a universe in which a player’s removal options solely consist of Naturalize, Murder, Lava Coil, and Banishing Light, to be played in whatever quantities the player wants.
In this universe, a player is forced to spend more time thinking about questions like, “How much am I worried about enchantments and artifacts?
How many creature removal spells do I need to deal with opposing pressure and win conditions?” The question isn’t what specific removal spells a player needs but rather how much of these sort of stock options.
Back in the real world, things end up working out a bit different than this.
This is especially pronounced if a player is using a website like EDHREC or some other metric that orders cards by popularity or quality.
If you’re looking for counter spells in Scryfall ordered by EDHREC rank, as I have been spotted doing from time to time, you first see Counterspell, a card that’ll set you back a dollar, great, I love it.
Then you see a couple of other options that are similar with a downside, as well as a couple that cost a lot of money.
By the time you get down to your standard staples, your kitchen table kings, your Modern machinations, or whatever, it’s looking a lot less tempting.
You have your Mana Leak type cards that fall off fast in power in later turns, you have your more specialized options, and then you have your counter spells that commit the cardinal sin of costing three mana.

It’s easy to imagine a player seeing the rapid price increases and power decreases that happen when you scroll downward from Counterspell, going, “Well, okay, I guess I’ll run Counterspell and a couple of these other ones, and then I’ll have the good counter spells within my budget.” Now, it should be mentioned that Counterspell is an incredibly powerful card.
Most other counter options that players can run are worse than it, yes, but I’d guess that most blue decks want lowercase-C counter spells enough that they’d benefit from running cards that are kind of a lot worse than Counterspell.
A joke in my play group is to respond to the question of “Oh, what does that card do?” with something like, “Oh yeah, it’s like a ‘worse Soul Ring’” or “Oh yeah, it’s basically a ‘worse version of Lightning Bolt.’” The joke here is that these statements tell you almost nothing about the actual power of a card; it’s like somebody asking how old a person is and you saying, “Oh yeah, they’re younger than Henry Kissinger,” helpful, thank you.

As a point of contrast, we can consider other types of cards somebody might choose to run, ones whose power is less obvious.
It’s pretty easy to go, “Oh, Wizards’ Retort, that’s strictly worse than Counterspell,” but what about if I want, say, a card that generates value when I play creature spells?
All right, Scryfall, let’s go green cards that have “whenever cast” and “creature” in their text, and let’s rank them based on EDHREC rank.
And there, well, okay, so there’s Beast Whisperer, and there’s The Great Henge, and there’s Silverback Elder, and there’s Primeval Bounty, and there’s Glimpse of Nature, and there’s Wild Pair, and there’s Matthew Admirers, and there’s Benjamin.
So which ones are the bad ones?
Which one should I add, and where should I stop adding them?
These cards are pulled from all across the 57 ordered cards that pop up with my search inputs.
Some are more flexible, or more bursty, or lower to the ground, but analyzing them is a much trickier value proposition than looking at counter spells.
It’s possible I did the math on my deck ahead of time and went, “Okay, I need two or three of these cards, preferably at least one in the four-to-five mana range and at least one in the six-to-seven mana range,” but if I didn’t, gee, there are sure a lot of good-looking cards here.
I could run “worse Counterspell” or “worse Soul Ring,” or I could run more of these.
And counter spells aren’t the only thing to get neglected.
If I’m looking for creature removal, Swords to Plowshares and Path to Exile are both under two bucks and absurdly powerful, with other white creature removal being much worse or much more expensive.
If I’m looking for artifact removal, red has Abrade and Vandalblast, with other options once again being worse or more expensive.
If I’m looking for general-purpose draw for blue, there are a few low-budget options: Mystic Remora is fabulous, especially with its price halved by a Dominaria Remastered reprint, and Mulldrifter, Treasure Cruise, and Archmage Emeritus all have decent spots in several different archetypes.
But beyond that, things get weaker, more specialized, or more expensive.
If somebody isn’t setting out a framework for their deck, it’s easy to imagine underdoing it on the more generalist stuff and overdoing it on the more synergistic stuff, and a deck running too much synergistic stuff and not enough general stuff is at risk of getting itself into a bimodal pickle: a state where it either falls on its face after getting a key piece removed or it goes on to a Mach 10 march toward victory.

The Sneaky Problem of Zero-Dollar Cards

There are certainly powerful cards that are cheap due to wide reprints or another reason, such as Sol Ring, Counterspell, and Swords to Plowshares, but there’s an even sneakier type of budget card: the ones that cost zero dollars.
A quick anecdote: I recently built a Meria, Scholar of Antiquity deck.
It’s an equipment deck; you throw a bunch of equipments on Meria and then tap them to generate mana and value.
I kind of built it as a meme, but it’s a genuinely delightful mid-power level aggro deck.
Anyway, after ordering the forty dollars’ worth of mostly random bulk I needed for the list, I sat staring at the Sword of the Animist and the Sword of Forge and Frontier I had in my collection.
They cost no money to add and would be so good in the deck.
I put them in the deck for a few games, but they had such a warping effect that I decided to take them out.
My deck’s mana and value engines were pretty solid for an aggro deck but decidedly reasonable in scope; while Explorer’s Scope and Rogue’s Gloves both feel very appropriate within the list, when I played Sword of Forge and Frontier it felt like a totally different deck.
And I know the fact that’s within the realm of possibility naturally shifts the way my opponents will think about my deck.
Ultimately, it wasn’t meant to be a particularly high-powered deck, nor could it hope of performing like a high-powered deck on the current budget, so I cut the swords.
The point being made here is that you should add cards to a deck under consideration of how they’ll impact the games you play with the deck, even if you own the cards and they’re free to add.
My quasi-meme equipment deck has a handful of specific weaknesses, and adding power cards to the deck doesn’t help it manage those weaknesses with any consistency; it just makes people want to play better decks against it.

An even better example is graveyard decks.
Graveyard synergies are wide-ranging, fun, and potentially quite powerful, but they exist within a game that has a lot of really heavy-duty graveyard hate.
There are the options like Tormod’s Crypt and Rest in Peace, which straightforwardly demolish graveyard strategies, and even cards like Nihil Spellbomb and Bojuka Bog, which do so without even spending a card, and with the latter dodging counter spells on top of all that.
All this to say, decks heavily based around graveyards need to make a decision: accept the need to be resilient against this stuff, usually by winning quickly or being loaded with counters for the hate, or play at a power level where these hate cards are less common.
This puts a lot of mid-power graveyard decks in an awkward spot.
Adding stronger synergies will lead to crushing unprepared decks even more than before, but will still end up with getting wholesale dunked on by hate cards unless the efficiency of the deck is vastly improved to guarantee quicker or more abrupt wins.
There’s not necessarily a right or wrong answer here, but my mantra is that if you don’t want to play higher power level, don’t play higher power level.

Another example of this is cheap infinite combos, namely Niv-Mizzet and Curiosity.
I’ve known people who went, “Well, this deck is running red and blue and I’ve got the card sitting right here; why not add them?” If you’re purely looking to increase the power level of your deck, this is fine logic, but adding an infinite combo to your deck changes the whole dynamic of games once people know it’s there.
As a frequent enjoyer of aggro, I often find myself asking the question, “How will each of my opponents be trying to win this game?” If the answer goes from “I don’t know, Drakes or something” to an infinite combo that requires very little setup, I’m probably going to be hitting that player with my creatures, and they’re definitely going to deserve it.

As another anecdote about building decks for the types of games you want to play, my brother recently got his first Commander deck, a decently built Jodah.
In a night with several EDH games, everybody pulled out one of the more powerful lists every time he played the Jodah deck, resulting in games where he was doing a lot but also eating a lot of removal spells and needing to deal with a bunch of powerful nonsense from other people.
The games were close, but the only gam.

#36
DeckbuildingJul 2024263K views

Transparent Deckbuilding Avoids Small Bean Syndrome

The Curse of Smol Bean Syndrome
We argue that small bean syndrome, verbally downplaying one's board state to avoid attacks, often stems from inconsistent deckbuilding.Building decks with transparent win conditions and consistent performance through more draw, filtering, and ramp reduces the need for political manipulation.Examples like the Glissa and Meria decks show how visible threats foster less conflict.
Use this in your deckIncrease the proportion of low-cost ramp spells in your deck so that you successfully ramp to your desired mana threshold in over 40% of games.
GreenBlackRedMidrangeVoltronDiscardTable PoliticsDeck ConsistencyPower LevelThreat AssessmentSocial and Politics
Principle
  • Small bean syndrome is a political tactic where players downplay their board state to avoid being attacked.
  • Transparent deckbuilding reduces the need for small bean syndrome by making a deck's threat level obvious from its board state.
Evidence
  • Inconsistent decks have a power crater where they underperform a large percentage of the time, making small bean syndrome a rational response.
  • Players who conceal their resources and wait for others to use interaction first, playing like a nerd, may accrue social distrust.
Deckbuilding Application
  • Add more low-cost draw, filtering, and interaction spells to smooth out deck performance and reduce non-games.
  • For ramp strategies, ensure cheap ramp spells constitute a large enough proportion to reach your desired mana in over 40% of games.
Limitation
  • At cEDH, bluffing and deception are expected, but at mid-power, transparent decks promote fairer politics.
  • Consistently hiding your game state can cause opponents to overestimate unknown threats, leading to misdirected removal.
Example
  • The Glissa deck is transparent because its power derives from ramp, draw, and creatures, all visible on board.
  • The Meria Voltron deck's power is tied to visible equipment, and it runs a known 10% protection spells.
More quotes
  1. I call this Small Bean Syndrome: when a player goes out of their way to paint their deck as being in a bad spot, deserving nothing but mercy.
  2. I'm not a big fan of most forms of small bean syndrome due to their tendency to discourage attacks and artificially lengthen games.
  3. An inconsistent deck with explosive cards but no connective tissue will naturally have moments of popping off and moments of the opposite.
  4. When piloting an all-or-nothing deck, small bean syndrome is a form of power level smoothing, a way of papering over the power crater you made for yourself and bolstering your weakest moments.
  5. At a CEDH table, downplaying your game state is the norm, as it should be. You have every right to bluff and engage in low-level deception.
  6. If you're playing a deck whose wins result from weird tech pieces interacting to create unexpected avalanches of value, people might get apprehensive.
  7. Human beings have a natural tendency to fear the unknown, even if being unknown might feel like the correct play.
  8. My Glissa deck is a very consistent deck. I call it transparent: you can always approximate how well it's doing by looking at the board state, cards in hand, and land count.
  9. My Glissa deck is a powerful deck against conventionally built mid-power decks. I call it midrange crusher 5000 for a reason, but the transparency means people worry about it less than they probably should.
  10. My $25 Rakdos discard deck deletes people's hands and makes them upset, but the rest of the deck is just grindy creatures and a commander to clear the way for a small group of two-twos and three-threes to attack.
Full transcript

I think most of us have seen games like this.
It's turn five or so, and a player is getting ready to go to attacks.
Immediately, a chorus erupts from the would-be attacker's opponents: "Come on, man, I don't have anything." "Hey, don't attack me, I missed a land drop." "Really?
You're going to attack me?
But I guess I was just trying to be funny." I like to call this style of table engagement SBS, "small bean syndrome," when a player goes out of their way to paint their deck as being in a bad spot and deserving nothing but mercy.

Now, Commander's nature as a multiplayer format means the table politics naturally play a major role in a lot of games.
In addition, a lot of people play EDH specifically for a less cutthroat MTG experience; not everybody at every table is looking to win quickly or even win at all.
I'm not a big fan of most forms of small bean syndrome, due to their tendency to discourage attacks and artificially lengthen games, but I can accept that not everybody is trying to play the same kind of EDH I am.
However, there are also people who share my desire to play quicker and more cutthroat games and who employ small bean syndrome more tactically.
This may be intentional, but it also might not be, which brings me to a major reason for SBS's existence: deck inconsistency.

If somebody has an inconsistent deck, one with some powerful and/or explosive cards but a lack of support or connective tissue for such cards, there will naturally be moments of popping off and moments of the opposite of popping off.
This means that such a player can be telling the truth when they say they're having a whiff moment, but this can still be a deception in some sense of the word.
Let's try an exercise real quick: here's a graph of their deck's performance, with the Y-axis being power and the X-axis being percentile of power at a given moment (you know, 20% of the time they'll be at least this level of powerful, 80% of the time they'll be at least this much lower quantity of powerful).
Make sense?
No?
Great.
You obviously got this moderately small percentage of the time where their deck is going absolutely ham, doing whatever it is the powerful decks do, but also this gulf back here where their deck is farting around doing nothing.
Certainly, they're having a bad time here, but this is often a situation arising from deck-building choices.
A deck that dedicates too much space to the synergistic and the explosive will have some big turns and occasionally massive wins, but also a lot of moments where it withers to a single removal spell or just can't quite put the pieces of the puzzle together.
These moments could be made less frequent by running more of that connective tissue: more filtering, more small-scale draw, and more creatures and low-cost interaction spells to protect themselves.
If they're ramping to big cards, they could run a larger proportion of small-scale ramp spells in their deck so that they successfully ramp where they want to be more than 40% of the time.
When a person is piloting a sort of all-or-nothing deck, small bean syndrome is a form of "power level smoothing," a way of papering over the power crater they made for themselves and bolstering these weakest moments.
And I don't mean this as an attack necessarily; if this sounds like you, please take this as deck-building advice.

Concealing Your Game State

A related concept to small bean syndrome is people who don't verbally talk down their game state, but who do play in a way that conceals how well they're doing.
At a cEDH table, this is the norm, as it should be at that power; you're trying to win a cutthroat game of Magic against other people trying to win even more cutthroatly, and you have every right to bluff, to downplay your game state, and to otherwise engage in low-level deception.
At a more middling power level, though, this might not be the best way to go.
If you're playing a deck with a clear win con, people might know what to expect even if they're a bit scared about it, but if you're playing a deck whose wins result from weird tech pieces interacting to create unexpected avalanches of value and board state, well, people might get a bit apprehensive.
When a deck is doing a lot of things, but it's unclear how it wins, people may be asking themselves the question, "Oh God, is it that?
Or is it that?" Additionally, there are some strategic ways of playing that might involve saving resources and trying to force other people to use interaction first.
You might say to yourself, "Hmm, that card is spooky, but if I hold no removal, somebody else might deal with it, and then they'll have less removal when I want to do something spooky later." My friend Mr. Hans calls this "playing like a nerd," and though it's decent from a strategic standpoint, it's the kind of slightly baddie play style that people will eventually catch on to.
Whether or not you get punished for playing shady or playing nerdy will depend on the table, but you should keep in mind that human beings have a natural tendency to fear the unknown, even if being unknown might feel like the correct play.

Transparent Decks

For an example of a deck that performs almost the opposite way, let's talk about my Glissa deck.
I talk about it a lot, and I will do so again here.
The deck consists of ramp, draw spells, removal, and big creatures: no bursty wins, no surprises, and no weird tech pieces or out-of-place synergy cards hogging space.
There's nothing spicy with the commander either; she just adds draw to improve consistency and is a good blocker to help with survivability.
The deck simply does its battle cruiser thing.
People who've played against the deck know that's what it does, and if people ask me what it does, well, that's what I'll tell them.
If I'm currently behind while playing that deck, well, guess what?
When I get back on my feet, you can expect more ramp, draw, big creatures, and removal.
Get ready.
It's a very consistent deck; it's also what I'll call a "transparent" deck.
By this I mean, you can always approximate how well it's doing by looking at the board state, cards in hand, and land count of the deck.
If the deck has a big board, well, the threat is right there, no extreme synergies or combos to worry about later.
If the deck has a lot of cards in hand, there's a good chance it's packing a lot of removal.
If the deck has a big land count, there are all sorts of moderately scary things to worry about, but the odds of the spookiest outcomes are lessened the fewer cards in hand the deck has.
It's a powerful deck against a lot of conventionally built mid-power decks; I call it "Midrange Crusher 5000" for a reason, but the transparency and absence of sudden win cons means that people tend to worry about it less than they probably should.

Another transparent deck I have is my Meria deck.
Although that one has more unique tech and response plays, it's transparent because it's a Voltron deck.
The problem is right there on the board in front of you.
If there's a Meria on board with a lot of equipments, I'm doing pretty well.
Most of my draws will be exiles off the top, so you're seeing most of the stuff I'm seeing; the scary stuff is all visible.
There might be some protection spells in my hand, but the deck devotes a full 10% of its space to protection, so that much shouldn't be a shock.
Meria also has the advantage over Glissa that it's low to the ground.
My deck can create a value engine with its commander to exile cards, but that value is more small artifacts and creatures, and the deck doesn't do much if the artifact count is low or if the commander gets removed.
Even with a higher artifact count, the deck still only hits one player a turn and gains maybe four cards' worth of value.

My $25 Rakdos discard deck is even lower to the ground, only incrementally drawing cards with a handful of scrappy creatures, and honestly, that's the deck's only saving grace.
It deletes people's hands and makes them upset, but the rest of the deck is just grindy creatures and a commander to clear the way for my small group of 2/2s and 3/3s to attack.
People will sometimes attack it out of spite for a bit, but the non-discard portion of the deck is so utterly fair Magic that people will usually go, "Oh, you're just doing that now." Huh.
And won't worry about it too much.

Fight the Table Ideology

All three of these decks pair well with a style of table engagement I like to call "fight the table ideology." They can happily admit to exactly what they plan to do; they can do it fairly consistently, and they are prepared for the consequences if they become an enemy.
Me and Mr. Hans originally coined this phrase to describe the optimal play style for mixed power level games, or alternatively, games where one player gets a decisive advantage early.
If you're playing more powerfully than other people, you could play close to the chest before popping off with a power turn and deleting the table, but that's not really fun for anybody.
However, give your opponents the information they need to know and be open about the general shape of what your deck is doing, specifically how it wins and what cards you're playing are doing there, and suddenly you've got a dynamic game where your opponents are strategizing about how to keep you in check while managing their own individual plans.
Any deck can partake in this ideology in a game playing against lower power decks, and I encourage giving it a try.
But as a method, it also works as a more general style of deck building and play.

Now, I can already hear some of you say, "But Alex, why would I want to be the enemy?
I don't want my life total to be eaten into the sun by a bunch of quivering nerds who I've been smugly informing of their impending demise at the hands of my deck." Well, first, if you are in the dominant position, doing literally that can lead to some really fun gameplay as long as you're not an ass about it.
But more broadly, this method can actually save your deck from some hate, and let's talk about that.

Step One: Pose a Clear, Consistent Threat

This might seem odd for hate dodging, but step one of fight the table ideology is that you should pose some sort of clear threat to the table with a good degree of consistency.
This could be early damage, big mid-game beats, board wipes, stax, and so forth.
This will mostly come down to building a deck that's focused and isn't filled with unnecessary tech pieces or creatures out of sync with the game plan, and you can accomplish this step on a shockingly low budget.
The point of this step is that what you're doing needs to be visible.
To go back to an earlier point, I've seen hyper-techy mid-range decks which fill their board with unusual permanents with no clear sense of how they'll be used.
If you do this, people might feel a looming sense of threat, but with no obvious sense of what to worry about, this might simply result in them attacking you.
By contrast, if the threat is visible, people can make their own educated calculations, and that calculation might just be, "Eh, it's probably fine." Similarly, consistency is important because that will be baked into people's calculations as well.
If we take the inconsistent explosive deck I was talking about earlier and average out the power, it might very well be lower than a deck engaging in fight the table ideology, but people aren't going to be thinking about averages; they're going to be thinking about the fact that you swung at them for 90 on turn five last game.
That's a lot scarier than a deck that consistently swings for 15.

Step Two: Be Open About the Threat

Step two of fight the table ideology is to be open about the threat that your deck poses to the table.
This doesn't mean you need to overhype yourself or give people constant updates on your draws, but be straightforward with people.
Verbally, this could mean saying, "Yeah, my deck generates a lot of artifact tokens, which I can use to accomplish various effects.
I don't have very many right now, so I'll need to get a lot more and have an outlet for them before I can do anything too scary." In terms of play, being open can just mean having a thing you're clearly doing.
Don't let your opponents imagine what you're doing with all of these fishy plays; have a goal and execute clear steps along the way.
One easy example for this is hardcore ramp decks, which work well because everybody knows they're scary at a lot of mana, but there's no singular land drop that signals the deck being a problem.
It evokes more of a gentle gradient of concern from your opponents rather than the black-and-white concern of a random spooky permanent, and this can lead to the deck flying under the radar.
This is doubly true if you're not running a singular win card like "Torment of Hailfire," but rather a win involving multiple cards used in a complex way, since decks can kind of just blend together in people's minds as, "Yeah, the deck does big things when it gets a lot of mana," which is conceptually less scary than a one-shot.
This sort of ramp deck is a great example of transparency being unexpectedly effective at avoiding attacks compared to more opaque play styles.

Can Any Deck Be Played This Way?

I've laid out the basic framework, but a natural question that might arise is, "Can my deck be played this way?" I do my best to play decks that are relatively consistent, so a lot of mine do end up following this mold, but even in my case, some decks will be trickier to do this with than others.
Decks with combos are generally more difficult to do this with, as they're naturally less transparent due to the level of importance they place on cards in hand, which is by definition a hidden zone.
For this reason and others, sometimes a deck isn't a great candidate for this kind of transparency treatment.
However, I think that a good exercise for every deck is thinking about what it would have to do to become a good candidate for this.
What happens if you remind your opponents of the strongest win con in your deck along with the conditions required to get there right at the start of every game?
What happens if your opponents treat that.

#37
DeckbuildingJul 2024247K views

Choosing the Right Ramp Spell for Your Commander Deck

You're Probably Playing the Wrong Ramp (in EDH)
We argue that many EDH players blindly include Cultivate in decks where it is suboptimal.We explain how to select ramp spells based on a deck's mana curve, color fixing needs, card type synergies, and net mana cost.Different commanders require different ramp strategies, and a tailored approach improves deck performance.
Use this in your deckAsk what mana value your deck is ramping toward, and prefer ramp spells that cost less than that target.
GreenRampAggroCard EvaluationCurveEDHREC DataDeck ConsistencyDeckbuilding Principle
Principle
  • Ramp choices should prioritize accelerating to the deck's pivotal mana value over providing redundant fixing.
  • The trade-off between speed, vulnerability, and synergy determines whether land ramp, dorks, or rocks are best for a given deck.
Evidence
  • 60% of Toski and Tovolar decks on EDHREC include Cultivate, suboptimally.
  • Toski's innate card draw makes Cultivate's land-to-hand fixing unnecessary, wasting the three-mana slot.
Deckbuilding Application
  • If your commander costs four mana, avoid three-mana ramp spells.
  • In monocolor green decks with high draw, use two-mana ramp or dorks instead of Cultivate.
Limitation
  • Cultivate shines in budget five-color decks where fixing and a five- or six-mana payoff are critical.
Example
  • A Glissa deck skips two-mana ramp entirely, using one-mana dorks to power out the three-mana commander on turn two.
More quotes
  1. EDH is especially vulnerable to cycles of overhype about particular cards.
  2. There will be cards that are regarded in the same lens [as must-plays] but which truly don't belong in all or even most decks.
  3. I think people tend to gravitate towards certain [ramp spells] that are considered staples even when there are other options that are much better suited to their deck.
  4. Treat this piece as a guide: how to stop jamming Cultivate into every deck and figure out what your deck actually wants instead.
  5. When you're adding a ramp spell to a deck you should be asking: what is this ramping toward?
  6. If the most important mana value you're pushing toward is four, you shouldn't run a bunch of three-mana ramp spells.
  7. You're playing a monocolor deck and if you play Cultivate you're effectively overpaying for ramp that gives you an upside you don't need.
  8. Different decks will want different things.
  9. The best ramp solution isn't going to be one size fits all.
  10. I think when it comes to the traditionally simpler parts of an EDH deck (the lands, the removal, the ramp), a lot of people have the idea that they can gloss over these things and focus their efforts on the juicy synergies that comprise the spiritual core of the deck, but these parts are what let the core of the deck do its thing smoothly.
Full transcript

The other day I was exploring options for a go-wide beatdown deck, so naturally I was on the EDHREC pages of Toski and Tovolar, and on those pages I found something that bothered me: on both pages, 60% of decks run Cultivate.
Now, obviously EDHREC has some inherent flaws that get further compounded through users of the website, it would be cool if somebody made a video about that or something, but still, 60% with a commander that’s low mana enough not to be boosted out by the ramp part and who draws enough cards not to need the tacked-on land to hand; you could spend that three mana on literally anything else.
There’s also some questionable draw run in these decks whose commander is an insanely powerful draw spell.
So what gives?

The Culture of “Must Play” Cards
Ramp Spells and the Cultivate Problem
When Cultivate Makes Sense
Matching Ramp to Your Mana Curve
Creatures, Artifacts, or Lands?
Upfront Cost vs. Net Mana Cost
How Much Ramp to Include
Look at Your Ramp Critically
#38
Format TheoryJul 2024230K views

The Homogeneity of cEDH Decks and Why It Happens

The Problem with cEDH
Competitive EDH decks overlap heavily due to the singleton 100-card constraint, the demand for maximum efficiency, and budgetless mana bases that push decks toward four or five colors.This homogenization limits the variety of viable strategies, though the format’s social contract reduces pregame friction and salt.
Use this in your deckEvaluate whether your deck's win conditions satisfy the cEDH requirements of speed, resilience, and compactness.
cEDHMeta TrendsDeck ConsistencyWin ConditionsFormat HealthMeta Analysis
Evidence
  • The top 10 cEDH decks share 20 cards: 9 lands, 5 mana rocks, 4 counter spells, and 2 draw enchantments.
  • Seven of the ten decks run the Thassa's Oracle plus Demonic Consultation combo, and six run Underworld Breach plus Brain Freeze plus Lion's Eye Diamond.
Deckbuilding Application
  • Make your win conditions fast, explosive, consistent, resilient, and compact.
Limitation
  • The findings are drawn from a static snapshot of the top 10 meta decks and may not capture off-meta brews or a shifting meta.
Example
  • Kinnan wins via infinite mana into playing the library, and Sisay wins via flicker-based combos tutored by the commander, demonstrating win conditions outside the dominant Thoracle and Breach lines.
  • Players use partner pairings like Vial Smasher and Thrasios mainly to add colors and get an extra card, not for the partners' own power.
More quotes
  1. It seemed like all of the cards were the same: the ways they gain mana are the same, the way they draw cards are the same, the ways they end the game are the same, and the ways they stop other people from ending the game are also the same.
  2. In cEDH, you're already playing the maximum allowed number of your seventh, eighth, and ninth favorite counter spells because you have.
  3. Ad nauseam is so powerful that it blurs the line between draw spell and one-card win condition.
  4. When you look at somebody's commander and the colors they're playing, you'll often be able to immediately guess one or more of their win conditions.
  5. CEDH is an essentially budgetless format which allows for very good mana bases at very little gameplay expense to the player, barring nonbasic hate.
  6. The partner Commander pairings that people go with are pretty mediocre. They let a player run a commander they actively like, add a couple colors they want, and have an extra playable card in a pinch.
  7. A lot of meta decks end up being four- to five-color piles of the best cards in the format.
  8. [In cEDH], the difference between a well-tuned deck and a jumbled goodstuff pile can come down to a small handful of cards that the deck then tutors for, rendering these differences subtle on the scale of a deck list.
  9. As you climb to the highest power levels of EDH, the range of possible decks you can build and plays you can make contracts further and further.
  10. My list does not run Thassa's Oracle, so I'm able to win through hate like Hushbringer or Torpor Orb that people commonly play against Oracle decks.
Full transcript
Introduction
Why So Much Overlap?
Dominant Win Conditions and Color Greed
The Shrinking Space of Viable Strategies
The Culture of cEDH
Rethinking the Top Decks
The Trinket Mage on Off-Meta Success
Meta Variations and Interaction Divergence
Weird Implications of Predictability
Final Thoughts
#39
StrategyJul 2024191K views

Effective Mulligan Strategies in Commander

The Art of the Mulligan
We explain how the London Mulligan and the free first mulligan in Commander allow players to mulligan more aggressively for key cards.Higher land counts improve the odds of keeping a hand for mana, freeing mulligans to search for impactful non-land spells.For decks seeking a particular early play, running 10, 12 copies and mulliganing assertively is often more efficient than packing 20 copies and risking duplicates.
Use this in your deckIf your deck needs a specific early-game effect like ramp, run 10, 12 copies of that effect and aggressively mulligan hands without it.
RampCard DrawDeck ConsistencyMana BaseCurveDeckbuilding Principle
Principle
  • The London Mulligan, especially with Commander's free first mulligan, turns mulligans into a valuable filtering tool that should be used actively.
  • A strong commander effectively gives you a guaranteed play, making it safer to mulligan low-resource hands.
Evidence
  • In a 28-land deck, mulliganing to six cards provides a 95% chance of finding a two-land hand and a two-thirds chance of three or more lands.
  • A 30-land deck keeps only 66% of hands by land count, whereas a 40-land deck keeps 76%, allowing the 40-land deck to save mulligans for non-land card quality.
Deckbuilding Application
  • To reliably find a specific early-game card type, include 10, 12 copies and mulligan aggressively, as this offers a better balance than including 20 copies and risking duplicates.
  • Adopt land counts that increase the probability of keepable hands, such as the low 40s, to preserve mulligans for filtering non-land cards.
Limitation
  • Building with an extremely low land count like 28 forces you to spend your mulligans almost entirely on mana, sacrificing the ability to hunt for powerful spells.
  • Running too few lands increases the chance that a hand with excellent non-land cards must be thrown away due to insufficient mana.
Example
  • A Goreclaw deck with a specific curve can run 10, 12 ramp spells and aggressively mulligan anything that lacks ramp, trusting the commander to apply pressure once mana is fixed.
More quotes
  1. If you aren't using that first Mulligan regularly every few games at least, you're actively giving up on a resource the game is handing you.
  2. Since you get to see a full hand of seven cards with every Mulligan, it's no longer the painful choice it used to be.
  3. A six or even five card hand with one of the deck's best cards will often be a lot better than your average seven card hand.
  4. The existence of a commander creature means that decks will have a pre-selected card that's effectively in hand at all times.
  5. It's literally possible for a hand to have access to no good cards.
  6. Developing your skill in something as superficially simple as saying yes or no to a given hand will generate you tons of advantage through additional free filtering in the long term.
  7. If everybody had to keep their first hand every time, I suspect that you'd see way more decks gravitating toward land counts in the low 40s.
  8. Running fewer lands will lead to a greater frequency of needing to reject hands with desirable non-land play.
  9. A single power card like Dockside Extortionist or Esper Sentinel might redeem an otherwise painful five card hand.
  10. It's easy to see your library as a mystical black box to deify it as an entity that will either bless you with wonderful cards or curse you with all the wrong stuff, but it's not.
Full transcript

When I started playing Magic, the mulligan seemed like a largely uncomplicated subject; if your hand is okay, you keep it, and if it sucks, you don't.
For the most part, this analysis reflected the actual state of the game.
See, for the first several years I played the game, the official mulligan rule was the Paris mulligan.
If you don't like your hand of seven, you can draw a new hand of six; if you don't like that hand, you can draw a new hand of five, and so on.
In some competitive constructed applications, you might have planned out some sort of mulligan policy for yourself, but the general idea, especially in limited, was “uh, try not to mull again because it sucks,” especially with regard to mana screw.
If your deck is 40% lands, a seven-card hand averages 2.8 lands; if you mulligan after drawing too few lands, the six-card replacement hand will average 2.4 lands.
God forbid you need to go to five, because that hand will average two lands and will have a greater probability of having one land than having three lands.
Yikes.
In addition, if there are a couple of pivotal cards in your deck, every mulligan you take means a turn later that you’ll see one of those cards, meaning that your midgame potential is compromised as well.

However, this all changed in 2019.
The introduction of the London mulligan meant that, since you get to see a full hand of seven cards with every mulligan, it’s no longer the painful choice it used to be.
This is all the more true in Commander, where you get one for free.
The filtering value in being able to pitch a hand and get that same number of cards again is legitimate and shouldn’t be underestimated; taking that first mulligan has no cost to you other than that it requires taking your first mulligan, so if you aren’t using that mulligan regularly every few games at least, you’re actively giving up on a resource the game is handing you.
In addition, going down to six cards or even to five cards isn’t that big a cost for a lot of decks.
It’s a bit painful in limited, because card effects and power levels are less diverse, so drawing a different set of lands, generic beaters, and non-creature spells often won’t feel worth the cost of losing one of them.
However, in Commander, cards vary wildly.
Despite my personal wishes for the format, just about every deck runs a piece of fast mana that will dramatically warp its early turns if drawn, and there are a number of other cards that will similarly have an outsized impact if drawn in the opening hand: other low-cost ramp spells like Birds of Paradise, low-cost draw spells like Mystic Remora or Skullclamp, and high-impact creatures such as Professional Face-Breaker or Academy Manufactor.
A six- or even five-card hand with one of the deck’s best cards will often be a lot better than your average seven-card hand.
In addition, as I mentioned in my lands video, the existence of a commander creature means that decks will have a pre-selected card that’s effectively in hand at all times.
This means that when you mulligan, you know that whatever hand you draw will have access to that creature; as long as you like your commander, it’s literally impossible for a hand to have access to no good cards.
So mulligans are a great tool, and developing your skill in something as superficially simple as saying yes or no to a given hand will generate you tons of advantage through additional free filtering in the long term.

Mulligans and Land Count

In addition, not only are there relevant decisions to be made during a given game, but the influence of mulligans on your decision-making process begins while you’re still building your deck.
We can see an indication of this immediately with the number of lands people choose to run in decks.
If everybody had to keep their first hand every time, I suspect that you’d see way more decks gravitating toward land counts in the low 40s, the range that maximizes the odds of a three-land hand.
But nah, if we draw too few lands, the cost of drawing a new hand is relatively low due to the previously mentioned factors, and the odds of drawing a workable hand within the first three drawn is pretty high.
There are also people who adhere to this principle much more strongly than just absent-mindedly tossing 30 lands in all their decks.
There’s a particular person in my comments section who advocates a land count of around 28 for most lower-curved decks, with the logic being that an aggressive mulligan policy can be employed to guarantee a high probability of drawing into enough lands to function.
Let’s consider that plan for a moment.
A given hand in a deck with 28 lands will have a 36% chance of having zero or one lands, a 33% chance of having two lands, and a 31% chance of having three or more lands.
If we’re willing to mulligan into six to see up to three hands of cards, this gives us a 95% chance of seeing a hand with at least two lands and a two-thirds chance of seeing a hand with at least three lands.
These aren’t the worst odds, especially when you consider that there might be low-cost draw, low-cost tutors, low-cost ramp, land cycling, and other tools that can make a two- or even one-land hand keepable.
However, this also calls back to the idea of mulligans as a resource: getting to see more hands of cards has filtering value, and constructing a deck in the 28-land framework means that filtering resource is basically spent exclusively looking for the right land count.
Now, this can be fine if you really trust your non-land cards to be valuable and trust your mana base to give you the symbols you need, but you’re still giving up a bit of ability to hunt for good nonland plays.
As a demonstration of this, we can think of a hand that has two lands and some desirable non-land cards; a decent hand I’d happily keep.
But what if we just made some changes to the deck and one of these lands got cut for a Ledger Shredder?
Suddenly this hand has a very high risk of missing at least one early land drop, and we might need a mulligan for a different hand, a hand that will likely have worse non-land play.
The point here is that running fewer lands will lead to a greater frequency of needing to reject hands with desirable non-land play.
If we’re looking for a hand with two to four lands, running a land count of 30 will give us that 66% of the time, whereas a land count of 40 will give us that 76% of the time.
Ten percent might sound like a small difference, but think about it this way: almost a third of the hands that the hypothetical 30-land deck needs to mulligan due to land count are keepable by the 40-land deck, and those hands might contain some really great cards.
This doesn’t mean that running more lands is objectively correct; there definitely are decks where having a lower chance to top-deck a land is especially desirable, but it does demonstrate some of the trade-offs involved with running different land counts and the way that higher land counts and better mana bases, for that matter, can increase the filtering value of the mulligan step.

Filtering for Non-Land Cards

Let’s say you decide to lean more in the direction of filtering for non-land cards.
What’s a good thing to do with this filtering?
Well, a lot of decks will have a particular thing they’re looking to find; for example, a piece of ramp is a frequent want for decks with a specific curve in mind, as is the case with the Goreclaw deck I mentioned in my lands video.
In cases like this, how many of a particular type of card a deck should run often comes down to whether the deck is okay with drawing multiple copies.
In my lands video, I showed a formula for finding the probability of drawing a card of a type, and while 20 cards of a type does give a comfortable 80% chance of drawing at least one in any given hand, the flip side is that there’s also a more than 40% chance of drawing two or more, and there is actually a lower chance of drawing exactly one copy than there is running a count of 15 or even 10.
Some decks won’t mind multiple copies of whatever they’re looking for, but for a deck looking for a diverse range of cards or a deck that is tight on space, running 10 to 12 copies and mulliganing aggressively for them might be a better plan than running 15 or 20.

Another consideration that’s especially relevant for higher powers is that decks can be built with the intent to mulligan in different ways based on the opposing decks and the turn order.
In certain matchups, it might be correct to mulligan aggressively for a hand that will make a bunch of bold plays early in a rush to gain dominance, whereas a different deck pool and turn order might make a grindier hand with quality drawn interaction a much more appealing one to stick with.

Three Factors Influencing Mulligan Willingness

At this point, I think I should mention I’ve been presenting mulligans as a filtering resource, which might imply that each deck has a set quantity of this resource that it should spend all of, and this is the easiest way to think of it, but it’s not exactly correct.
Willingness to mulligan will differ person to person and deck to deck, and how tightly a given player leverages their mulligans will generally depend on three factors.
One of these factors is how much they care about the quantity of cards they start the game with.
I mentioned that constructed EDH decks have more card variation than limited decks, and this effect scales with power level.
In cEDH, a single power card like Dockside Extortionist or Esper Sentinel might redeem an otherwise painful five-card hand, and a high density of specific stax pieces means that ditching a hate card against three commanders that aren’t generally all that affected by it isn’t a large cost at all.
Another factor that will influence mulligan willingness is a player’s risk tolerance, and this actually works in both directions.
A player who wants to sit down at the table and have a game where they’re guaranteed to do something might be willing to keep a slow hand rather than risking finding a worse one, and a different player could use the same reasoning to mulligan aggressively for a great hand because they don’t trust their topdecks.
On the flip side, we can imagine daredevils of multiple stripes boldly keeping or mulliganing and believing in their deck to deliver them greatness; ultimately, this factor is a matter of personal preference more than anything and will mainly come down to what different people find fun.
The final factor in determining mulligan willingness is how confident a player feels in their mulliganing skill.
Less experienced players and players who don’t know their deck as well will often be inclined to keep a mediocre but workable hand that a more experienced player would happily toss out to hunt for a better one.
This is a skill you can work on, and the best way to do this is to understand the ratios of different things in your deck and how likely each is to get drawn, either in an opening hand or in the first several draws of the game.

Building Mulligan Intuition

It’s useful to know that your opening hands will contain an average of 2.5 lands and 2.2 cards above three mana, and that they’ll have a 70% chance each to contain at least one piece of ramp and draw.
If this feels like a nebulous process in practice, you can also do lots of play testing: draw opening hands, play out the first few turns, rinse and repeat.
And actually doing a combination of these two, pre-play analysis and play testing, is the quickest way to build intuition as to how various deck building choices will turn into practical early game results.
It’s easy to see your library as a mystical black box, to deify it as an entity that will either bless you with wonderful cards or curse you with all the wrong stuff, but it’s not that.
The way the cards in your library turn into hands is predictable in a probabilistic sense, and getting a better feel for that will improve your ability to play your deck both in the mulligan phase and beyond.

#40
DeckbuildingJul 2024185K views

How to Make Your Commander Deck More Consistent

Snail's Guide to Tuning Your Jank
We define consistency as a deck that reliably executes its game plan without wild variations in power.We teach methods to improve consistency, such as solo playtesting, understanding probability thresholds for key card types, and categorizing cards into functions like ramp and draw.Proper categorization helps avoid filler cards and ensures each slot contributes to the deck's plan.
Use this in your deckInclude at least 10 cards of a given effect type, such as ramp, to have that effect appear in your opening hand more than half the time.
RampCard DrawDeck ConsistencyCard EvaluationTable PoliticsInteractionDeckbuilding Principle
Principle
  • A consistent deck offers multiple play avenues that all feel valuable, reducing variance in power level across games.
Evidence
  • With 10 ramp spells, the chance of having one by turn two is 63%; with 15 spells it rises to 79%, and with 20 to 88%.
  • Running 15 ramp spells gives a 69.6% chance in the opening seven, 90.8% after one mulligan, and 97.2% after two.
Deckbuilding Application
  • Categorize your deck into functions like ramp, draw, removal, and protection to ensure you have enough of each.
  • Require at least 10 cards of an effect to see it in your opening hand more than half the time.
  • Evaluate each card's actual role: for example, Gilded Lotus counts as ramp only if your plan is to cast threats costing 10 or more mana.
  • Prefer general purpose draw over conditional draw to avoid falling behind when behind.
Limitation
  • These probability estimates ignore mulligans, specific land counts, and tutor effects, so they provide rough baselines rather than exact odds.
Example
  • A Goreclaw deck aiming to cast its commander on turn three needs a piece of ramp by turn two; probability modeling shows the required ramp count to achieve this consistently.
More quotes
  1. A consistent deck is one that consistently does something and whose things it does don't vary all that much in power level.
  2. People will remember the most powerful moments of your deck. Your spooky pop off win that you can only pull off 10% of the time will be remembered alongside a more consistent deck's solid game plan that it pulls off 75% of the time, making your deck seem disproportionately scary.
  3. From a fun standpoint, I like to have a deck be doing something every game.
  4. [Wanting my deck to perform every game] is absolutely an ego thing, but fortunately we all have human brains that do silly human brain things.
  5. A simple benchmark you can reference is that you need 10 of a card in a deck to have it show up in a given hand more than half the time.
  6. I think a lot of people tend to underestimate how many cards 100 actually is, and that tends to result in people putting in fewer cards with a particular effect than would be ideal.
  7. I've been there, and let me tell you, those decks end up turning out way worse than decks where I'm sweating and dying trying to fit everything.
  8. If a card doesn't fit into one of your key categories, you should be asking yourself what its purpose is, and the answer should be simple and straightforward.
  9. In my mind, the optimal state of a deck list is one whose components exist in comfortable tension in your mind.
  10. If you're only running the Two Boots, your odds of drawing protection in your first five draws of the game are a hair under 23%. That's not great.
Full transcript
Introduction

The three decks I mentioned in my last video, my $25 Ratos deck, my Maria deck, and my Glissa deck, all basically do variations on a theme.
With Glissa, the deck might take different opening plays depending on the game, but at the end of the day the general game plan will be ramp, play big stuff, and gain board dominance.
Similarly, with my Maria deck, the deck is always looking to play a bunch of equipments and swing big in the mid-game, but that can take a bunch of different shapes.
If you want to learn more about the Maria deck, I recently posted a ten-minute deck tech over on my Patreon that covers the process of how I built it, a breakdown of the list, and some takeaways I had from the deck-building process.

Why Consistency Matters
Roll-Out Consistency

Let’s say I want to look at how often I get a particular type of card by a particular turn, using the example of a Goreclaw deck I’ve been building.
The deck always wants to play the commander by turn three, and this means that it needs to get a piece of ramp by turn two every game.
Disregarding mulligans, lands, and other factors, the probability of this happening is modeled by this function, where X is the number of ramp spells in my deck; it can be used to graph out how likely it is to achieve this goal based on that number.
As we can see on the graph, if I have 10 ramp spells in the deck there’s a 63% chance of having one on turn two; if there’s 15 in the deck I have a 79% chance; if there’s 20 I have an 88% chance, and so on.
Alright, now let’s say instead I really want to see ramp in the opening hand and we happily mulligan to get there.
If I decide to run 15 ramp spells, then for a given seven-card hand there’s a 69.6% chance of having at least one ramp spell, and this graph lays out the probability based on the number of hands drawn: for one hand drawn it’s 69.6%, for two hands it’s 90.8%, for three 97.2%, and so on.
A simple benchmark you can reference is that you need ten copies of a card in a deck to have it show up in a given hand more than half the time.

You could also do this sort of modeling for a combo deck.
For this hypothetical persist combo deck running no tutors and no partial pieces, in order to have a better than half chance of drawing one of each piece to have the combo you need to draw roughly half the deck, and there’s about a 1 in 400 chance of drawing it in the opening hand.
Another possible calculation would be modeling land drops given a certain land count.
By showing you this kind of modeling I’m certainly not trying to say that you should go out and get a degree in math before building a deck; I almost never run this sort of calculation while deck building.
What I am trying to say, though, is that it’s good to have a rough idea of the actual numbers of the situation.
I think a lot of people tend to underestimate how many cards 100 actually is, and that tends to result in people putting in fewer cards with a particular effect than would be ideal.
This also then has other effects on the card quality.
You might build out the core of a deck and then go, “Wow, I’ve got so many slots left, I could put all sorts of stuff in here.” I’ve been there, and let me tell you, those decks end up turning out way worse than decks where I’m sweating and dying trying to fit everything in.
When slots are plentiful, filler that weakens the deck as a whole will work its way in: cards where you go, “Oh, this seems decent in a couple niche situations,” or “Oh yeah, this card has slight synergies with a couple other elements of the deck.” These cards are probably there in place of other, better-suited cards.

Categorizing Your Deck

Once you’ve figured out your categories and considered what sorts of cards should make up a given category, the next question might be how much of each to run, and this will vary deck to deck.
Things like draw and ramp can be tested via playtesting, but reactive elements will be trickier to figure out.
For removal, I’d recommend starting between 8 and 14 and adjust from there, keeping in mind that slower decks and lower-velocity decks will usually want more removal than faster decks and higher-velocity decks will.
Protection is the most variable of all: I run zero in a couple scrappy decks that don’t give a heck about anything, and 12 in the Maria deck whose supporting categories are currently on screen, where my commander staying alive an extra turn might mean a dead opponent and a bunch of value.
How much protection is correct for your deck will depend on how much it cares about its commander and other key cards surviving, and if you care about that a lot I’d like to remind you that if you’re only running the two Boots, your odds of drawing protection in your first five draws of the game are a hair under 23%.
That’s not great.
A helpful side effect of categorizing is that it will naturally leave some cards in undeniably naked view.
If a card doesn’t fit into one of your key categories, you should be asking yourself what its purpose is, and the answer should be simple and straightforward.
If the answer involves scratching your head and vaguely gesturing at a couple other cards, that’s a card that deserves a more robust evaluation.
In my mind, the optimal state of a deck list is one whose components exist in comfortable tension in your mind, where there are constantly questions on the back of your mind like, “Hm, should I swap out a ramp spell and a finisher slot for two more draw spells?” The answer to that can be no, but asking that kind of question in the first place will improve your decks and make you better at deck building.

Situational Consistency and Toolbox Decks

For a couple examples of toolbox decks at a lower power, I can talk about my Shimmer Slide deck and my friend Mr. Hans’s Vrock deck.
In Shimmer Slide, the primary objective of the toolbox is grabbing Astral Slide, but there are a ton of other options embedded into this enchantment, artifact, and wizard-based tutoring framework: board wipes, recur spells, draw spells, life gain, and so forth.
This means that the deck can flow nicely once it gets into the mid-game, even though the interesting mana base can often lead to slow early games.
In the Vrock deck, equipments are the primary card type that the tutor base is oriented around, with the equipment base containing value, protection, defense, graveyard hate, and Sunforger.
With Sunforger, the deck can hit a ton of different cards, including a convoluted infinite combo, which results in a mutate deck that’s a little strange but very fun and flexible.

A Note on Tutors
Wrapping Up
Preview: Maria Deck Tech
#41
DeckbuildingJul 2024159K views

Running More Removal Without Diluting Your Deck

How to Play More Removal (and be happy about it)
We offer two methods to run more removal without feeling like it eats deck space: use multi-removal spells or removal engines to handle multiple threats with fewer cards, and select removal that synergizes with your deck's theme, such as modal or mechanic-tied cards.This approach avoids diluting deck focus and leads to more dynamic gameplay.
Use this in your deckReplace a single-target removal spell with a multi-removal spell or a removal engine to handle more threats per card while conserving deck slots.
ControlRemovalDeck ConsistencyInteractionSynergyDeckbuilding Principle
Principle
  • The common ‘vegetables’ analogy for removal makes players feel they are sacrificing fun synergy cards for mandatory interaction, which discourages running more removal.
  • Reframing removal to integrate with a deck's core strategy can make it feel supportive rather than dilutive.
Evidence
  • The most popular EDH removal spells are single‑target and low‑cost, spending an entire deck slot to answer one threat, which taxes deck space when multiple threats appear.
Deckbuilding Application
  • Multi‑removal spells like Hull Breach, Soul Shatter, or Windgrace's Judgment destroy several permanents at once, providing card advantage and saving slots.
  • Removal engines (e.g., Aura Shards, Royal Assassin, or a pinger with deathtouch) remove one threat per turn repeatedly without using more cards.
  • Consider alternatives to loading up on board wipes; they destroy your own creatures and opponents can quickly rebuild, so a multi‑removal spell can be more efficient.
  • Pick removal that aligns with deck synergies: Dromoka's Command in a counters deck, Triskelion Predator in an evasive deck, or Lethal Scheme in a go‑wide deck.
  • Modal cards and MDFCs like Valorous Stance, Silverback Elder, or Angel of the Ruins let a removal spell double as land or utility, so it never feels like a dead slot.
Limitation
  • Multi‑removal and engines typically cost more mana than cheap single‑target spells, making them less viable for the most aggressive, lean proactive decks.
Example
  • A control deck like Astral Slide runs only two board wipes but leverages engines to recycle ETB removal and graveyard recursion for sustained board suppression.
More quotes
  1. I fall firmly in the camp of incessantly telling people to run more removal. I will happily be that annoying guy.
  2. In conventional EDH deck building, ways to interact with your opponents often end up in the category of vegetables.
  3. What if you could have all the benefits of running a lot of removal without feeling like it's gobbling up your deck space?
  4. Your opponents have been through this before; you're not catching some dewy Timmy off guard with the first Wrath of God he's ever seen in his life.
  5. Player removal is absolutely on the table [for a Voltron deck].
  6. I run the low cost staples because I don't need to care what's happening on board two turns from now.
  7. Removal exists to let me stay alive and prevent opponents from winning for some unknown duration of time.
  8. Make the slots you're already spending on removal do more for you.
  9. [Blending in removal] allows it to feel less space gobbling even as the number of removal cards in your deck stays high.
  10. Modal cards allow a deck to pack a lot of removal that can be used when needed but not feel like its deck slots are being actively gobbled up.
Full transcript

A lot of EDH discourse exists around the concept of removal, and specifically around the question of whether people should be running more of it.
In that great battle of ideas, I fall firmly in the camp of incessantly telling people to run more removal; I will happily be that annoying guy.
However, I also understand why this advice might not be enjoyable to receive for a lot of people.
In conventional EDH deck building, ways to interact with your opponents often ends up in the category of “vegetables”: it’s a type of card that’s not flashy or exciting but that you need to include regardless.
If you’re building a cool EDH deck around a particular idea, sloughing off deck space to spend on interaction might feel disappointing; you’re effectively diluting the quality of what’s happening on your side of the board in order to set back opponents.
If this line of thinking sounds like you, I understand that, and I’m not here to perform the role of the chiding parent telling you that you need to grit your teeth and choke down those vegetables.
There certainly are plenty of reasons to run more ways to interact with opponents.
The two big ones are that it leaves you a better rounded deck and it leads to more dynamic and interesting games, rather than luck-based one-sided stomps, but no, I don’t want to focus on that because on some level you probably already know that.
Rather, I want to offer an alternative vision to the vegetables analogy.
What if you could have all the benefits of running a lot of removal without feeling like it’s gobbling up your deck space?

Densifying Your Removal Suite

I’m going to talk about a couple methods for accomplishing this task, and the first method is to make the slots you’re already spending on removal do more for you.
When we look at the most popular removal spells in the EDH format, it’s mostly single-target removal, typically either low-cost options or all-purpose options that can hit any target.
To be clear, these things absolutely have their place, but they are an entire deck slot spent removing one card.
What if there are two concerning cards on board?
What if somebody plays another one the turn after you remove something?
Running enough single-target removal for all potential targets can really tax your deck space, and there are two alternatives that can be comparatively compact: multi-removal and removal engines.
Multi-removal is exactly what it sounds like; it’s a spell that removes multiple potential threats.
Board wipes are one example of this, but there are plenty of other options.
Some of these are pretty straightforward: Hull Breach can destroy both an artifact and an enchantment, and Soul Shatter forces each opponent to sacrifice a hopefully valuable creature or planeswalker.
However, as you get to higher mana costs, there are some spicier options too.
Windgrace’s Judgment can destroy each opponent’s most valuable nonland permanent, and both Decimate and Casualties of War are capable of blasting cards of several card types all at once.
A really cool thing about these is that you’ll typically destroy one or two things that are currently problems but also a couple things that might cause problems down the road.
A big mana rock, a utility land, or a low-level value enchantment won’t be priority targets for removal that can only target one thing, but being able to clear out multiple of these at the same time as a higher-value target can really pay off in the long term in terms of denied advantage.

Removal engines are another way to make your interaction suite more compact, and these are cards that can destroy things over time.
Aura Shards is one of the most powerful examples of this, but there are also creatures like Royal Assassin and Trygon Predator that can remove one permanent per turn.
Removal engines can also involve multiple cards, and you’ll find this most often in control decks.
In my Astral Slide deck, the singular control deck in my current lineup of decks, there are only two cards in the list that could reasonably be described as board wipes; however, the deck frequently engages in heavy degrees of board suppression through the usage of removal engines.
Astral Slide can recycle explosive ETBs, including that of one of the board wipes, and there are also a number of ways to get control pieces in and out of the graveyard.
The deck even has a Stifle engine; what kind of goofy deck has a Stifle engine in it?
Other examples of this might include a pinger paired with a deathtouch enabler, Containment Priest paired with a flicker engine, and Muldrotha paired with a Fleshbag Marauder effect.
In general, these are great for conserving deck space.
In a toolbox control deck that has networks of ways to find different cards, a small handful of removal engines can free up a ton of deck space to go toward counterspells, tech pieces, draw, and other categories that might otherwise have to be a bit leaner to fit an adequate amount of removal.

Now, I should say in the case of both multi-removal and removal engines, you’re generally going to pay more mana for the added benefits as compared to single-target counterparts of these cards, and for the leanest, most unapologetically proactive decks out there, that extra cost will likely be an unacceptable downside.
But not all decks fit that description.
We’ve seen low-cost all-purpose removal become the “staple” choice even though plenty of decks absolutely can afford to pay a little more mana in order to get more out of their removal.
Board wipes are the model of this that most people are familiar with, and these are nice but not perfect; they often destroy your stuff as well, and another downside with them goes back to the temporality of removal.
If you purely focus on blasting all the creatures off the board, you’ll be safe the turn the board wipe is cast, but a lot of decks can bounce back shockingly quickly from a board wipe or even mitigate it entirely.
Your opponents have been through this before; you’re not catching some dewy-eyed Timmy off guard with the first Wrath of God he’s ever seen in his life.
This isn’t to say that you need to avoid board wipes , they’re a great option for a lot of situations , but if you’re considering your fourth or fifth board wipe for a deck, maybe consider that there are other options out there for accomplishing a similar task.

Blending Removal into Your Deck’s Identity

Okay, so that was the method of densifying the part of your deck that you dedicate to removal.
The second method is to widen your removal suite but to make an effort to pick out removal that blends into the rest of what your deck is doing.
This allows it to feel less space-gobbling even as the number of removal cards in your deck stays high.
One way of doing this is picking out cards that align with your deck synergies, and this is typically easier the more general your deck synergies are.
One of the most general options is card type.
If you’re running a deck based around artifacts or around instants and sorceries, I can guarantee you that there are a ton of options for interaction that will slot in nicely with the synergy core of your deck.
This is similarly doable in decks that focus around core game mechanics; there are lots of great options for decks based around counters, tokens, and graveyards.
For a few examples of synergistic picks, you could run Drown in Ichor in a deck with a focus on counters, you could run Trygon Predator in a deck that is looking for evasive attackers, and you could run Lethal Scheme in a deck that gets a wide board of creatures and wouldn’t mind a bit of extra filtering.

An extension of this principle is modal cards.
Cards like Valorous Stance, Silverback Elder, and Gix’s Command are solid for both removal and non-removal purposes.
There are also plenty of cards that are effectively modal without explicitly invoking the word “choose”: cycling cards like Angel of the Ruins as well as MDFCs come to mind.
The important thing is that these cards allow a deck to pack a lot of removal that can be used when needed but not feel like its deck slots are being actively gobbled up.
This leads to more fluid gameplay since these cards can be lands or draw or ramp or protection in addition to being removal.
This is also why counterspells are good if you can afford to hold up without falling behind, but this is a video about removal spells, so I’ll leave it at that.

As an example of removal blending in, my friend Hans has a deck he likes to call “Is It Bite?” It’s a Lilah, Undefeated Slickshot deck that runs as many Prophetic Bolt-style cards as it can possibly get its hands on; we’re talking any red-blue instant or sorcery that both deals damage and draws cards in some capacity.
As a result of this, even though the deck is packed out to the wazoo with creature removal, since almost all of that removal draws cards and works with the commander as well, it feels perfectly fine.
Another example of this is my Mayael deck, and that deck actually takes advantage of both methods I’ve mentioned here, .
For the blending-in part, all of the removal in this deck is attached to either a big creature or a cascade spell.
This is great because these are things I want anyway.
Cascade spells will usually grab me pieces of ramp to pump up my land count, and big creatures are what I use to pressure life totals and eventually win.
This is compounded by the density of these: a full seven of these are one-card removal engines, and a single one of these sticking around for multiple turns on end can wildly warp the shape of a game.
As a result of these things, the deck is very much so eating its removal vegetables, but when I play it, it just feels like a big dumb cascade ramp deck even as it eats opposing permanents at a healthy pace.

Understanding Removal’s Role in Your Game Plan

I’ve given a couple of nice options for fitting more removal into a deck.
Densifying the existing removal suite through multi-removal or removal engines can let the same number of cards do more, and blending removal into the rest of what the deck is doing through synergistic or modal options can similarly offer more removal in practice without it feeling like it’s hogging too much deck space.
However, putting these options into practice requires understanding what removal is actually doing for your deck.
Even here, about removal, I’ve so far largely abstracted away what removal is actually accomplishing in a game, letting it sit simply assumed that it’s a good thing to have.
So what is removal doing for your decks?
This is a question with a clear, specific answer.
In my Francisco-Malcolm deck, a deck that fits the lean and unapologetically proactive descriptor I mentioned earlier, removal principally exists to kill creatures that threaten my turn five to six win or that might allow opponents to win faster than that.
If I’m playing the deck and my opponents play out some scary engine creature on turn four to five, I don’t generally need to remove these as long as my combo is on track to end the game before those creatures have a chance to cause problems.
For this reason, all of the deck’s dedicated removal is two mana or less to allow it to be weaved into a turn comfortably; I run the low-cost staples because I don’t need to care what’s happening on board two turns from now.
Similarly, I run a lot of mana-efficient single-target removal in my Marisi deck as well because it’s a voltron deck.
Player removal is absolutely on the table, so my removal is there to deal with obstacles to my beatdown rather than controlling the board.

By contrast, I run removal engines in my slower, grindier decks because the time frame for winning is a lot less concrete.
I’ll usually have some tools to put pressure on opponents relatively early, but the plan to win isn’t focused enough to be relied upon as any sort of clock to calibrate the rest of my game plan against.
Thus, in these sorts of decks, my removal exists to let me stay alive and prevent opponents from winning for some unknown duration of time, and as a result I need to prepare for a wider range of situations and run removal that works better in the longer term.
There will also be the question of instant-speed removal versus sorcery-speed removal, and this will come down to power level above all else.
If you’re playing at higher powers where sudden infinite combo attempts might happen, and especially if you’re not playing blue to allow for counterspells, instant-speed removal will likely be kind of a must.
Likewise, if you’re holding up removal at instant speed just in case, you also want that removal to cost as little as possible in order to avoid wasted mana if the removal is unneeded.
Staples are staples for a reason, and this is basically the reason; you might even want to include a handful of these in a slower midrange deck just for the sake of contingencies.
They’re good cards, and if you failed to slow down a player earlier in their game plan, having that insurance policy to prevent a blowout can be important.
However, if you’ve already got your first three or four single-target staples, maybe try branching out a bit from there and consider alternatives that work better for your deck in particular.
Your deck will likely thank you.

#42
DeckbuildingJul 2024158K views

Interaction and Consistency Outweigh Power Level in EDH

Does Power Level Matter?
We argue that blowout games are usually caused by a lack of interaction and inconsistent deckbuilding rather than power level differences.Players should include enough removal and counterspells to stop opponents from snowballing and avoid overloading on payoff cards that only work in ideal scenarios.Decks built with consistency and interaction can compete against higher-power opponents.
Use this in your deckReplace three payoff cards that only work when you are already ahead with three generic removal spells or counter spells to improve your deck's consistency and interactive ability.
BudgetDeck ConsistencyInteractionPower LevelDeckbuilding Principle
Principle
  • Power level mismatches are often not the root cause of blowouts; what matters is whether decks run enough interaction to check a player who gets ahead.
  • A multiplayer dynamic allows multiple opponents to trade cards one-for-one with a leading player, preventing snowballing.
Evidence
  • A pool of $30 decks built for consistency and interaction remained competitive against decks with higher power levels on paper.
  • A Zakara player who overloaded on counter doublers and mana doublers but ran only a single threat was shut down by one removal spell repeatedly.
Deckbuilding Application
  • Run at least 10 to 12 pieces of interaction (removal, counters, or modal spells) rather than the typical mid single digits.
  • Cut amplification cards that double resources only when you are already ahead, as they create fragility.
  • Cut conversion cards that require having one resource to generate another, as they rely on you already performing well.
Example
  • The Dimir Rogues list exemplifies the approach: it runs 17 interactive spells and 25 evasive creatures, allowing it to generate value even with a single creature.
More quotes
  1. Do you want to know a secret? In most cases, the relative power levels of the decks aren't even the main issue.
  2. Decks with varied power levels can work fine in the same pod and avoid blowouts, but this requires decks to run interaction.
  3. A key table dynamic that keeps powerful decks in check is the ability for multiple players to trade cards one for one with the player who is ahead.
  4. A lot of decks throw in a handful of removal spells and call it good, spending the rest on engines and synergies, building their deck's ability to function against no opponents.
  5. If a deck is even a little better at what it does, generating an extra half a card per turn in value, there will be nothing to prevent that advantage from piling up.
  6. A lot of casual EDH decks put so much emphasis on the ideal pop-off scenario that 25 to 40 percent of the time they fail to perform meaningful game actions.
  7. Putting in too many payoff cards and not enough building blocks to get there.
  8. Decks can feel poorly matched and power imbalanced even when they're the exact same power level.
  9. The funny thing is, despite being built on a low budget, these decks still hold up against decks that are much more powerful on paper.
  10. A table with relatively consistent interactive decks will feel much more dynamic and balanced regardless of how powerful each of those decks actually.
Full transcript

You've probably had a game like this: somebody starts doing some nutty stuff surprisingly early in the game, really going ham with their pieces of cardboard, and by the time they've achieved a decisive win a handful of turns later, one or more other players are sitting dejectedly and grumbling to themselves that this matchup was unfair.
Power level differences within a table can be a tricky thing to navigate; it's not fun if a game ends up being an absolute blowout with some players feeling like they didn't even get a chance.
I generally encourage trying to coordinate power levels to some degree at your tables, but do you want to know a secret?
In most cases like this, the relative power levels of the decks aren't even the main issue.

Decks Should Run Interaction
The High Variance Trap

I'd categorize payoff cards into two types.
One is "amplification cards": cards that convert your tokens into more tokens, your counters into more counters, your damage into more damage, and your draw into more draw.
Some number of these cards can be decent for a deck, especially cards that can rapidly lead to a win or which synergize with a type of card you'll have especially ample access to; however, if you run too many of these and too few things to be amplified, your game plan will be fragile.
A while back I had a series of games with a Zaxara player who would play multiple counter doublers and mana doublers and various other doublers, followed by a single premium Hydra (maybe a second one if they got lucky).
If that Hydra had survived a turn cycle, they probably would have smacked down the table in short order; but in all the games this happened, a single removal spell was played.
The Zaxara player had no countermagic, and just like that, they and their pile of synergy permanents were rendered a total non-threat.
I don't want to be too hard on this player since it seemed like their deck was pretty newly built at the time and hadn't been tested much, but this is an example of a trap that's pretty easy to fall into if you're not careful and are just adding stuff that looks good without thinking about the implications of those additions.

The other main type of payoff card is what I'll call "conversion cards": ones that give you one type of resource as a result of having or spending a different one.
For example, spending mana to draw cards when you've gained life, drawing cards based on having a bunch of creatures of the same type, creating wolves based on how many cards are in your graveyard, and creating Angels when you play enchantments.
As with amplification cards, these aren't inherently bad and are indeed a perfectly solid type of card in moderation; but running too many of these resource conversion cards will have problematic results for deck consistency.
If your deck's core building blocks already require you to be doing well in some capacity, you're limiting your ability to get your game plan going in the first place.
Pair this with running an excessive quantity of amplification cards as well, and you'll find that your deck will struggle to get into gear consistently, will struggle to play through interaction, and will struggle to get up off the floor after it's been shut down.
Sure, you'll have the crazy pop-off games from time to time where things line up just right, but the overall result of a high-variance deck like this is this sort of all-or-nothing dynamic that I find very negative.
If the whole table is playing this sort of deck, differences in deck power levels will naturally be amplified wildly when one player gets the lucky pop-off whereas the others get stuck with dead hands full of unmet payoff cards; and especially when nobody has interaction to close this sort of gap in performance, decks can feel poorly matched and power imbalanced even when they're the exact same power level.

Lessons from a $30 Budget Meta

The funny thing is, despite these decks being built on a low budget and designed to play exclusively against each other, most of these decks still hold up in games with decks that are much more powerful on paper.
A big piece of this is because of their relationship with interaction.
Take a Dimir Rogues list I built: it runs six counterspells, six removal spells, two modal cards that can counter or remove, and three stax cards.
In addition, the proactive cards in the deck don't rely on it being ahead or avoiding opposing interaction; even something like Bident of Thassa generates acceptable amounts of value with a single evasive creature, of which the deck is running 25.
These factors work together to make a deck that is very flexible and which can perform actions like hindering its opponents, chipping in damage, and drawing extra cards even when it's behind.
Not only this, but the high water mark of the deck is genuinely pretty high, with 30-plus damage combat steps, massive draw, extra turns, and forcing opponents to discard their hands all options on the table for the deck; and these plays are important for allowing the deck to get to the finish line once it's ahead.

A Rakdos discard deck from the same pool is similarly heavy on interaction: it's running 10 cards plus the commander for removal, as well as 25 cards that cause opponents to discard cards.
The deck's cards also work well on their own, as a matter of necessity.
When a deck's game plan involves forcing the table into a hellbent state, it's not going to play a bunch of stuff that requires lots of setup, because that's the exact sort of deck it's looking to disorient and hinder through discard spells.
Both of these decks are consistent, grindy, and interaction-dense, leading them to fit in quite well at a variety of different tables and always feel like they're contributing something to the game, even when other decks have significantly stronger cards.

When I reflect on games with these old decks, there's something almost paradoxical at play.
These highly optimized decks, decks that are overwhelmingly dedicated to nuts-and-bolts functionality over all else, led to gameplay that was way more fun to me than a lot of games I've played with more conventional EDH decks that have wacky card choices and perform lots of big, splashy plays.
Playing decks that are packed with interaction and also resilient to setbacks leads to fewer feel-bad "I'm doing nothing" type moments and way more moments where it feels like you're actually playing a multiplayer game where different players are trying to navigate their way to a win while also keeping their opponents in check.
This is certainly not to say that playing with a pool of hyper-optimized $30 decks is the only way to achieve this; there are plenty of things that people find fun about EDH that won't be found in an environment like this, and there's a reason my playgroup doesn't play exclusively with these decks anymore.
However, I think it's worthwhile to consider these sorts of decks as an example of how EDH can be played.

Reducing Swing Through Interaction and Consistency
#43
DeckbuildingJul 2024145K views

Why Board Wipes Polarize Commander Games

The Problem with Board Wipes (in EDH)
Board wipes disproportionately crush casual midrange creature decks and fail against combo, aggro, and non-creature strategies.Overloading on board wipes leads to polarized games where the deck dominates or flails.Deckbuilders should assess their interaction's weaknesses and make them intentional.
Use this in your deckAssess which strategies your interaction package is weak against and decide if those gaps are intentional.
Child of AlaraWhiteBlueBlackRedGreenControlMidrangeComboInteractionDeckbuilding RestrictionsPower LevelFormat HealthDeckbuilding Principle
Principle
  • Board wipes and stax effects are both asymmetric but in opposite directions: board wipes punish creature-based midrange while stax punishes carefully planned burst strategies.
Evidence
  • The child of Alara deck included only two counter spells, leaving it unable to interact with sudden combo or instant-speed wins.
  • The Glissa deck, with many board wipes and sorcery-speed removal, was effective against midrange but helpless against combo and countermagic.
Deckbuilding Application
  • When building a deck, identify what your interaction suite is weak against and ensure any holes are intentional.
  • Run three to five board wipes with tutors instead of eight to avoid over-committing to a polarizing strategy.
Limitation
  • Board wipes fail to stop combo wins, aggro life-total pressure, and instant and sorcery value engines.
  • A board-wipe-heavy control deck cannot outrun a combo deck in the long game.
Example
  • The child of Alara gate deck ran 55 lands, sacrifice outlets, and only five interaction slots, creating highly polarized games.
  • The Marriott equipment aggro deck intentionally lacks big creature removal, relying on early pressure and politics to compensate.
More quotes
  1. I am a cruel control player at heart.
  2. Board wipes won't stop combos, they won't prevent aggro decks from abusing your life total, they won't slow down large land counts, and they won't shut down your opponents generating a lot of instant and sorcery based value.
  3. When I tell you I want a commander that just repetitively board wipes to be a good idea, I mean it. But it's not a good idea.
  4. This deck will ruin the day of casual synergy decks but against a less board dependent deck it'll putter around and be a mild nuisance before getting ultimately crushed with little to no chance of actually pulling off one of its wincons.
  5. Board wipes are an asymmetric effect: they impact different players massively differently.
  6. Years spent as a mono black player forced me into the hard truth that unconditional tutors are bland as hell so I don't play them.
  7. Ideally it should be well balanced and if there are holes they should be intentional rather than incidental.
  8. You can build a deck with a bunch of stax effects and a win plan that can outrun a mid-range deck but you can't build a deck full of board wipes with a win plan that can outrun a combo deck.
  9. If you build a deck that massacres casual mid-range decks but flails around against everything else you're going to be struggling to create interesting and dynamic games.
  10. There's a reason why running a bunch of stax effects is a better idea than running a bunch of board wipes: the source decks shut down by an Archon of Emeria are generally stronger and more carefully constructed than the source of decks shut down by a Plague Wind.
Full transcript

A few months ago I had a brilliant idea: I’d make a tribal gate stack with Child of Alara as the commander.
I’d run 55 lands along with a bunch of drawn ramp, with Maze’s End, Crackling Perimeter, and a handful of beatdown options being my wincons.
A plethora of ways to sacrifice Child of Alara means that I should have board control mostly handled, so I only need a mere five slots of the deck dedicated to interaction of all types, how efficient.
Finally, a few options for big life gain means that once my land count is up where I want it, I can heal up the damage it took me to get there.
It’s not a high caliber deck, but it certainly scratched my goofy deck itch, and it seemed pretty solid for what it was.
Unfortunately, it was a terrible idea, chiefly because of the commander.

Now allow me to lay my credentials on the table.
I am a cruel control player at heart.
My first commander deck was mono black “ruin your day” with Children as the commander; my first deck I played with at sanctioned events was a standard Grixis control deck I built just after the release of Born of the Gods; and my favorite draft I ever played in was the Dragons of Tarkir draft where I picked up five Flattens and seven other removal spells and spent my night gleefully watching the joy drained from my opponents’ eyes as creature after creature bit the dust immediately after it was played.
So when I tell you I want a commander that just repetitively board wipes to be a good idea, I mean it.
But it’s not a good idea.

The Asymmetric Impact of Board Wipes

In the context of Commander, “board wipes” are a type of effect that I would call “asymmetric.” This is confusing on the surface because they’re generally literally symmetrical effects, you know, they destroy everything, but what I mean here is that they impact different players massively differently.
Somebody playing a low- to mid-power synergistic mid-range deck will feel them very brutally, but there are a lot of types of decks that just won’t really care as much.
Board wipes won’t stop combos; they won’t prevent aggro decks from abusing your life total; they won’t slow down large land counts; and they won’t shut down your opponents generating a lot of instant- and sorcery-based value.
The best option my Child of Alara deck has for dealing with somebody suddenly winning is using one of the two counterspells within the deck or preparing to instant speed sacrifice Child of Alara and hoping I don’t encounter interaction of any kind.

Okay, so the Child of Alara, dependent game plan has some holes.
Big whoop, I’m playing a gate stack, man, no, my deck has some weaknesses.
However, this is a bigger problem than it seems.
Going back to the idea of the card being “asymmetric,” we can think about how it is experienced by the decks that are more vulnerable to it, and the answer is it’s hell.
It sucks so hard for these decks; they can barely even start to build a board before they’re staring down the barrel of another Child of Alara sacrifice.
Even if they deal with one of my wipes, as long as my ramp game worked out as intended there will be another one immediately following it.
This is similar to the graveyard decks analogy from my last video: this deck will ruin the day of casual synergy decks, but against a less board-dependent deck it’ll putter around and be a mild nuisance before getting ultimately crushed with little to no chance of actually pulling off one of its wincons.

Now, Child of Alara is the most extreme example of board wipes creating highly asymmetric game experiences, but this is an issue with board wipes as a whole.
I talked a bit about my glitter deck in my mid-range video, and that deck operates as a kind of homage to the mono black Sheoldred deck I played when I was 15: get card advantage on a ton of mana and proceed to throw bombs and one-sided board wipes at the table until my opponents fold.
Now, that deck is much more well-rounded than the theoretical Child of Alara deck; it has a lot of single target removal to deal with key threats and a variety of wincons which can all eliminate a threatening player much faster than Maze’s End or Crackling Perimeter.
Nonetheless, the profile of how it fares against different decks looks very similar.
I try not to pull out the deck against the low- to mid-power mid-range decks that make up a decent portion of the decks in my play group because it generally stomps on these decks in theatrical fashion.
However, when my opponents have pressure to prevent me from fully greeding out or counterspells for my massive mana investments or combo wins to catch me and my mostly sorcery speed removal suite off guard, it’s much worse; against these sorts of plays my deck ends up looking like one of the clunky mid-range decks that I usually crush.

Board Wipes Aren’t Inherently Bad, But Require Mindfulness

Before going further, I should take the opportunity to state that board wipes aren’t bad overall.
A lot of decks are heavily board based, and it’s good to have a solid way to deal with that.
A better version of my Glissa deck would probably be running three to five board wipes instead of eight, with tutors to bridge the gap, but years spent as a mono black player forced me into the hard truth that unconditional tutors are bland as hell, so I don’t play them.
Ultimately, the deck is what I want it to be, and I’ll happily let it serve as a teaching point as happily as I’ll play it.
The real thing I’m trying to convey here is the need to be mindful when constructing your deck; the “interaction package” of your deck and what things it is particularly good or bad against is something you should think about.
Ideally, it should be well balanced, and if there are holes they should be intentional rather than incidental.

As an example, my Marath equipment stack has very little hard removal, burn, and non-creature permanent destruction, yes, but not much for big creatures.
This is mostly a matter of the fact that I’m playing an aggro deck and I’m looking to get a substantial board presence early and be threatening life totals.
The next removal serves to slow down my opponents and deal with pesky cards like Dragon Predator, but ultimately the next solution to later threats is to simply deal with the player or politic around the threat for a while.
My deck’s removal suite has a hole, but it’s a calculated one.
Another common hole in an interaction suite would be fast blue decks that choose to almost entirely run counters that don’t target creatures, a choice motivated by the fact that most forms of interaction from their opponents are non-creature, and in essence Scatter isn’t going to help protect a Turn 4 combo win.

A Final Note on Stax and Asymmetric Effects

As a final note, let’s return to the idea of asymmetric effects.
A lot of “stax” effects and hate cards also fall under this label, but stax effects generally operate the opposite way as board wipes, choking out bursty strategies that carefully plan out their resources to execute a specific game plan while having less of an effect on a deck whose game plan consists of “play Treefolk” or something.
There’s a reason why running a bunch of stax effects is a better idea than running a bunch of board wipes: the sorts of decks shut down by an Archon of America are generally stronger and more carefully constructed than the sorts of decks shut down by a Plague Wind.
You can build a deck with a bunch of stax effects and a win plan that can outrun a mid-range deck, but you can’t build a deck full of board wipes with a win plan that can outrun a combo deck.
And if you build a deck that massacres casual mid-range decks but flails around against everything else, you’re going to be struggling to create interesting and dynamic games.

#44
DeckbuildingJul 2024142K views

How Combo Pieces Make Your Commander a Removal Target

Stop Turning your Commander into a Combo Piece
We argue that inserting a powerful combo involving your commander into a deck with a weaker primary strategy causes opponents to treat your commander as a constant threat, leading to excessive removal that derails your gameplan.This misalignment of power levels creates strategic confusion and an unfun experience for both you and your opponents.We advise such combos should only be included if they match the deck's overall power level or are the main strategy.
Use this in your deckCut any compact combo piece from your commander deck unless your primary gameplan is to execute that combo.
WhiteBlueBlackGreenComboMidrangeThreat AssessmentEDHREC DataDesign IntentDeckbuilding Principle
Principle
  • Decks that mix weak and powerful strategies without consistency cause strategic whiplash for opponents, making threat assessment erratic.
  • A commander known for a combo will be treated as a kill-on-sight threat even if the player built a different, weaker theme.
  • Including an out-of-place combo in a synergistic deck draws disproportionate removal to the commander, undermining the intended play pattern.
Evidence
  • EDHrec data shows 46% of Zaxara decks include Freed from the Real, which combos with the commander for infinite mana.
  • 72% of Tivit decks run Time Sieve, and even among voting-themed builds, 63% include this one-card combo.
  • In a Zaxara deck without the combo, the commander is a moderate value engine; with the combo threat, it becomes a high-priority removal target.
Deckbuilding Application
  • Only include a commander-based combo if it is the deck's primary gameplan, ensuring consistent power throughout.
  • If combo pieces naturally align with the deck's strategy and the combo's power is comparable, the risk is reduced.
  • Evaluate how opponents will react to your commander based on popular combos, and cut pieces that provoke unwanted removal.
Limitation
  • This advice does not apply to dedicated combo decks where the commander is intentionally part of the win condition.
More quotes
  1. If you build a deck that's mainly doing one thing but has some other much more powerful thing it can draw into 10 to 20% of the time, that's going to lead to some table whiplash.
  2. When a deck does a mixture of relatively weak things and wildly powerful things with no rhyme or reason, it's much more difficult for people to conceptualize and strategize around.
  3. The second you throw some poison counters on your opponents, [your commander] immediately reads: each turn, I get a poison counter for all your opponents, and their removal choices will reflect.
  4. Poison counter proliferation is about as visible and visceral as setup gets. Your opponents will be kicking and screaming against the lurching inevitability of your game plan, even when it's no stronger on paper than a good old-fashioned tokens plus overrun.
  5. I'm not trying to give any hard and fast rules here. I'm just trying to make sure that players have their expectations well calibrated.
  6. If you're prepared to fight ruthlessly to keep your commander in play, that's great. On the contrary, if you're just here for a good time and don't want to fight that battle, don't build your deck in a way that gives other people extra reasons to kill your stuff.
  7. What you do with your commander will inform how your opponents react to that commander.
  8. Stretching your commander to fill more roles can be a great way to up your overall efficiency and consistency, but you do need to keep an eye on what exactly those roles are and whether they pose dramatically different threats to your opponents.
  9. At the end of the day, the main thing that all of this really comes down to is knowing what kind of magic you want to be playing.
  10. I know exactly how my opponents are going to be feeling, and I'm prepared to say no if they send their removal spells in the most logical direction.
Full transcript

A lot of the discussion around Commander deck building often revolves around the commander, and this makes sense; it’s right there in the name of the format.
Specifically, how to best utilize your command zone is a big area of discussion, and it’s certainly one that I’ve dabbled in plenty.
It’s good when you can get more out of a card in your deck that you’ll always have access to.
However, there’s a specific deck-building choice I’ve noticed that results from this goal, and it’s one that kind of bothers me: that choice is when a player takes their lovely “synergy engine” commander and turns it into a “combo piece.”

What I’m Not Talking About
The Combo Tacked On
The Vibes Issue
How Your Commander Informs Opponents’ Reactions

As another example, let’s talk about Tivit, Seller of Secrets.
Now, Tivit is a bit different from Zaxara in that its combo plan is often the primary plan.
While I’d estimate the number of real Freed-from-the-Real Zaxara players who would consider their deck a genuine combo deck is pretty low, Tivit’s one-card infinite combo with Time Sieve is the first thing a lot of people think of when they think about the commander; indeed, we can see 72% of players are running this combo.
However, if we dig a bit deeper, we can also see that about 45% of players are playing a Tivit deck that is based around voting.
Sorting by inclusion of Brokers Representative, we can see that people building this sort of deck are running lots of voting-oriented cards, as well as some flicker and artifact synergies; it seems like a pretty reasonable midrange deck.
Let’s say that it’s turn five or six and this sort of Tivit player is casting the commander, and let’s also say I’m holding up a counterspell.
Well, Tivit is certainly a bit concerning: the card is a strong engine, and him sticking around to get multiple triggers could lead to the Tivit player pulling ahead.
However, there are plenty of cases where I’d be fine with Tivit resolving, especially if there are more opposing turns before mine.
What if another opponent is pulling ahead and I want a chance at nailing a critical spell of theirs?
What if I have a big board I want to protect from potential board wipes?
What if I’m holding up a board wipe and have the ability to clear out the Tivit later with counterspell backup anyway?
In those cases, I might just let the player have their Tivit and get a bit of mana and card advantage.
But wait: I forgot to mention, 63% of voting-oriented Tivit decks run Time Sieve.
Statistically speaking, no shot that’s resolving; get your one-card infinite combo deck out of here, nerd.
Once again, this Tivit player could just be looking to do fun voting things and have a grand experiment in mildly rigged democracy, but unfortunately for them, they decided that grand experiment in democracy also needed a one-card infinite combo, so no, I think I’ll pass on that one, thank you very much.

Poison Counters and Inevitability
Knowing What You Want to Play
#45
Meta CommentaryJul 2024119K views

Gavi, Nest Warden Erased Cycling's Strategic Depth

How WotC Made Cycling Bland in EDH
We critique Wizards of the Coast's design of Gavi, Nest Warden, arguing that her free cycling ability removes the strategic resource management that makes cycling decks interesting.It contrasts her with Astral Slide, which fostered complex decision-making, and laments that Gavi encourages a linear, value-oriented playstyle common among 'designer commanders'.
Use this in your deckBuild your cycling deck with Astral Slide as the primary engine and avoid commanders that automate cycling benefits to maintain the mechanic's inherent strategic tension.
Gavi, Nest WardenWhiteBlueRedMidrangeTokensCard DrawDesign IntentFormat Health
Principle
  • Cycling forces players to weigh the immediate utility of a card against the potential of drawing a different card plus a mana cost, creating constant strategic tension.
  • The value of a cycling card changes dramatically with game state, making each cycle a meaningful decision with high-impact consequences.
Evidence
  • Astral Slide cycling decks require players to manage whether to use slide triggers aggressively for small value or conserve them for critical disruption.
  • In those decks, mana management becomes a probabilistic exercise where players calculate the odds of drawing additional cycles or answers based on available resources.
Deckbuilding Application
  • Avoid commanders like Gavi that give free cycling, as they eliminate the crucial trade-off between casting a spell and cycling it for a new card.
  • Select cycling cards with varied cycling costs, ensuring that the decision to cycle carries a significant mana commitment, to replicate the strategic depth of older cycling builds.
Limitation
  • Gavi's free cycle each turn encourages a repetitive pattern of exactly one cycle per turn, squandering the mechanic's potential for explosive or reactive sequences.
  • Her design leads to decks that default to passive value engines like Astral Drift, resulting in a formulaic midrange playstyle that lacks the nuance of earlier cycling decks.
Example
  • Decree of Annihilation cycled with Gavi exemplifies the failure: it resets mana but the Gavi deck lacks a quick win condition, prolonging games without strategic payoff.
  • Decree of Silence as a free counter with Gavi reduces meaningful interaction to a thoughtless safety net, stripping away the tension of resource planning.
More quotes
  1. Cycling is a beautifully simple mechanic: you can pay an alternate cost on a card and discard it to draw a card.
  2. Astral Slide decks have a super interesting play style that revolves heavily around strategic resource management, in a way that feels very in line with the fundamental nature of the mechanic.
  3. Free cycles on each turn removes an entire dimension of the cycling mechanic.
  4. Gaby destroys most of the cool strategic decision making generally involved with playing a cycling deck and replaces it with yet another do the thing value pile mid range deck.
  5. [With Gavi,] this cool mechanic with a rich history and tons of synergy potential is reduced down to yet another value pile Commander.
  6. I hate it because it's a total betrayal of one of my favorite mechanics.
  7. Wizards has a habit of printing designer commanders that take a particular mechanic and fully dedicate themselves to it, dictating a very specific and often very boring type of deck.
  8. A popular format for this sort of Commander is one with two lines of text: one that says whenever X happens Y happens, and another that says whenever enough Ys happen a Z happens. This is a template that builds its own deck.
  9. Gaby into decree of annihilation, while certainly unusual, still kind of fails to be interesting.
  10. My deck ended up with a foundation that includes the commander but doesn't wholly consist of the commander.
Full transcript

This is a video about a mechanic I love, a commander card I hate, and a bizarre deck I built out of spite.
Our tale begins in 1998, with Urza’s Saga bringing all sorts of horrendous to the world and also a gift: the cycling mechanic.
It’s a beautifully simple mechanic; you can pay an alternate cost on a card and discard it in order to draw a card.
This began in simple fashion during the Urza block, but five years later Onslaught block added a ton of dimension to the mechanic: varied cycling costs, triggers attached to cycling abilities, cycling for basic land types, and six cards with triggered abilities when other cards were cycled.
These six were of varying power levels, with one in particular being just excellent, but we’ll talk about that a bit later.
Cycling has seen additional prints every few years since, and for a simple reason: people like this mechanic.
As an alternate cost ability, it adds a lot of flexibility to cards, which leads to interesting decision-making.
Every cycling card a player draws prompts the question, “Is this card better than a different card plus a small mana commitment?” This is nice in aggro when running out of gas might be a concern, and it’s even more useful in a control deck, where that mana cost can be spent on the end of an opponent’s turn or even in response to things to dig for answers.
On top of this, since cycled cards are discarded and go to the graveyard, they work well with graveyard synergies, providing a near effortless way to put cards in the yard; and that’s only the play styles helped out by the mechanic innately.

The Strategic Depth of Astral Slide

Remember that cool Onslaught card I mentioned earlier?
Astral Slide has seen a ton of experimentation ever since it was printed, as it synergizes with many different cards and offers a ton of flexibility.
As a result, it was kind of understood as the core of any cycling deck before 2020.
Astral Slide decks have a super interesting play style that revolves heavily around strategic resource management, and in a way that feels very in line with the fundamental nature of the mechanic.
The number of cycling cards in hand constantly dictates the strategic direction of the deck: when you have more, you can get bolder and set up for more daring turns, as well as using Slide triggers more liberally as blocker elimination, to net small value off ETBs and so forth, or casting a card normally.
By contrast, when you have fewer cycling cards in hand, each one is pure gold; you always want to save them for protecting a critical creature or disrupting a dangerous play from an opponent, but if you feel the game slipping away, you can also choose to gamble that lifeline on an end step for a little bit of value.
In addition, mana is a super important resource for both Astral Slide and the mechanic as a whole, as land counts dictate how safe you feel playing setup pieces and how bursty your turns can be.
A more controlling cycling deck constantly forces a player to think probabilistically: “If I spend mana to play a spell on my turn, what are the odds I’ll be able to handle a key threat on my opponent’s turn if it gets played?
What are my odds of drawing an additional cycling card or an answer off the top?
How much mana would I need to have the best chance of averting death in a worst-case scenario?” These questions are also fundamentally tied to deck construction, since a player must always weigh the strength of a cycling card versus the cycling cost of it as a card.
Akroma’s Vengeance is wildly more powerful than Winged Shepherd, but if I’m sitting there on an opponent’s turn with four mana open, looking down the barrel of defeat, I know which of the two I’d rather have in hand.
In short, the cycling mechanic creates and promotes far more textured and strategic gameplay than the vast majority of mechanics in Magic: The Gathering.

Gavi, Nest Warden: Boring by Design

With all of that deep strategic texture in mind, let’s talk about Gavi, Nest Warden.
It’s a five mana 2/5 who makes the first cycle each turn free and who creates a cat when you draw your second card each turn.
This card is strong enough to be a natural choice for a cycling commander and also deathly boring.
Free cycles on each turn remove an entire dimension of the cycling mechanic, and on top of that, it highly encourages a stable quantity of cycling: one per turn, maybe two on an opponent’s turn sometimes.
Every cycle past that is a waste, since you have to pay for it and you don’t even get a cute little Dino cat, and every turn you fail to cycle is also a waste; come on, it’s free real estate.
This ability and the associated incentives remove the status of cycling cards as an important resource to be saved and used carefully, and also in turn leave players with a lot of extra mana that they didn’t have to plan out.
What does that mana get spent on?
Well, permanents that generate value when cards get cycled, of course.
Gavi destroys most of the cool strategic decision-making generally involved with playing a cycling deck and replaces it with yet another “do the thing” value pile midrange deck.
The design of a Gavi deck is such that if you do the thing, cycling in this case, you get an effortless mixture of card advantage and board advantage spread out over time, just like the other 80% of EDH decks that exist out there.
And this isn’t because Gavi players are people who like especially boring decks; the card is precision-designed to encourage exactly this type of gameplay, even if you build it from scratch rather than buying a precon.
It’s a betrayal on the part of Wizards of the Coast of everything cool about the cycling mechanic, and it creates totally predictable gameplay.

Well, except for one thing.
You see, the other thing Gavi incentivizes is cards with high cycling costs.
This is maybe the one thing about the card that’s not dead boring, but not really in a good way.
Okay, so this incentivization is most relevant for one specific cycle of cards from Scourge, and since Gavi doesn’t pay the bonus cost of Decree of Justice, it’s actually mainly relevant for two cards.
The first is Decree of Silence; big whoop, it’s a free counter spell you’ll have sometimes, not much to say here.
The other is Decree of Annihilation.
I’ll here deliver a hot take: nuking lands is maybe okay, maybe pretty cool, if your playgroup is down for that and also if you actually have a way of ending the game pretty soon after using that wild swing of momentum.
But nothing else about Gavi really promotes that sort of deck style; more likely, you’ll keep slowly getting cats, everybody’s mana base will gradually recover, and congratulations, you’ve just doubled the length of this game.
Gavi into Decree of Annihilation, while certainly unusual, still kind of fails to be interesting.
So we have here this pretty bland commander, and if you ask an EDH player what they think about cycling, she’s what they think of: this cool mechanic with a rich history and tons of synergy potential reduced down to yet another value pile commander.

Now, to any Gavi players out there, I want to say this is not an attack on you, and Gavi is more interesting than a lot of commanders out there.
There are still some interesting synergies and fun instant speed plays to be had piloting a Gavi deck.
I don’t hate it because it’s a uniquely bad design; it’s not.
I hate it because it’s a total betrayal of one of my favorite mechanics.

The Problem with Designer Commanders

And this isn’t just about Gavi either.
Wizards has a habit of printing what I’ll call “designer commanders,” which I hear used to mean commanders that take a particular mechanic and fully dedicate themselves to it, dictating a very specific and often very boring type of deck based around that mechanic.
Another example is Eligeth, Crossroads Augur, taking scry, a neat top-of-library manipulation mechanic, and literally just replacing it with value in a way that doesn’t synergize with anything related to the original mechanic.
Cool.
These commanders push players toward less interesting decks, and their specificity causes them to offer a narrow range of possible decks to be built.
A popular typographic format for this sort of commander is one with two lines of text: one that says “whenever X happens, Y happens,” and another that says “whenever enough Y’s happen, a Z happens.” This is a template that builds its own deck; you run some cards that do X and Y, and maybe some Z payoff if you’re feeling nutty.
Some people might enjoy this type of deck, and to those people I have to say that’s great.
There are certainly people out there who want these kinds of cards: newer players, people who don’t want to spend too long on deck building, or people who like to make unexpected versions of seemingly straightforward commanders.
And I think it’s cool that Wizards of the Coast has given them lots of options to work with.
But if you want to try out an alternative form of commander deck building, I’m here to offer you a vision of what that could be.

Building a Truly Bizarre Cycling Deck

For the rest of this piece, I’m going to talk about how I took one look at Gavi and then turned around and built a truly bizarre cycling deck.
It started with me absent-mindedly cruising through random Onslaught cards looking for deck ideas, as one does, and as expected I saw Astral Slide but also another enchantment I wasn’t familiar with: Oversold Cemetery.
These seem kind of neat together, right?
One promotes cycling, the other works well after I cycle creatures into the graveyard.
With these in my pocket, I decided to include blue as well, since it’s a very useful color for both cycling and instant speed shenanigans, and I started shopping around for a commander in Esper colors.
My hope was to find a commander that could be a flexible value engine when I flickered cards with Astral Slide, and this was my short list.
Eventually I decided all of them were either too generic, too niche, or not the right vibe; all except good old Sharuum.

With my commander selected, I set some healthy ground rules: no Sculpting Steel-type combos and a $100 budget.
I’m not building a high-power Sharuum deck; I’m building an Astral Slide deck.
A good place to start is always win conditions, and one that leapt out immediately was Magister Sphinx, which combined with Sharuum can one-shot a player.
Sharuum’s nature as a reanimation tool means that a beatdown suite with a number of big flying artifact creatures is likely to be a good bet at $100 cycling deck power levels and will hopefully offer enough beef to win even when Magister Sphinx isn’t available.
However, this beatdown step will likely be tricky unless I’m mostly stabilized against hate and attacks, which can be accomplished through my core card of Astral Slide.
The card offers so many use cases; it’s a reanimation engine with Sharuum, it can be a value removal, ramp, or life gain engine with other artifact creatures, and that’s to say nothing of the built-in protection and disruption utility of the card.
Since Astral Slide is so key to the deck and I can only run two in the deck, enchantment tutors were a must, so I started out with Idyllic Tutor and eventually settled on Zur as my other tutor.
His wizard tag is oddly important, as Wizards of the Coast has printed two wizardcycling cards, basically instant speed wizard tutors that count as a cycle.
Out of these strange cards organically grew a toolbox that expanded as I found new hurdles my deck needed to overcome.
Wizardcycling grabs a tutor for Slide, a tutor for my top-end boys, a recursion spell for my Slides, and a Stifle effect that’s also an extra cycle for my big turns.
A mixture of tutoring, discard outlets, and my recursion spell commander means that my deck’s key pieces generally get into play mana-efficiently.
The deck does a great job scratching my itch to play a complex and strategic deck, and it does so at a middling power level that feels good in quite a lot of pods.

Lessons from the Deck Building Process

A key takeaway from this deck building process for me was the strength of flexible, ground-up deck construction.
By starting with a mechanic and a couple key cards and selecting a commander afterward, my deck ended up with a foundation that includes the commander but doesn’t wholly consist of the commander.
It’s built to follow best practices for a cycling deck, and though it does include the occasional stormy element or value engine, each of these pieces are intentional and most of them are tutorable if I decide that’s what a given situation demands.
The most important thing I prefer to avoid is having the entire deck stand on the shoulders of the commander; at least, not unless you’re ready for that kind of responsibility.
I could have made the commander Zur, but then the issue of not having a consistent value source combined with Zur being a removal magnet would have rapidly turned my deck into one more Zur than Astral Slide, as draw enchantments and protection spells gobble up my deck space.
It’s good to keep in mind the sort of deck building incentives a given commander pushes onto you, as even one that seems like a good idea on paper might make your deck take a turn that isn’t what you were looking for.

If I was to wrap this up with a bow, I’d go with this: when you’re building a deck, figure out what the deck wants to do and try to turn that into a somewhat focused plan, except that you won’t nail the first version of the deck and that there’s room to adapt as you encounter further problems.
I’d say there are four key versions of a single deck: the first-principles version in your brain, the draft version after you actually hammer out a 100-card list, the streamlined version completed after you solo playtest a bit, and the final version completed after you play against other people for a little while.
Each of these steps will solve a different set of problems that the deck has, and that’s a strength.

#46
DeckbuildingJul 2024116K views

When to Stop Upgrading Your Commander Deck

When (not) to Upgrade Your Decks
We argue that after reaching a smooth middling power level, further upgrades can backfire due to natural bottlenecks, cost inefficiency, or unwanted play patterns.We advise assessing whether a deck's core concept is fundamentally weak or strong before investing in better cards, and using card quality upgrades strategically to match your desired power level.The goal is to enjoy the deck without forcing it into a role that undermines your fun.
Use this in your deckIdentify whether your deck's game plan collapses to common hate pieces like graveyard exile or repeated commander removal before buying upgrades.
BlinkVoltronComboBudgetPower LevelDeck ConsistencyUpgradesDeckbuilding Principle
Principle
  • Card quality upgrades alone cannot fix decks with natural bottlenecks, such as heavy reliance on an expensive commander or a graveyard dependent strategy.
Evidence
  • our Astral Slide deck is not upgraded because it is vulnerable to enchantment removal, artifact wipes, and graveyard hate, which become more common at higher power levels.
  • Feather, the Redeemed decks struggle to improve past a certain point because they already run the best cheap instants; replacing them with generic value cards weakens the commander synergy.
  • We keep Gisa at a middling power level to preserve battlecruiser wins through board superiority rather than adopting combo finishes or explosive spells.
Deckbuilding Application
  • Before upgrading, check if a single piece of hate (like Rest in Peace or Drannith Magistrate) can cripple your deck's primary plan.
  • Ask whether raising the power level will push you into unenjoyable play patterns, such as consistent turn four combos or stax suppression.
  • Use card quality upgrades to lift a janky premise to a playable mid power level, but expect diminishing returns if the core idea is inherently limited.
Limitation
  • The advice does not apply to commanders with scalable, efficient engines like Yuriko, the Tiger Shadow, which can be upgraded smoothly without hitting early bottlenecks.
Example
  • Feather, the Redeemed depends on cheap instants that are already optimal; swapping them for generic staples provides negligible improvement and weakens the deck's focus.
More quotes
  1. I understand this impulse: you've got your baby and you want it to fly.
  2. Some decks have natural bottlenecks in their functionality that make it difficult to give them a cohesive upgrade.
  3. Trying to improve a deck with a bottleneck will generally lead to some very good games but much worse consistency.
  4. The cheap deck is a deck that works pretty well at low budgets but is very logarithmic in terms of how it translates additional budget to additional power.
  5. In a Feather deck, one to two mana instants and sorceries that target creatures are cheap, so you're already running the best ones.
  6. You also might need to slip combos into your deck instead of winning in ways that play more to your deck strengths, which a lot of players might not find satisfying.
  7. With my Gissa deck, I play to do beefy battle cruiser things and become the big bad of the table, not to pull off a sneaky win when my opponents aren't looking.
  8. We as Magic players tend to overwhelmingly focus on card quality when we think about a deck's power level.
  9. Upgrading your deck's card quality is a tool for obtaining the deck's desired power level.
  10. There's a culture among a lot of EDH players of higher powered decks being considered cooler or more interesting, which leads to a rat race of chasing generic staples.
Full transcript

It seems like a lot of people have a particular experience while getting into the EDH format, and that experience goes something like this: they find a commander and a deck they really gel with, like it speaks to them on some deep level, and then they embark upon a great optimization quest, pouring increasing amounts of time and money into making the deck as good as it possibly can be.
I went through this process about 10 years ago with my first commander deck, and I understand this impulse; you’ve got your baby and you want it to fly.
This process can work to some extent, especially if you have big piles of money to throw at upgrading a deck, and I encourage everybody to put effort into making their decks as enjoyable as possible for themselves, which may mean power upgrades.
That said, there are actually some pretty compelling reasons not to upgrade a deck further once it plays smoothly at a healthy middling power level; so here, I’m going to go through each of these reasons using one of my mid-power decks to exemplify each of them, and then I’ll be talking about what decks are the best candidates for an upgrade.

Natural Bottlenecks

The first reason not to upgrade a deck is that some decks have natural bottlenecks in their functionality that make it difficult to give them a cohesive upgrade.
The most common bottlenecks here are being vulnerable to a particular type of hate or having a game plan that is fundamentally difficult to speed up.
If your deck relies heavily on the board presence of a commander that’s more than three mana, your opponents only need to hit out your command zone a couple times early in order to shut you down.
If your deck heavily relies on building up a graveyard over the course of several turns, a single piece of graveyard hate can totally blow you out; and card quality improvements alone won’t generally change this fact.
If your deck heavily uses board wipes to maintain control over the game, or something like goad for that matter, you’ll struggle against decks that don’t rely on combat damage or which are more explosive, which get more common at higher powers.
Ultimately, trying to improve a deck with a bottleneck like this will generally lead to some very good games with the deck but much worse consistency, with the deck getting dragged down to the dirt by bottlenecking factors a decent portion of the time.
This is the reason I don’t upgrade my Sherm slide deck.
There are ways to make it much more efficient at generating value and controlling the game, but the deck has several vulnerabilities: its Astral Slides getting hated out, its artifacts getting wiped, and/or its graveyard getting exiled.
The deck can play through these things happening a little bit, but decks generally run much more of these things at higher powers, and if it encounters too much of these sorts of hate, the deck will fall flat on its face regardless of card quality upgrades.

An extension of this problem is what I’ll call the “cheap deck.” This is a deck that works pretty well at low budgets but is very logarithmic in terms of how it translates additional budget to additional power; it gets rapidly more expensive to improve it past a certain power level.
The best example of this I can think of is Feather.
It’s a commander that has a decently beefy Voltron game plan if you build your deck specifically around it, which usually means running a lot of one- to two-mana instants and sorceries that target creatures, along with some cards that work well with these sorts of spells.
It’s hard to end up with a Feather deck that’s bad, but it’s also hard to build a Feather deck that’s really good.
One-mana instants and sorceries that target creatures are cheap, so you’re already running the best ones, meaning that the only option for trying to improve the deck is cutting some of these for generic value cards in the colors; and the weakening of the Feather game plan that this results in will negate some of that increase in power.
This reason is also why I don’t try to improve my Maria deck.
One- to two-mana equipments are the deck’s bread and butter, and there just aren’t that many options in this category of card outside of the dirt cheap ones I’m already running and ones I consider prohibitively expensive.

Enjoyment and Power Level

The other reason not to increase the power level of a deck is if you simply don’t enjoy the power level you end up at.
If you’re playing in a group of beatdown decks and everybody is relentlessly tuning the effectiveness of their beatdown, that might feel okay in that context; but your deck might end up on the power level of a deck that consistently combos off on turn five, or Voltron kills you on turn four, or forcefully suppresses your deck into the dirt with an unending stream of hate.
Even if you’re still pulling off your fair share of wins against these sorts of decks, as a player you’ll need to ask yourself the question of if that’s the sort of MTG you want to be playing.
You also might need to slip combos into your deck instead of winning in ways that play more to your deck’s strengths, which a lot of players might not find to be a satisfying way to go with their deck.
This reason is why I leave my Gissa deck at a middling power level.
It’s a deck that wants to build up resources and then play a bunch of big stuff, winning through gaining board superiority and beating down its opponents rather than playing some sort of explosive card like Torment of Hailfire or tutoring up a combo.
I play the deck to do beefy battle cruiser things and become the big bad of the table, not to pull off a sneaky win when my opponents aren’t looking.

What Does “Upgrading” Really Mean?

Okay, so the point I’m trying to make here is that some decks are less ideal candidates for upgrading past a certain point; you should maybe call them good enough.
I do fully believe in this idea, but I think it’s also useful to consider the terms here: what do we mean by upgrading a deck?
I’d say there are two main factors that determine a deck’s power level: card quality, how good the cards are, and cohesion, how well the cards are put together.
I’d say we as Magic players tend to overwhelmingly focus on the first one when we think about a deck’s power level, particularly when it comes to the question of upgrading.
And I actually think this makes perfect sense to do; when you’re asking whether or not you should improve your deck’s card quality, you’re talking about an unambiguous exchange of resources, money for power level, whereas cohesion is a much more challenging factor to modulate, particularly for a deck that’s already fully built with that in mind.
I’d like to offer an additional framework: you can think of upgrading your deck’s card quality as a tool for obtaining the deck’s desired power level.
If you have a fundamentally janky premise for a deck that you want to end up decently powerful, running good card quality can accomplish that goal to some extent, as long as you tread carefully around potential bottlenecks.
If you have a fundamentally powerful deck concept and you want to play in a group of more middling power decks, you can restrict your card choice by budget or theme or some other factor.
But to this you might ask: what does it mean for a deck concept to be fundamentally powerful or fundamentally weak?
This takes me back to the core question here, the question of when a deck should be upgraded with better card quality.

The Core of Upgradeability: Yuriko vs. Feather

I mentioned Feather as an example of a deck that generally performs solidly on a low budget but which could be difficult and cost-inefficient to improve past that point.
As a point of contrast, I want to talk about a different popular commander that, like Feather, tends to convert a specific card type into resources for a fast game plan: Yuriko, the Tiger’s Shadow.
Yuriko decks span a range of power levels and contain a lot of variety in subthemes and card choices, but all of them share a fundamental game plan: play evasive creatures and/or ninjas and utilize these cards with Yuriko to whittle down your opponents through a mixture of combat damage and Yuriko triggers, generating card advantage in the process.
Yuriko just doesn’t have the same ceiling as Feather because she’s fundamentally a faster, more resilient, and just simpler card.
Commander Ninjutsu at two mana immediately puts her head and shoulders above Feather in terms of raw power; and instead of being fiddly and requiring constant upkeep or extra steps to reach her full power, she converts low-cost ninjas and evasive creatures into very fundamental resources of the game, card advantage and life loss for opponents, and can do so with minimal mana investment.
Decks can vary in how many ninjas they run and what sorts of evasive creatures they play, but these cards are basically guaranteed to be effective due to the speed, resilience, and simplicity of Yuriko; and as long as the deck is above a certain minimum number of these supporting creatures, these cards combined with Yuriko form a very powerful core to the deck.
It’s this strong core for generating generic resources that makes a deck especially upgradeable.
There’s a good amount of diversity in what a successful Yuriko deck can look like, and there are lots of piecemeal card quality upgrades and packages that can be added to modulate the deck to whatever power level the Yuriko player wants to be playing at.

I think it’s worth clarifying here that there’s nothing wrong with commanders that are better suited to mid-power, nor is a commander like Yuriko or Korvold that inherently pushes a higher power necessarily more interesting or more worthwhile.
There are also the players who like the challenge of trying to boost a commander or theme that isn’t inherently high power up to that point, and that can be a fun process.
I personally like the challenge of building powerful decks on a low budget, as it forces you to put a lot of effort into the cohesion of a deck since the card quality is naturally going to be a bit lacking.
At the end of the day, I just want people to know what they’re getting into when they decide to pour time and money into a deck.
If you have a limit on how much you want to spend on decks, it’s valuable to know when you’re dealing with a commander who will naturally take more money to boost from a mid-power deck to a high-power deck; and as stated earlier, this will fundamentally come down to how powerful a deck’s core resource-generating and game-winning pieces are.
Even if budget isn’t a concern, it’s worth keeping an eye on a deck’s weak points and making sure that they aren’t going to be exacerbated by playing against more powerful decks.

The Upgrade Culture and Final Advice

I feel like there’s a culture among a lot of EDH players of higher-powered decks being considered cooler or more interesting, which leads to this sort of rat race of chasing generic staples and applying formulaic rules to every deck to bump up its power level.
I don’t want to tell anybody not to improve a deck they want to improve, but I just want to tell you right now that if you have a mid-power deck you really like, you don’t necessarily need to change it.
If you want a higher-power deck, you can pick out a couple things you like from an existing deck you enjoy, such as a card or a theme, and then build a new, more powerful home for it.
This also goes for putting pet cards in decks, but that’s a topic for another day.

#47
DeckbuildingJul 2024113K views

Self-Balancing a $25 Commander Deck Pool Over Two Years

I Spent Two Years Playing EDH With a Pool of $25 Decks
We describe a two-year experiment of building and maintaining a pool of ten $25 Commander decks.By tracking win rates and making iterative adjustments, we achieved a balanced metagame where most decks had win rates between 18-33%.The process showed that aggressive decks require slower decks to include early blockers and life gain, and that combo decks suffer if they lack defensive speed.
Use this in your deckIf a deck achieves a 40%+ win rate, retrofit other decks with early blockers, life gain, and board wipes rather than nerfing the dominant deck.
WhiteBlueBlackRedGreenAggroControlComboBudgetDeckbuilding RestrictionsMeta TrendsPower LevelBudget Building
Principle
  • Iterative tuning based on win-rate data enables a self-correcting metagame even under strict budget limits.
Evidence
  • The Orzhov control deck had a 54% win rate initially, but after meta adjustments it won zero games in the next period.
  • The Selesnya cats aggro deck reached 42% win rate, prompting other decks to add early defensive tools.
  • In the final 86-game sample, win rates ranged from 18% to 33%, showing substantial balance.
Deckbuilding Application
  • Add cheap creatures and board wipes to combat-oriented decks when a fast aggro deck threatens balance.
  • Ensure combo decks include enough early interaction or blockers to survive until they can go off.
Limitation
  • The pool's metagame was shaped entirely by iterative play within a closed group, so results may not transfer to random playgroups or broader formats.
Example
  • The Dimir Lazav deck exploited infect via Vector Asp but eventually underperformed as opponents learned to pressure it early and disrupt the combo.
More quotes
  1. The Orzhov deck garnered an eye-watering 54% win rate.
  2. The pool began with two control decks; that factor shouldn't be overlooked.
  3. A lot of the decks just felt kind of flat and lifeless, generic mid-range decks doing generic mid-range things.
  4. The Cats deck ended up being a truly ruthless aggro deck, putting on heavy pressure as early as turn two.
  5. A meaningful metagame had been developed where lacking ways to hold off creature-based aggression would cause a deck to win fewer games.
  6. This process of building decks formulated a lot of my understanding of the commander format.
  7. I had a rude awakening where most of the games I played were way less dynamic and interesting than the games with these $25 decks.
  8. The decks ended up grouping into three clusters in terms of win rate.
  9. [The Lazav deck] had become what it had tried and failed to survive against.
  10. If you build a set of decks like this, don't let any of them be overly weak or overly boring, and have the courage to dismantle a deck you like if it ends up being one of these things.
Full transcript
How It All Started

The deck building began in an interesting place.
Though I knew the Sheoldred deck of my youth had problems, I was still a black player wanting to do black player things, so I opted to build an Orzhov control deck.
Putting Kambal in the command zone offered a great way to keep the deck’s life total up while chipping away at opposing life totals and allowed the rest of the deck to focus on removal, draw, and various life-gain-related combos rather than trying to develop beaters.
Likewise, my friend Hans built a pretty brutal Azorius control list with Noyan Dar in the command zone, and the fact that the pool began with two control decks is a factor that shouldn’t be overlooked.
As other decks got flushed out, this influence can be seen: of the pool’s five mid-range decks, three were some form of aristocrats and another was a land-focused deck that didn’t rely on keeping non-land permanents in play.
The pool also ended up containing a few more explosive, combo-oriented decks, and these were likewise well situated to handle control, consisting of a graveyard-centric artifacts deck, a big mana deck, and a deck with a number of its own counter spells.
Finally, we have what ended up being the hardest color combination to build a $25 deck for: Dimir.
For my first attempt, I opted for an artifact tokens list with Rona as the commander, a mid-range deck that could hopefully be flexible enough to survive in a wide range of scenarios.
So this was the first pool we had, and we played about 30 games with it before going back to make major changes.

Early Performance and the First Wave of Changes
The Second Round and a More Balanced Metagame
A Six-Month Groove: 86 Games and a Stable Metagame
Final Adjustments and the Finished Pool

And the funny thing is, the fact that I had this major period of EDH deck building during my college years almost certainly contributed to my decision to begin making videos about the format.
So, in a sense, Salubrious Snail is brought to you by the COVID-19 pandemic.
Garbage sponsor, honestly, would not recommend.

Lessons and the Philosophy of Deck Building

As a final point, this process of building decks formulated a lot of my understanding of the Commander format, and when I started building decks outside this pool in the first half of 2023, I had kind of a rude awakening where most of the games I played were way less dynamic and interesting than the games with these $25 decks.
My first Magic: The Gathering video was partially inspired by this experience of playing against bland, formulaic decks without enough interaction to make for a dynamic game.
And while I’ve had plenty more interesting games since then, I try to keep the mindset that I had when building these $25 decks, which is to say: try to present a specific problem for your opponents and be prepared for when your opponents present a problem for you.
To me, multiplayer games are more fun when people have to think about their opponents rather than when everybody is just racing engines against each other like we’re all playing some kind of second-rate Euro game.

Thanks for watching.
I linked a folder in the description that contains the final versions of all 10 of these decks, though some cards have gone up in price in the past few years, as cards have a tendency to do.
I’m also releasing an end note over on my Patreon where I discuss the Orzhov deck in a bit more detail, so if that interests you, you can head on over there and throw some money at me.

#48
DeckbuildingJul 20241,796 words in transcript

How to Fit Pet Cards Into Commander Decks

Your Pet Cards Deserve a Better Home
We explain that players often want to include favorite 'pet cards' in many decks, but this isn't always optimal.It categorizes pet cards into three types and suggests two main strategies: building a dedicated deck around a pet card, or using a flexible deck shell that can house multiple niche cards.For moderately powerful but specific pet cards, finding the right home can make them more enjoyable.
Use this in your deckEnsure your deck has a solid core of lands, ramp, and draw before sprinkling in niche pet cards.
MidrangeControlTokensPet CardsBudgetSynergyPower LevelDeckbuilding Principle
Principle
  • The act of building a deck that a pet card fully belongs in is the greatest act of love for that card.
Evidence
  • Cards like Shigeki feel useful in any green deck because its instant-speed uncounterable recursion is always relevant.
Deckbuilding Application
  • Before adding pet cards, ensure the deck has a solid core of lands, ramp, and draw to function smoothly.
  • For a single niche pet card, build the entire deck around supporting that card's unique ability.
Limitation
  • Highly focused decks, such as Voltron or dedicated combo, cannot include random pet cards without losing consistency.
Example
  • Astral slide, Maze's End, and Time Sieve each got a dedicated deck where they shine.
  • The Skeleton Ship proliferate control deck runs quirky pet cards like Overwhelming Intellect and storage lands.
More quotes
  1. The act of building a deck that a pet card fully belongs in is the greatest act of love you can show your favorite piece of cardboard.
  2. You can throw these sorts of cards into any old deck whose color identity they fit, but this doesn't necessarily mean they'll feel satisfying.
  3. These sorts of cards won't reach their full potential if you're playing them in a deck they only tangentially connect.
  4. At the worst, you might gradually grow resentment for them if you keep drawing them rather than a card that is more useful.
  5. The more generic a deck's general game plan is, the more niche and varied the specific card choices can be.
  6. It may be tempting to disregard [interaction, protection, and removal], but if you're making a funny deck, how well-rounded it is may determine whether it ends up being a deck you want to keep playing with or whether it ends up getting set aside as that gimmick deck that was fun for a little while.
  7. I could throw $500 at a fancy deck, but for that same amount I could build a half dozen decks at lower budget points that can also serve the interests of different gameplay styles and different cards I love.
  8. If I'm throwing together a $50 list based on a card I really like or a funny premise, I can just order that sucker with no second thoughts, knowing that if I get half a dozen fun games out of it I'll be happy.
  9. Exercising a bit of discretion in where these cards are played can lead to them being more enjoyable.
  10. Building a deck around a single card or building a deck that's general enough to fit a number of these specific cards are two options for fitting them into decks.
Full transcript
The Temptation of Pet Cards
Handling Bad or Hyper-Specific Pet Cards
When Pet Cards Are Just Good
The Tricky Middle Ground
Option A: Build a Deck Around a Star Pet Card
Option B: One Deck to House Many Niche Cards
Finding a Home for Many Pet Cards: Flexible Themes
Don’t Neglect the Fundamentals
The Bottom Line
A Final Note on Budget Deck Building

Thanks for watching.
If you’ve got some pet cards you really like, you can let me know in the comments, both because I like hearing about fun cards people like and also because it serves my algorithmic overlords.
That’s a win-win if I ever heard one.

#49
StrategyJul 20242,466 words in transcript

Analyzing a $20 Zyrus Buff Spells Commander Deck

My Playgroup's Best Deck is $20
A budget Zyrus the Writhing Storm deck uses buff spells to win via commander damage while appearing friendly by giving cards to opponents.The transparent game plan and cheap cards cause opponents to underestimate its snowballing resources.Snake tokens from Zyrus compound the threat and make combat tactically difficult for others.
Use this in your deckBuild a Zyrus deck with about 20% buff spells, 10% protection spells, and 10% removal spells.
Xyris, the Writhing StormBlueRedGreenGroup HugVoltronTokensBudgetTable PoliticsThreat AssessmentSynergySocial and Politics
Principle
  • A commander that provides mutual card draw can mask an aggressive game plan, allowing a stealth snowball strategy.
Evidence
  • In practice, opponents will protect the Zyrus player, even countering removal aimed at Zyrus, to continue drawing extra cards.
  • The deck's consistent card draw leads to hands filled with multiple protection and buff spells, making it hard to disrupt.
Deckbuilding Application
  • To consistently draw into interaction, dedicate about 20% of your nonland cards to buff spells and another 10% to protection.
  • Keep the average mana value low to hold up multiple spells during combat and maintain unpredictability.
Limitation
  • The deck is vulnerable to board wipes, which bypass most of its single-target protection spells.
  • Forcing the deck to use buff spells defensively instead of offensively delays its critical turn and reduces its threat.
Example
  • A mana-screwed player once countered a removal spell on Zyrus just to keep receiving three cards per turn.
More quotes
  1. I need to make a buff spells deck now.
  2. The deck is friendly and unassuming, right up until the point where it starts deciding to stop being those things and start murdering players.
  3. Because fun fact: letting you and an opponent each draw 15 cards is great when that opponent simultaneously dies to commander damage.
  4. This deck gets underestimated game after game, and by people who have lost to it half a dozen or more times.
  5. The deck's lack of spicy plays and absolute transparency in what it's trying to do in a given game play to its strengths.
  6. The threat profile of the deck typically lags behind its actual power at any given moment.
  7. Do I look like somebody who throws my threats in the garbage?
  8. The deck gains piles and piles of potential attackers and blockers that could get larger and gain all manner of potentially problematic keywords at any moment.
  9. This deck doesn't seem very good, and that perception is exactly what makes it so good.
  10. Discarding to hand size is the final dynamic that causes people to underestimate the deck.
Full transcript
The Buff Spell Disagreement and the Birth of a Deck
How the Xyris Deck Operates: Friendly Card Draw and a Deadly Trap
Small Bean Syndrome and Predictable Transparency
The Snowball Principle and Lagging Threat Profile
The Combat Fear Factor: A Stream of Buff Spells
Snakes, Snowballing, and the Board Wipe Question
The Aeri Kyler Scale and Resource Permanency
Velocity: High Turnover of Hand Resources
Deceptive Strength in Low- to Mid-Power Games
Conclusion: Dynamic, Fair, and the Highest Win Rate

Thanks for watching.
I had planned to release a video about navigating power levels this week, but I couldn’t quite get the script where I wanted it in time, so I decided to make we instead.
You can expect that power level video next week, though.
I will also be posting an end note to we tomorrow over on my Patreon that discusses a particular deck building style that was used in making this deck, so if you aren’t giving me money yet, now is a pretty cool time to start.

#50
Meta CommentaryJul 20242,103 words in transcript

Channel Updates and Commander Q&A

Some channel updates + Q&A
We outline a new weekly posting schedule and plan for patron deck reviews.In a community Q&A, they discuss the importance of rule zero conversations to align deck power and fun expectations.They also argue that the EDH ban list faces tension between competitive balance and casual fun, advocating for social communication over heavy-handed bans.
Use this in your deckBefore your next game, ask the table what power level their decks are and if any strategies or cards would make the game less fun for them.
ControlLifegainRemovalRule ZeroPower LevelFormat HealthSocial and Politics
Principle
  • Before a game, verify that all decks operate at comparable power levels by discussing their speed and primary strategy.
  • For casual tables, also ask each player about strategies or cards they find unfun to avoid, such as heavy stax or combos.
Evidence
  • The EDH ban list must serve two conflicting goals: banning competitively overpowered cards like Dockside Extortionist and banning casually unfun cards like Armageddon, leading to tension.
Deckbuilding Application
  • If you build a particularly oppressive or 'mean' deck, expect it to see less playtime because it can reduce others' enjoyment.
Limitation
  • You cannot demand that opponents remove every card or strategy your deck is weak against; such requests are unfair and undermine the spirit of compromise.
Example
  • We regularly ask a friend not to play a specific Turrid deck, showing how targeted deck exclusions can be negotiated in a friendly playgroup.
More quotes
  1. I had the idea to do a 10K Q&A when I was at 9,000 subscribers, and somehow I'm now creeping up on 15K.
  2. I needed a username for some website, and my two second on the spot smash together of words was salubria snail.
  3. My first deck was a sort of black life gain deck. It ran a fair amount of removal because that's just who I am as a player.
  4. Mark Rosewater gave a career day presentation at my middle school and handed out starter decks from M12.
  5. My favorite Magic card is [Ashiok, Weaver]. I'm a big horror fan, and the idea of an unknowable otherworldly entity weaponizing the fears of its foes to destroy them is just incredible.
  6. If I had to ban one card for very petty personal reasons, it would be farewell. I hate the card. I think it's very lazy design.
  7. The EDH ban list is tricky because it's really trying to be two different things: it's trying to dictate what's too strong for cEDH and it's also trying to dictate what's not fun for casual.
  8. I actually really like explicitly political cards. Council's dilemma and will of the council are both cool mechanics with a lot of cool design space.
  9. The most memorable deck I've played against was a Tymna Jeska tribal Ball Lightning deck, and that deck's vision is splendid to me.
  10. I have a friend who has a Tergrid deck, and three nights out of four I don't want to play against.
Full transcript
Channel Updates

I had the idea to do a 10K Q&A sort of thing about a month ago when I was at 9,000 subscribers, and somehow the passage of time took place and now I’m creeping up on 15K, I don’t really know how that happened.
In all seriousness, I appreciate all the support.
It’s just cool to make things and have a lot of people enjoy those things, so that’s been cool; thank you.

Part of the reason I’m making this is because I want to share some updates about what’s going on with us and what I want to do with it.
You may have noticed that I am posting more often; indeed, I am posting weekly at the moment, on Thursdays.
I’m currently trying to alternate between the higher-effort content, the kind of deep dives into a particular deck-building subject, and the more fun content where I, for example, analyze a precon or just talk about whatever it is that I want to talk about that day.
One particular type of off-week content that I’m going to start next month is Patron Deck Reviews.
These deck reviews are going to be very much in the style of the precon review, so I’m going to try and figure out what a deck is trying to do, how well it’s doing at that goal, and some potential routes for improvement.
As I said, that’s going to be starting next month; I’m going to be picking decks through a lottery system, and you can go check out my Patreon for more information about that.
Also on my Patreon, I am going to be posting a Glissa deck tech very soon, so that’s two different reasons to check out my Patreon, that’s pretty cool.

With that out of the way, let’s get to questions.
These are going to be mostly taken from a post I made on Patreon recently.

What’s the Story Behind Your Username?

About a year ago, I needed a username for some website or other, and just my two-second, on-the-spot smash-together of words was “Salubrious Snail.” Cut to a few months later, I was trying to come up with a name for my YouTube channel, and that one popped back into my brain.
I kind of liked it; it’s snappy, it’s alliterative, has a fun word, seems pretty cool, so that’s what I went with.

What’s Your MTG Story?

I learned to play Magic in 2011, and the way I got into the game is that Mark Rosewater gave a career day presentation at my middle school.
At the end of it, he handed all of these eleven- and twelve-year-olds starter decks from M12, and I got the red one and then just went from there.
I started playing Limited in 2013, so my first draft was Dragon’s Maze, and then in early 2014 I really got into the game; I started playing Standard and EDH.
I’ve played off and on since then, picking back up very heavily in early last year and starting to build a whole bunch more Commander decks.

What Was the First Card, Deck, or Mechanic That Excited You?

I’ve always been a black player, and my first deck that I can remember was a sort of black life-gain-ish deck.
It ran a fair amount of removal, because that’s just who I am as a player.
The specific interaction that I can remember between two cards is it had Tormented Soul, which is an unblockable creature, and Vampire Outcasts, which is a bloodthirst creature, meaning it’s bigger when it enters if an opponent was dealt damage, so it almost always came in as a four-mana 4/4 lifelink, which is honestly not bad.
Lifelink is one of the best keywords; pretty solid.

What Is Your Favorite Magic Card?

Jace, Unraveler of Secrets has always been a card I love, and it’s funny because I feel like it’s known for Cube, you know, you do the splash Jace, but I’ve never played with it in Cube.
The place I’ve played with it was in Standard Grixis Control; I ran three of it, and it was fantastic.
In the matchups, it soaked up damage for my deck, which sadly did not run life-gain, and against the control matchups, of which there were many, because that was Standard at the time, all the abilities are great.
The plus-two lets you exile cards, which is great against Azorius control that kind of cycles through the deck repeatedly; the minus-ten, if your opponent lets you get up there, just blows out a control deck.
So just a great card all around, and I also just love the flavor.
I’m a big horror fan, and the idea of this kind of unknowable, otherworldly entity who’s weaponizing the fears of its foes to destroy them, that’s just incredible to me, I love it.

What Does Your Rule Zero Conversation Look Like?

This is a good question.
I think for starters it’s good to make sure that decks are at similar power levels, so figure out what decks are doing, how fast they’re doing them, and just make sure there’s not going to be any crazy discrepancy.
Then, for middling to lower power levels, it’s good to check in with what people’s intentions are for the game and what they find fun.
There are things like board wipes or combos or heavy-duty stax pieces where some people might not have as much fun if they’re playing against those; that might not be a thing that they want to see a lot of in their game, and I think it’s fair to try and navigate that to some extent.
I will sometimes ask somebody not to play a particular deck, even.
For example, I have a friend who has a Tergrid deck, and three nights out of four I don’t want to play against a Tergrid deck, not really, no. I think that’s fair, although there are some limits to what you can request of somebody, and it’s a tricky thing to navigate.
You can’t just ask that every deck your deck is bad against isn’t in the game; that’s not really fair.
At the same time, when I build a deck, if it’s a particularly feisty or mean or suppressive deck, I have some understanding that it might see less action than a deck that is, you know, nicer or offends people a little less.

If You Were in Control of the EDH Ban List, What Would You Do?

The EDH ban list is tricky because it’s really trying to be two different things: it’s trying to dictate what’s too strong for cEDH, and it’s also trying to dictate what’s not fun for casual.
I think answering these two questions at the same time is difficult.
We can think about some different cards that we might think about banning.
Let’s say Dockside Extortionist, very good card, maybe it should be banned.
But that would be mainly a ban for cEDH and the top levels of high-power casual, because it doesn’t matter for random midrange beats decks: there aren’t that many artifacts at that power level, you’re not going to be doing the same sort of value loops, and it’s just not going to have the same horrifying power level as it does in other EDH contexts.
Similarly, we could think about a card like Armageddon; you can ban that because it’s not fun, but that’s not a ban in the conventional sense of a card game.
You’re not banning it because it’s too strong, you’re banning it because it’s unfun, and I think there is a little bit of tension there, that you’re trying to solve these two different problems.
So really, I probably wouldn’t be that comfortable dictating a whole bunch of new card allowances or disallowances for EDH, just because I think it’s a really hard thing to do.
What I would encourage is players having more of a Rule Zero conversation, more of a conversation about what they find fun and what they don’t want to see in their game.
You shouldn’t roll up into a game with strangers and destroy all their lands if they’re just trying to play their upgraded precons or something.
I think it’s good to have an understanding about that, and I think that’s an okay solution because EDH fundamentally is a social format.
If I had to ban one card for very petty personal reasons, it would be Farewell.
I hate the card; I just think it’s very lazy design.
It’s a six-mana board wipe that has no downsides other than that it’s a six-mana board wipe.
It’s probably not broken from a power-level standpoint, but I just hate to see it, it’s lazy, don’t like it.
It also kind of crowds out other cards like Merciless Eviction or Austere Command, so I don’t know, not a fan, not a fan of Farewell.

What’s Your Opinion on Explicitly Political Mechanics?

I actually really like explicitly political cards.
Council’s dilemma and will of the council, I think, are both cool mechanics with a lot of cool design space.
I think it’s unfortunate that the two cards from those that actually ended up being good in EDH are some of the less interesting ones, but I think there’s plenty of other design space; I think it’d be cool if they printed more of those type of cards.
I think goad is actually a super cool mechanic, I love goad, and I think it would be neat to expand the mindset of goad outside of creatures, just because I think goad has kind of a natural power limitation where it’s not going to be good above the low-midrange level of power.
I think that’s valid for a type of card to be, but it would be neat to see more cards that are explicitly political but play around with other resources like cards in hand and that sort of thing.
I don’t remember what the mechanic is called, demonstrate, maybe, the one where you can copy a spell if you let an opponent copy it as well; I think that one’s kind of neat, that’s cool.
So yeah, I think more stuff like that would be neat.

What’s the Most Memorable Deck You’ve Played Against?

Sometime last year, I played against a Tymna / Jeska tribal Ball Lightning deck, and that deck’s vision is splendid to me.
I love decks that take a really juicy, powerful commander or pair of partner commanders and use them for a ridiculous end; I just love that.
I love the idea of swinging with a Ball Lightning for eighteen at somebody’s face, that’s just a vision I can appreciate, let me tell you.
So I’d have to go with that deck; that’s the only one that comes to mind.

The Cat

I’ve gotten a handful of comments asking about the cat post and the implied cat that goes with it.
Thankfully, he made an appearance for this.
This is my boy Nico; he loves to bounce off the walls when I’m trying to record.
So yeah, he’s a great guy.

#51
DeckbuildingJul 20243,945 words in transcript

Deck Focus: Winning Commander with Cohesive Plans

Snail's Guide to Winning an EDH Game
We argue that categorizing specific cards as win conditions is less useful than ensuring every card contributes to a focused plan.It introduces a framework of inputs and outputs to analyze deck cohesion, identifying unfocused inputs and outputs as common pitfalls.The solution is to evaluate each card's function, reliability, and contribution to a cohesive strategy.
Use this in your deckAsk yourself for each card in your deck: What does it do, how often will it fail, and does it contribute to your deck's cohesive plan?
MidrangeTokensWin ConditionsDeck ConsistencySynergyCard EvaluationDeckbuilding Principle
Principle
  • A constructive way to evaluate an EDH deck is through its inputs (conditions to meet) and outputs (results that advance the plan), rather than focusing on individual win condition cards.
Evidence
  • Unfocused inputs in a deck lead to a high number of dead draws and inconsistent board states.
  • Unfocused outputs cause a deck to generate generic value without a clear, reliable path to ending the game.
Deckbuilding Application
  • For each card in your deck, determine its role, its failure rate, and whether it directly supports your deck's unified strategy.
Limitation
  • Decks that pivot between multiple plans can succeed, but they require careful construction to ensure the different components connect meaningfully.
Example
  • The Missy deck illustrates unfocused inputs: it contained artifact creature, face-down creature, and narrow sub-synergy packages that did not connect well.
  • Gavi, Nest Warden decks often suffer from unfocused outputs, generating tokens, removal, and damage without a dedicated way to win.
  • Moon Shaker Cavalry demonstrates a focused output for Gavi, turning a wide board of tokens into a lethal attack.
More quotes
  1. The important question is what cards in my deck are the ones that don't win the game.
  2. Anything can win a game if your opponents play no cards; a 1/1 squirrel is a quality win condition if your opponents are playing nothing but archers and bears.
  3. The number one criticism I have for people when they ask me to look at their deck is 'this looks unfocused.'.
  4. Most decks involve a system of inputs and outputs, with inputs being conditions that need to be met and outputs being the results of those inputs that contribute to the deck's game plan.
  5. The goal of a parity breaker should be to turn a game state that's not quite winning into one that wins, but some cards will only win with a board state that was probably already about to win.
  6. If something is a dead card two-thirds of the time, that other third had better be really good.
  7. Mass calcify is the best evasion spell.
  8. If your opponents are playing nothing but archers and bears, a single Siege Dragon is a great win condition.
  9. Conventional EDH wisdom might have you gesturing at various things as a win condition: Craterhoof Behemoth is a win condition, Torment of Hailfire is a win condition, Purphoros, God of the Forge is a win condition, Sanguine Bond is a win condition.
  10. It's a generally toothless type of deck that will struggle to win against decks that have more refined win plans, even if those decks generate a smaller quantity of total resources.
Full transcript
What Is a Win Condition?

When I got into Standard ten years ago, the question of what constitutes a "wincon" was one with a single standout answer: Aetherling.
It was a control meta, no doubt; if you weren't playing a devotion deck or attempting in vain to play green, you were playing one of the many variants of control, and you were almost certainly running one or two copies of Aetherling as a way to close out the game.
For a relatively new player, it was a comforting type of card: you input a bunch of mana over two or three turns, and in return it reduces your opponent’s life total to zero.
So that’s what a "wincon" is, right?
Or maybe a wincon is when my brother played an Overwhelming Stampede into a cluttered board state to cut through my modest suite of blockers like a hot knife through, I don’t know, a handful of 4/4 vampires.
Or maybe it was a wincon when I played Angelic Gift on a 4/4 land at the Battle for Zendikar prerelease and smacked my opponent four times for the win.
Above average two-mana enchantment, honestly; some might even call it a wincon.

We all come across the concept of a "win condition" somewhere along the line in our existences as Magic players, and this is for a reason.
MTG’s defense-friendly combat system and hand-emptying mana system means that it can’t always be assumed that the game will end naturally; there are all sorts of game situations that might sprawl out and demand some sort of remedy.
There are lots of situations where the phrase "win condition" has a fairly understandable meaning; however, as with most pieces of terminology, it becomes a lot more challenging in Commander.
Sextupling the life total of your opponents makes a lot of things challenging, to be honest; not only does it take more to win an EDH game, but the concept of what winning means shifts wildly.

Win Conditions in Commander

Conventional EDH wisdom might have you gesturing at various things as a "wincon": Craterhoof Behemoth is a wincon, Torment of Hailfire is a wincon, Purphoros, God of the Forge is a wincon, Sanguine Bond is a wincon.
And sure, this classification does work on some level; there are lots of situations where these cards will win you the game, and they each gesture at a different plan for winning the game.
But is this a useful category of card?
I don’t think it is.
Anything can win a game if your opponents play no cards; a 1/1 squirrel is a quality wincon if your opponents are playing nothing but archers and bears.
A single Siege Dragon is a great wincon.
You shouldn’t ask the question, “What cards in my deck are the ones that win the game?” because the important question is, “What cards in my deck are the ones that don’t win the game?”

Now, let me clarify that last statement.
What I don’t mean to say is that you should cram your deck full of big, splashy bombs; quite the opposite, even having too high a density of splash in your deck will leave you too little room for the building blocks that actually lead to victory.
What I mean here is that if you’re building a deck with the intent of winning a game of Commander, that goal should be present in some form or other throughout each and every one of your card choices.
The number one criticism I have for people when they ask me to look at their deck, a criticism I give about half the time, is “this looks unfocused.” This phrase can mean a couple different things in practice, and to start thinking about those, it’s useful to first lay out a framework for how EDH decks work fundamentally.

The Focus of Your Deck: Inputs and Outputs

Most decks involve a system of inputs and outputs, with inputs being conditions that need to be met and outputs being the results of those inputs that contribute to the deck’s game plan.
My Sharuum deck’s primary inputs are Astral Slide and cycling cards, and its primary outputs are flickers, which allows Sharuum to recur large artifacts onto the board.
My Marad deck’s primary input are equipments, and its primary outputs are mana value and my commander hitting your face for 14 damage.
I could give more examples, but long story short, inputs and outputs are the name of the game for decks with any amount of synergy, and this framework itself points us to the two places a deck can stumble with regard to focus: it can have “unfocused inputs,” and it can have “unfocused outputs.”

Unfocused Inputs and Outputs

For an example of a deck with unfocused inputs, a viewer emailed me about their Missy deck that contained both artifact creature and face-down creature synergy packages, with a couple narrower sections of sub-synergies within these.
Within the deck there are the components to make some decently powerful board states, but the issue is that there are too many different types of card and ability present, and they don’t really connect with each other outside of all being related to the commander in some form or other.
Ultimately, a deck like this with unfocused inputs will naturally have a lot of dead draws and will struggle to put together a cohesive board state with any consistency.
It’s possible to build a deck that can pivot between a few different plans, but these decks are tricky to build and typically involve paying close attention to the points of connectivity between various types of card.

Some examples of decks with unfocused outputs would be conventionally built variants of what I like to call “value tribal” commanders, and I’ll use Gavi, Nest Warden as an example since I’ve already talked about her before.
Your average Gavi deck is pretty good at maintaining cycling-based value loops, but when we look at the actual payoffs for cycling aside from draw, it’s a lot of small token creation, some larger token creation, some soft creature removal, some incremental damage, some creatures getting bigger, and so on.
Theoretically you’re getting a lot of stuff when you add the input of cycling, but those outputs are so diverse that these decks don’t end up actually doing any one thing in particular; it’s just a flood of generic Magic: The Gathering gameplay.
This is probably better than a deck with unfocused inputs, since it’s actually doing something pretty consistently, but it’s a generally toothless type of deck that will struggle to win against decks that have more refined win plans, even if those decks generate a smaller quantity of total resources.

Building a Cohesive Game Plan

Both unfocused inputs and unfocused outputs are problems that will lead to challenges in ending the game, but for different reasons.
Despite this, the solution to the two problems is pretty similar: you should be asking what each card in your deck does, how often it will fail to perform its intended function, and whether it contributes toward a cohesive plan for your deck.
A common first step in building Commander decks is to lump together a bunch of cards that synergize around a particular one or two things, and while this will lead to a deck that does do something, if you’re trying to win games, it might take a bit of tuning beyond that to make sure the deck can actually make it to the finish line.
And for a bit, I want to zoom in on a particular type of deck that often falls just a little short in this regard.

All right, so this is a transition point in a longer video where it might make sense to put a mid-roll ad, but I don’t like mid-roll ads, so I don’t run them on my videos.
That said, if you like what I do and have a spare three bucks a month to support me in making high-effort videos like this one, there’s a link to my Patreon down in the description.
As I was going through the EDHREC page for Gavi while writing the previous section, there was one standout exception to the lack of good options for closing out the game: Moonshaker Cavalry.
The card is a brutally efficient finisher, capable of converting a board full of tokens into a bunch of dead opponents in short order, and its presence here gestures at a specific type of card: mass buff cards, whose usage could lead to a Gavi deck with a more definite identity.

Midrange and Parity

This brings me to the subject of midrange, which I’ll define here as decks that want to get a big board of creatures and then attack with them.
Now, I’m sure when playtesting we all like to imagine the ideal scenario for a beatdown deck: we play out a bunch of creatures and swing into the big empty boards of our quivering hypothetical opponents.
And this might occasionally be the case, but in most games your opponents will have creatures as well, even if their deck isn’t a purely midrange deck.
So here I’m going to introduce an important phrase: “parity.” Parity means a state of standstill, basically, and in the midrange context it’s usually when multiple players have decent-sized boards but can’t swing in for large damage due to a lack of evasion or a risk of counterattack.
In a game like this with multiple midrange decks, we can divide the game into two key steps for a given player: create parity and break parity.
Creating parity just means getting your beefy midrange board up and going and not falling behind.
This sounds simple, and indeed it’s not too hard in the abstract, but there are lots of places to go wrong.
You can fail to draw mana, fail to draw beaters, fail to draw the right combinations of beaters, and even if you succeed at these three things, you can still get board wiped or lose to a non-combat wincon before you’re able to do an adequate quantity of beating.
For this reason, lands, ramp, draw, protection, and a varied mixture of creatures might all be parts of how you get into a state of parity with other decks.

Breaking parity is where you do something to the board that allows you to deviate from the state of parity, which generally means letting your creatures hit for a lot of damage.
The most popular “parity breakers” in Commander are overrun effects, but there are a myriad of other potential options: targeted buffs, extra combat spells, mass evasion spells, and cards that disable potential blockers or even remove them altogether.
I am on the record saying that Mass Calcify is the best evasion spell.
Now, if I were to rank these in terms of raw power, the bigger overrun effects like Craterhoof Behemoth and Finale of Devastation would be easily top of the pile, with Moonshaker Cavalry being a similarly powerful option in white; however, I’d argue that these are also probably the least interesting options as well, given how straightforward and hard to interact with they are.
So if you’re not playing at a super high power level, you should go with whatever parity breaker feels most appropriate to you.
The important thing is that you should have at least something for this: some number of cards played with the goal of converting that cool board you worked hard to build up into a win.

With all of that said, and to crib shamelessly from EDHRECast, one challenge in navigating parity breakers is being able to distinguish a card that helps you win from a “win-more” card.
The goal of a parity breaker should be to turn a game state that’s not quite winning into one that wins, but some cards will only win with a board state that was probably already about to win.
For example, Epic Struggle wins the game outright if you have 20 or more creatures on your upkeep, but there are tons of cards that can win off of a board that massive, and most will be useful in situations with fewer creatures as well, rather than being a four-mana enchantment with no text.
Crucible of Fire is a less extreme example; it’s an anthem for a creature type that’s generally already quite big, and most Dragon decks would probably be better served by running an additional dragon with useful abilities instead.
Ultimately, the way to navigate these sorts of cards is just to think about all the situations in which a given card is useful and also the situations where it’s not useful.
If something is a kind of dead card two-thirds of the time, that other third had better be really good.

Parity Beyond Midrange

Parity also exists as a relevant concept outside of midrange decks, specifically for aggro and control decks.
For an aggro deck, parity is what you want to avoid, and if your momentum does come to a bit of a stall as your opponents catch up on board, you at least want them to be low enough on life or other resources to be deeply uncomfortable in their position within the game.
This is the general conceit of a lot of 60-card burn decks: throw creatures at your opponent’s face until you can’t anymore, and then hope you got your opponent low enough to finish them off with burn in time.
Control, on the other hand, is similar to the classical midrange parity plan in the sense that it’s looking to create and then break it, but it is very different in that control decks will often create parity by using board wipes or stax pieces that slow down the table, and then break parity using carefully picked out cards that are less affected by these tools.
Control decks are also typically chiefly worried about resource management; compromises must be made between how scary the board is allowed to be and how many control spells are kept in hand for contingencies.
For these reasons, control is sometimes easier to finish off opponents with than midrange, since small boards and suppressive methods mean that less potent finishers can still do the job and that winning over the course of several turns is acceptable.
You do still need to think about the deck’s win plan, though, and balancing that with the deck’s controlling element is naturally going to be part of the challenge.

The Role of Removal

On that note, let’s talk about removal in a more general sense.
Based on the amount of removal people seem to run in casual EDH, it seems like a lot of people might not be aware of this, but if one of your opponents wins the game, your odds of winning that game actually drop quite precipitously; you might have a bit of a hard time pulling off that W.
So, seeing as how this is Snail’s Guide to Winning an EDH Game, it is my duty to tell you that preventing your opponents from winning the game is an important concern that you shouldn’t take lightly.
However, despite my smartassery, I understand why people tend to run low removal counts.
Let’s assume for a moment that we’re thinking about the archetypal removal spell: a spell that destroys a spooky thing on our opponent’s board that may or may not lead to our demise if left unchecked.

#52
Meta CommentaryJul 20242,190 words in transcript

How to Decode EDHRec Synergy Data

The Hidden Lore of an EDHRec Page
We argue that EDHRec's percentage display hides how cards are grouped into archetypes.By selecting indicator cards from high synergy lists and using filters, you can estimate the sizes and overlaps of different deck types.Three commanders are analyzed to reveal distinct player groups, helping builders understand card inclusion and power level.
Use this in your deckIdentify two high-synergy cards representing opposite strategies, then filter EDHRec for decks containing both to estimate archetype overlap.
BlueBlackGreenComboMidrangeCountersEDHREC DataPower LevelSynergyBudgetMeta Analysis
Principle
  • EDHRec's percentage inclusion flattens the relationship between cards, hiding whether they appear in the same or different decks.
  • High synergy cards that are disproportionately played can serve as indicator cards for distinct archetypes.
Evidence
  • Francisco/Malcolm decks: 58% run Thoracle combo, 36% run midrange pirates, and only 7% run both.
  • Skeleton Ship decks split into commander-ability, proliferate, and skeleton tribal, with the tribal group being most distinct.
  • Aros Lagoon Mystic page lacks clear clusters, showing many small strategies like turtles and untap, making interpretation difficult.
Deckbuilding Application
  • Select a high-synergy card from each suspected archetype and filter for decks containing both to calculate overlap.
  • Use the filter tool to exclude indicator cards and discover unexpected themes like pirates in Skeleton Ship.
Limitation
  • The method depends on choosing representative indicator cards, which can miss smaller archetypes.
  • Overlap percentages are only estimates based on the chosen cards and may not reflect true deck distributions.
Example
  • In Skeleton Ship, excluding the main indicator cards revealed a hidden theme of pirates and ship-themed cards.
More quotes
  1. EDH Rec is a fascinating tool that has grown to monolithic stature eclipsing most other resources in the EDH ecosystem.
  2. Displaying cards by percent inclusion in decks flattens a lot of information about the decks they're played.
  3. Almost 60% of Francisco Malcolm decks run Thassa's Oracle and Demonic Consultation, an instant win combo requiring a mere two cards and three mana.
  4. Ramirez and Hostage Taker are both fun cards but they're decidedly not mana well spent in a cEDH Thoracle deck.
  5. The skeleton ship page was fascinating for the opposite reason as the Francisco Malcolm one. This EDH Rec page looks something like a tour of low power EDH.
  6. The process of making this piece and returning to the glorious EDH Rec page has only increased my amount of love for all my bone homies out there living their best skeleton ship lives.
  7. EDH Rec is a good tool but it's not one you can go on autopilot.
  8. No matter how snappy the UI is, the stuff you're seeing isn't magical. It's just data slurry.
  9. One of the biggest pitfalls I've seen EDH Rec users fall into is when they add cards that look good without thinking about what deck those cards belong in or how many of a single card type belong in a deck. This results in decks which have some amount of synergy in theory but which in practice feel disjointed and clunky, containing a Frankenstein-like mishmash of components from various decks.
  10. I'd advocate spending an extra moment trying to parse what specific types of deck are actually being built with the different cards.
Full transcript
What Percent Inclusion Hides

EDHRec is a fascinating tool that has grown to monolithic stature, eclipsing most other resources in the EDH ecosystem, and this is not for no reason.
A neatly organized, ordered list of what cards other people play is a useful tool; other people put thought and effort into crafting decks, and you get a summary of that effort delivered directly to your eyes via a snappy UI.
However, it’s not a perfect tool, due to a variety of factors.
In the first Magic: The Gathering video I posted to this channel, I made a point to discuss some downsides of EDHRec that I hadn’t seen mentioned before, and while it’s a cool video that you should definitely go watch, the contents of that video aren’t what I want to talk about today.
Instead, I want to talk about a point brought up in the comments to that video: that displaying cards by percent inclusion in decks flattens a lot of information about the decks they’re played in.
If there are three cards each played in a third of decks, it’s difficult to tell whether they’re all played in the same third of decks, if they’re all played in different decks, or something in between.
This is a flaw pretty inherent to the construction of the website; it’s not some emergent problem that popped up and is awaiting a solution.
But it got me thinking: is there anything that users of the website can do to adapt to this fact?
When I look at a card on EDHRec, can I figure out what it’s doing there, what other cards go with it, and what all that says about the decks it’s played in, or even the players that built those decks?
The answer to this question is complicated, but as a process it’s taken me down a series of rabbit holes as useful as they are bizarre, and I want to share that journey with you today.

Francisco and Malcolm: A Combo-Midrange Split

As a fairly straightforward example, in late December I was looking to make an aggressive partner commander deck, and I was intrigued by the commander pairing of Malcolm, Keen-Eyed Navigator and the freshly printed Francisco, Foul Marauder.
The appeal to me was strong: two low-cost partners, one of which ramps and the other of which filters, which can be paired with a further slate of low-cost pirates to enable all sorts of shenanigans.
EDHRec had a mere 310 decks for this freshly minted pairing, so a question we can ask is: who else jumped on these two as a worthwhile commander pair?
Looking at the ten high synergy cards, the ones disproportionately run in this commander pair compared to the color as a whole, offers a clear picture.
Almost 60% of Francisco/Malcolm decks run Thassa’s Oracle and Demonic Consultation, an instant-win combo requiring a mere two cards and three mana.
Looking further, we can see a bunch more high-powered staples also at around 60% usage, but scroll down a bit beyond that and we can see a very different type of card at approximately 35% usage: a couple four-mana pirates with abilities useful in slower, more midrangey decks.
Ramirez DePietro and Hostage Taker are both fun cards, but they’re decidedly not mana well spent in a cEDH Thoracle deck.
For this reason, I’m going to call these two cards, along with Thoracle, “indicator cards”, cards that give you a rough idea on the upper bound of players playing a particular type of deck.
If I use the indicator cards of Thoracle and Ramirez, I can start to construct a Venn diagram with a combo circle containing 58% of decks and a midrange circle containing 36% of decks.
I wouldn’t expect a ton of overlap, and indeed a search with EDHRec’s filter feature plus some quick math tells me that there’s about 7% of decks that run both cards and about 13% of decks that run neither card.

Now, what does this sort of analysis tell me?
Well, my first takeaway from seeing the 58% Thoracle play rate was “goddamn, I guess I’m on the right track if I’m looking to make a high-powered deck.” To be clear, Thassa’s Oracle plus Demonic Consultation will be run in some percentage of any deck with blue and black in it, but 58% is a lot of decks.
While it’s not a wincon I’d go for, the fact that such a high percentage of people building Francisco/Malcolm run Thoracle communicates to me, somebody who’s building on a budget, that I’m probably getting a lot of bang for my 84 cents from the command zone.
For my part, I ended up including none of the indicator cards I mentioned in the deck I ended up building, because I’m a unique and special boy.

Skeleton Ship: Proliferate, Skeletons, and Memes

For another example, about a year ago I was building a Skeleton Ship deck.
It was intended to be a glacially slow proliferate deck, and it had all the fixins: the Parallax enchantments, some impressively slow wincons, and the original storage lands that enter tapped and don’t tap for non-stored mana.
The commander was a card that could be played as a mediocre removal engine, but most games it just sits there as a meme, a perfect encapsulation of the slow mass of nothing I was doing.
So what do other Skeleton Ship players build?
Looking at the high synergy cards, the top five are all cards that pair with Skeleton Ship’s ability, so already other people are deviating from my game plan by actually caring about the commander.
Next up, in roughly 50% of decks, are a bunch of proliferate cards, which seems sensible enough to me, that’s what I’m doing.
After that, in about 30% of decks, are a bunch of skeletons, and in about 15% of decks are a handful of questionable but undeniably skeleton-themed cards.
Excellent.
Okay, so these are going to be the three archetypes, with our indicator cards for each being Freed from the Real, Thrummingbird, and Reassembling Skeleton.

We can now make a triple Venn diagram and fill it out by simply plugging in every combination of these three cards in EDHRec’s filter tool.
Upon doing this, the first thing I noticed was that “cares about commander ability” and “cares about counters” seem almost like one diverse super-category, whereas skeletons were definitely more distinct.
If you’re a freak like me, you’re probably also wondering: what is that other 15%?
I did another filter excluding these indicator cards plus an additional one for each category to account for slight variances in card choice, and the result is pirates and cards with ships on them.
Respect.
Honestly, the Skeleton Ship page was fascinating for the opposite reason as the Francisco/Malcolm one.
This EDHRec page looks something like a tour of low-power EDH: there’s the players who are earnestly building around the glorious card known as Skeleton Ship, the players who took it as a jumping-off point for some strange quest into the unknown, the people who are here for a commander for their janky skeletons deck, and the people who just appreciate the card for all its skeleton and ship goodness.
I picked out Skeleton Ship as the commander for a bad meme deck, and it looks like I’m in good company with that fact; but the interesting thing is how many different types of meme are present here.
Honestly, the process of making this piece and returning to the glorious EDHRec page has only increased my amount of love for all my bone homies out there living their best Skeleton Ship lives.

Arixmethes, Slumbering Isle: Turtles, Gates, and Confusion

For our third example, let’s talk about Arixmethes, Slumbering Isle.
This page has a lot more decks than the previous two I mentioned, and yet somehow it’s honestly the most confusing EDHRec page I’ve ever been on.
High up on the page we get some stuff that makes sense: things that tap and untap the commander, and lands-matter cards.
Sure, that makes sense; cards that lead to lands entering tapped are good when the commander has them come in untapped.
We also get Villainous Wealth, okay, yeah, I guess if you’re playing a lot of lands you may as well have an appropriately colored outlet.
And then you get down to stuff like King Macar, the Gold-Cursed.
Are people playing him because Arixmethes has a “may tap” ability and thus lets you get an inspired trigger a turn early?
Maybe, but there’s also a lot of tap/untap synergy sprinkled throughout the page, not enough for me to get a confident idea of what people are doing, but certainly a handful seemingly present in a hair over 20% of decks.
Next up is tribal turtle decks, and for this we can see a bunch of turtles played in roughly 15% of decks, with about half that many decks also running a bunch of questionable turtle-themed cards.
We’ll call these “turtle players” and “dedicated turtle players.” Finally, let’s talk Gates.
The indicator cards I’m going to use here are Baldur’s Gate, Nine-Fingers Keene, and Maze’s End, cards played in a decent portion of decks that you’d probably only want in a Gates deck.

Now, these play rates confuse me a little, because in my opinion as a professional Gates enjoyer, Baldur’s Gate is a much worse card than these other two for early game purposes; it’s a waste in a three-color deck, and the limitation to three colors means that even if you run every single in-color gate, only a third of your lands will be Gates.
I don’t love Keene either; its triggers will whiff more than a quarter of the time in a three-color deck, but at least it’s a decently statted creature.
Maze’s End is my personal favorite in an Arixmethes deck: it comes in untapped and can find you an untapped gate immediately, and can be paired nicely with extra land play effects, and that’s not even the strongest way to use Maze’s End in an Arixmethes deck.
I recently posted a video to my Patreon discussing what ended up being my highest-effort deck, and you can stick around to the end for a preview of that.

Why This Detective Work Matters

On some level, these adventures are cool simply because I enjoy them; I enjoy a good puzzle, I enjoy putting myself in somebody else’s brain and asking why they decided to run a particular card.
In theory, EDHRec has an archetypes feature that gives breakdowns on different deck types, but it’s not very good.
“Wow, you’re telling me there are Francisco/Malcolm decks that involve Pirates, treasure, and sacrificing?
That’s crazy, I never would have guessed.” So, in absence of a feature like this, I enjoy the challenge of snooping around and figuring things out.
However, this is also the part of we where I tell you that this goofy little thing I like to do while using EDHRec is actually a fantastic exercise that will prevent all sorts of mistakes down the line.
One of the biggest pitfalls I’ve seen EDHRec users fall into is when they add cards that look good without thinking about what deck those cards belong in, or how many of a single card type belong in a deck.
This results in decks which have some amount of synergy in theory, but which in practice feel disjointed and clunky, containing a Frankenstein-like mishmash of components from various decks.
For this reason, I’d advocate spending an extra moment trying to parse what specific types of deck are actually being built with the different cards; even just keeping in mind that there are different decks doing different things within a given commander will likely be a great help to newer players.
EDHRec is a good tool, but it’s not one you can go on autopilot with.
To echo the conclusion of the EDHRec Effect, you should try to keep in mind where the cards you’re looking at are coming from, and that no matter how snappy the UI is, the stuff you’re seeing isn’t magical, it’s just data slurry.

Preview: Breaking Maze’s End with Arixmethes

With that said, thanks for watching, and here’s a preview of a bonus video I made about the Arixmethes deck I ended up building.
I had begun to mentally catalog this deck idea as a failure when I once again stumbled upon Maze’s End, and this time the gears really got turning.
Fundamentally, the issue with Maze’s End is that it’s both incredibly visible and glacially slow; that slowness is due both to the extremeness of the win condition and the requirement of running a ton of taplands, downsides which exist in a state of tension.
Every turn of playing a non-gate land means an extra Maze’s End activation that’s required down the road.
However, these downsides can be mostly eliminated by simply playing all of the gates at once through an effect like Scapeshift or Reshape the Earth.

#53
DeckbuildingJul 20242,996 words in transcript

Optimal Land Counts for Commander Decks

Your Manabase Deserves Better
Many Commander players treat lands as a necessary evil and run too few.Frank Karsten's simulation model suggests 37 to 42 lands for optimal curve consistency.High-cost draw commanders and multicolor decks require even higher land counts unless using expensive mana bases.
Use this in your deckStart by running at least 37 lands in your Commander deck, and add more if your commander draws cards or your deck needs multiple colors.
Mana BaseDeck ConsistencyCurveBudgetDeckbuilding Principle
Principle
  • Many players treat lands as a necessary evil and aim to run the minimum possible, which leads to deck-building mistakes.
Evidence
  • Frank Karsten's EDH-specific simulation model recommends 37 to 42 lands for a smooth curve.
  • The model assumes the commander is an extra non-land card always available and optimizes for cast mana values across turns.
Deckbuilding Application
  • Commanders that draw cards, especially those costing four or more mana, require higher land counts to ensure they can be cast reliably.
  • Multicolor decks need more lands if not using expensive fetch and shock lands to consistently hit color requirements.
  • Medium-to-large draw spells can support higher land densities because the draw helps find action cards.
Limitation
  • Karsten's model treats all cards as identical apart from mana value, ignoring unique effects that could influence land needs.
  • Players often struggle to cut non-land cards, leading them to accept suboptimal low land counts.
Example
  • A Rona deck with many cheap legendary creatures can run fewer black sources and slightly fewer lands if it can guarantee casting Rona on turn two.
  • We run few fetches and shock due to budget and compensates by running more lands.
More quotes
  1. If your hand was missing something else you find vital to your game plan, an artifact, a creature, a piece of ramp, you wouldn't say 'Wow, this opening hand would be great if it had an artifact in it' because that's a silly statement to make.
  2. I think a lot of people have a mindset of lands being a sort of necessary evil, a card type that dilutes the gas of a deck and one that should be played in the lowest quantity that a player can get away.
  3. I suspect the reason a lot of people end up running low land counts isn't because they've done a lot of field testing and decided that they need to be drawing more gas. It's because they get finished adding cards to the deck and feel attached to the non-land stuff they put.
  4. If your commander costs four or more and draws cards, not only should you not run less lands than you otherwise would, you actually should run more.
  5. That's a draw spell you'll have every single game, and your only barrier between yourself and those sweet, sweet cards is drawing enough lands or ramp to get there.
  6. The annoying truth is if you want to run a lot of colors and you don't want to run a whole lot of tap lands in order to actually get the colors you need, you either need to spend hundreds of dollars on a mana base full of fetches and shocks or you need to run a lot of lands.
  7. If you're willing to spend money you can run a lot of colors with basically no downside, and if you aren't willing to spend money you can't do.
  8. I don't run many fetches and shocks in my decks due to their cost, and I honestly find the effectiveness of them to be a little upsetting.
  9. 30 symbols in your mana base will give you great access to all but the most symbol intensive cards. 25 symbols will give you great access to single symbol cards and decent access to double symbol cards. 20 will give you decent access to single symbol cards and mediocre access to more symbols.
  10. If you're like me and you can't justify that purchase, you should either play fewer colors or run more lands.
Full transcript
The Nine-Card Hand and the Land Mindset

A now infamous sentence in my playgroup is, “Wow, this opening hand would be great if it had more lands.” Whenever it’s said, either me or my friend Mr. Hans will sit up straight, get a devious glint in our eye, and say, “Yeah, nine-card hands are pretty good.” This is a joke that will never stop finding funny, but the frequency with which people express the original sentiment also speaks to a broader point about lands: despite their centrality to the game, a lot of people don’t really see lands as a part of their deck in any meaningful sense.
If your hand was missing something else you find vital to your game plan, like an artifact, a creature, or a piece of ramp, you wouldn’t say, “Wow, this opening hand would be great if it had an artifact in it,” because that’s a silly statement to make; an opening hand without an artifact in an artifact deck is a bad hand, not a mildly flawed good hand.
To take this a step further, I think a lot of people have a mindset of lands being a sort of necessary evil, a card type that dilutes the “gas” of a deck and one that should be played in the lowest quantity that a player can get away with.
I don’t necessarily want to invalidate the desire to draw gas, but I do think that what I just described is a mindset that will naturally lead to deck-building mistakes.

A Framework for Land Count: Frank Karsten’s Formula

So to start with, I want to lay out a basic framework for the approximate number of lands that you should be running in your deck.
I’ve seen a lot of numbers paraded around by various people as general reference points, and to be frank, I think a single number does a poor job of answering the question.
Speaking of Frank, let’s start there.
Frank Karsten has done an admirable job of answering questions of mana and mana fixing, and his analysis on the subject of land count is as good a place to start as any for the topic.
The format-agnostic version of Karsten’s land count analysis goes something like this: he takes a whole bunch of match data from across a couple years of online MTG events and excludes any deck that didn’t have more wins than losses.
He then does a regression analysis on the remaining decks, which sounds complicated but is actually pretty simple in concept.
A regression analysis basically just cares about how a bunch of predictor variables correlate with an output variable.
In this case, the question Karsten’s analysis is asking is how do mana curve, quantity of cheap draw spells, and quantity of cheap ramp spells affect how many lands a successful deck plays?
The result of this question is then turned into a formula that can be used to determine the number of lands that a given deck should play, and as a starting point I like this.
I’d argue that average mana value, as well as quantities of cheap draw and ramp, should be major factors used to decide land count in a deck, and I’ve left a link to that article in the description if you want to give Karsten’s formula a try.

Karsten’s EDH Model and Its Assumptions

However, since it was constructed from 60-card deck data, Karsten’s analysis here misses out on some specific factors involved in EDH, and he himself is aware of this.
Another article of his lays out a different set of criteria for mana curve, ramp, and land count in an EDH-specific context.
Due to the absence of good data on EDH games, this article obtains its findings through simulated games against a passive opponent, with the model optimizing for the highest quality curve out.
This quality is defined here as a single number being composed of the mana value of each card played, repeated on each turn thereafter to simulate the value of having played a spell that influences the game.
The model factors in a number of Commander-specific assumptions, such as the free mulligan and the commander being effectively an extra non-land card available at all times, and honestly, I like this model a lot, not because it’s perfect but because it’s simple and specific.
It gives land count, ramp count, and mana curve recommendations based purely on the goal of curving out.
Cards aren’t “Necropoent” and “Rewind” and “Aquaa”; they’re hypothetical pieces of cardboard with mana value three, four, and two respectively, and to assume that they’re different from each other beyond this information would introduce an unreasonable level of complexity to the model.
So as with the land count formula, it’s a good starting point.
It offers some neat recommendations on optimal land counts, mana rock counts, and mana curve, and comes to the conclusion that for purposes of curving out properly, decks would be well served to run at least 37 lands and as many as 42 in some cases.
This is good information, but the simplicity and specificity of the model mean that to get the full picture we need to venture a bit beyond its scope.

Commanders That Draw: Lower or Raise Your Land Count?

Karsten’s assumptions themselves offer a neat place to start thinking, and I’m most interested in his assumption about the commander.
His model assumes it to be effectively a non-land card like any other, but one you have available all the time.
This is a decent shortcut for purposes of putting together a model, but the commander of a deck can have a wildly important impact on the curve and desired land count of the deck beyond just occupying a mana slot.
Specifically, there are commanders that offer some form of draw or filtering, and these will influence the number of lands a deck is looking to run.
If you’re building a Rona deck with lots of one- and two-cost legendaries, as long as you run enough blue sources to guarantee playing Rona on turn two, your black sources and land count as a whole can be a bit lower since you know you’re going to turn through a lot of cards on turns three and four.
Similarly, a Yar deck can go a bit heavier on ramp and a bit lighter on lands, knowing that as long as it’s able to get up to Yar, it’ll have its next couple land drops for free.
These examples make sense as there are cases when a player will have guaranteed access to a high-quality tool for drawing into additional lands.
However, I also want to talk about a different type of commander that I think will be more controversial, that being the high-costed commander that draws a lot of cards.
If your commander costs four or more and draws cards, not only should you not run less lands than you otherwise would; you actually should run more.
That’s a draw spell you’ll have every single game, and your only barrier between yourself and those sweet, sweet cards is drawing enough lands or ramp to get there.
Ditto if the deck is very heavy on draw that costs a lot of mana: medium to large draw will cut through that slightly higher density of lands with no problem, so running a higher land count won’t hurt you; it will only serve to lessen the chance of screw.
And I’ll go a step further here.

The Temptation of Low Land Counts

I suspect the reason a lot of people end up running low land counts isn’t because they’ve done a lot of field testing and decided that they need to be drawing more gas; it’s because they get finished adding cards to the deck and feel attached to the non-land stuff they put in.
Making cuts can be a somewhat painful and difficult process, so if EDH Fan99 tells you that you can run 33 lands, a lot of people will take that advice very eagerly, and then down the road they’ll curse the luck gods when they get stuck on four lands in their deck whose average mana value is 4.5.
I say this with a heart full of empathy; I’ve been there.
But sometimes you just got to bite the bullet and make those cuts.

Colors, Budgets, and the Trade-Offs of Manabases

Another factor that influences land count is colors, both the number of colors and the symbol density.
Well, kind of.
See, this is a subject that’s a bit harder to solve with big-brained deck-building tips.
The annoying truth is, if you want to run a lot of colors and you don’t want to run a whole lot of tap lands in order to actually get the colors you need, you either need to spend hundreds of dollars on a mana base full of fetches and shocks, or you need to run a lot of lands.
I do not say this from sitting on top of my throne of paper-made copies of “brisk study.” I don’t run many fetches and shocks in my decks due to their cost, and I honestly find the effectiveness of them to be a little upsetting.
If you’re willing to spend money, you can run a lot of colors with basically no downside, and if you aren’t willing to spend money, you can’t do that.
But I’m not here to get upset; I’m here to give you actionable advice.
That advice is, if you can justify buying fetches and shocks, or if you feel like proxying, you should run them.
If you’re like me and you can’t justify that purchase, you should either play fewer colors or run more lands.

A Budget Manabase Case Study

As an example of this principle, I built out four manabases for a hypothetical four-color deck with blue and green being dominant colors.
The first one was 30 lands, $300, and a 10% tap lands allowance, a decidedly solid mana base if you’re okay with the low overall count.
Symbols-wise, it’s 22 each for green and blue and 16 each for red and black, pretty good numbers for coming from just 30 lands, not even including any sort of ramp.
The second one was 30 lands again, but $50 this time and a one-third tap land allowance.
The symbols for this deck are 20 each for green and blue and 13 each for red and black, definitely worse but not horrendously so; as long as you’re okay with tap lands, a well-built ramp suite should be able to patch up those numbers to something that ends up being pretty reliable.
The third one was 30 lands and $50 once again, but going back to the 10% tap land allowance.
This is where things get painful: 16 symbols each for green and blue and 10 each for red and black.
This is rough.
Our core colors aren’t even well supported, and 10 is a low enough count for our off colors that we’ll quite frequently be missing one or both of them.
However, if we dial the land count up to 40 with equivalent per-card budget, our count jumps back up to 20 for the core colors and 13 for the off colors, the same as the more tap-land-oriented 30-land option.
I should reiterate that this still isn’t amazing, but it’s a good demonstration of the trade-offs involved with building a mana base.
I could go into specific cycles of lands and when they should or shouldn’t be used, but we i long enough already, so I won’t.

Counting Symbols: How Many of Each Color You Need

Instead, I want to talk more about the mana symbols and how to know how many of each you’ll need.
This is another area where lots of people have posited various counts and formulas and such like, and to start with I’m going to stick with a familiar face.
Frank Karsten also posted an article offering an analysis of the number of each symbol a deck should run in order to be able to consistently play a card when they have enough total mana, with consistently being 89 plus m percent of the time, where m is the mana value of the card.
One application of this formula and resulting table would be to apply it to every single card in your deck and then build a mana base that gets as close as possible to satisfying this for every single card.
This works in faster formats where most or all cards want to be played on curve, but it works a bit less well at EDH.
I do think it’s appropriate to apply this strict 89 plus m percent standard for pivotal cards you want to land on curve, such as a commander or ramp spell.
However, for stuff you need a little later, such as high drops, combo pieces, or removal, you can put them behind a substantially lower symbol count as long as you’ve got enough draw and ramp to help you get the needed symbols by the time you need those cards.
This doesn’t necessarily mean you should totally let your guard down on that sort of stuff, though; certainly if you’re running a lot of colors or if you’re running symbol-heavy cards, it’s worth taking a careful look at your manabase to make sure things will work out.
I recommend checking out the chart in Frank Karsten’s article, which I linked in the description, but as a bit of shorthand: 30 symbols in your mana base will give you great access to all but the most symbol-intensive cards; 25 symbols will give you great access to single-symbol cards and decent access to double-symbol cards; 20 will give you decent access to single-symbol cards and mediocre access to more symbols; and 15 symbols will give you okay access to single-symbol cards but will be unreliable beyond that.

Deck Examples: Applying the Principles

For an example of one of my mana bases, my Maria deck runs 37 lands with 23 red symbols and 22 green symbols.
The deck is pretty low-curved and has a three-mana commander that ramps, so the lands and symbols are mostly to make sure that I can drop the commander on curve consistently.
When I run the deck through Frank Karsten’s land count formula, it’s right on the money, which makes sense to me since the commander ramps, which would make me okay with fewer lands, but also draws, which would make me fine with more.
For my Gissa deck, I’m running 41 total lands with 31 green sources and 22 black sources.
This count might sound high, but it’s totally justifiable; it’s a high-curved deck, it has card draw in the command zone, and its ideal mana curve is Elf on one, commander on two.
Having mana issues in my first three turns will dramatically slow down the deck as it won’t be able to get its draw and ramp online, so I’m pretty comfortable with a high land count.
In fact, Karsten’s formula generates an even higher count of 43 and some change, which might partially be because the deck’s average mana value of 4.71 would likely be an outlier in Karsten’s data set, but there are legitimate arguments for adding lands to the deck regardless.
A general pattern across my decks is that even when they’re relatively low-curved, I still generally run a high-30s quantity of lands in them as long as they can draw a lot of cards.
Mana screw is optional, and if you run a deck with big draw, running more lands is your way of unticking that box.

Conclusion: Be Intentional with Your Lands

I’ve covered a lot of stuff here, and I’ve meandered a little bit, so let me clarify what I’m actually trying to say here.
For one, you should be intentional with the number of lands you run and keep in mind that the optimal number might be higher than the sorts of numbers that get thrown around on the internet.
Frank Karsten’s formula for the ideal count is a good start, though, since it

#54
DeckbuildingJul 20241,072 words in transcript

Slot Compression: Fitting More Functions into Fewer Cards

The Way to Fit More Cards into your Cards
We explain slot compression, the practice of choosing cards that fulfill multiple roles to fit more tools into a deck without sacrificing essential functions.It shows how this applies across midrange, combo, and synergistic strategies, and recommends using MDFC lands to boost land counts.The key caution is that smoothness should not replace substantive win conditions.
Use this in your deckAdd MDFCs or utility lands to your deck until your land count reaches at least 35.
MidrangeComboStaxDeck ConsistencyMana BaseWin ConditionsCard EvaluationDeckbuilding Principle
Principle
  • Aim for each non-land card to serve at least two distinct purposes, such as draw, removal, or board presence, to maximize slot efficiency.
Evidence
  • Decks using slot compression can include more interaction and lands, leading to fewer non-games and increased consistency.
  • Multi-role creatures in midrange and combo decks provide both threat density and utility, reducing the need for dedicated spell slots.
Deckbuilding Application
  • Swap basic lands for MDFCs to raise your functional land count without cutting spells, aiming for 35 to 40 total lands depending on curve.
  • In tribal or power-matters decks, ensure your draw and removal sources share the relevant type to free slots for more synergy pieces.
Limitation
  • A deck that maximizes slot compression may still fail without enough explicit win conditions; after building, verify you have multiple reliable ways to end the game.
Example
  • In the Rose deck, creatures that draw cards or force discards serve as the draw engine, and Blood Artist effects on finishers deter board wipes.
  • The Gly deck relies on high-cost creatures that are removal spells and draw engines, eliminating the need for separate wincon cards.
More quotes
  1. The idea of slot compression is basically this: you can fit more stuff into your deck, more things of each category like finishers or draw or removal, if you pick out and play cards that do multiple things.
  2. My deck cashes in a hefty 20 or so slots up front for ramp, but it is rewarded for this with a creature base consisting of powerful removal and draw spells stapled to 5/5s and 8/8s and 10/10s, which means that the deck ends up being able to win games without a single dedicated wincon slot.
  3. By running stax effects that are also creatures, these decks are able to heavily oppress their opponents' game plans while still having a board state to block and pressure life totals.
  4. If you can make cards needed for your combo also valuable in their own right in the deck, the combo will feel much less space-gobbling.
  5. If you're building a Goreclaw deck and your deck's draw and removal mostly consists of creatures with power four or greater, suddenly you can fit a whole lot more beef into the deck while still having it feel smooth and well-rounded.
  6. I sometimes see people run land counts in the low 30s in decks that aren't that low-curved, and while I appreciate the desire to draw gas, I echo Interesting Failures' thinking here: at least do yourself a favor and throw in some MDFC or utility lands to bring your count up to 35 or 36.
  7. This goes for high-curved decks running 36 lands as well; don't be afraid to MDFC your way up to 38 or 39, or even break into the 40s.
  8. Lands are good and people often don't play enough of them in casual EDH.
  9. At its core your deck still needs to do a thing that wins.
  10. Playing smoothly and having interaction isn't a substitute for having a good way to end the game.
Full transcript

Hey folks, happy Wednesday, or Sunday, or whichever day it is you're watching this.
I figure instead of spending days engineering the perfect 15-minute video script while I could be spending time with my family, I'm just going to spend five minutes shamelessly riffing on a concept brought up in my comment section: that being slot compression.

What Is Slot Compression?

The idea of slot compression is basically this: you can fit more stuff into your deck, more things of each category like finishers, draw, or removal, if you pick out and play cards that do multiple things.
For midrange decks, an easy way to do compression is to run decently statted creatures that do other things your deck wants to do.

Midrange Decks and Multi-Purpose Creatures

In a dirt cheap Rose deck I built a while back, the creature count is decently high, but the vast majority of creatures in the deck either draw me cards or make my opponents discard cards.
Even among the more finisher-oriented creatures that don't fit into these two categories, most are blood Iris effects, which still perform a secondary duty of discouraging board wipes; so the compression is still there.
My Gly deck is a more high-curve example of this principle.
Fun fact: if you pay a lot of mana for a creature, it will often be great for multiple things.
My deck cashes in a hefty 20 or so slots up front for ramp, but it is rewarded for this with a creature base consisting of powerful removal and draw spells stapled to 5/5s and 8/8s and 10/10s, which means that the deck ends up being able to win games without a single dedicated wincon slot.

Hate Bears and Stax Creatures

Another example of this is hate bears decks.
By running stax effects that are also creatures, these decks are able to heavily oppress their opponents' game plans while still having a board state to block and pressure life totals.
Sometimes this pressure will be pivotal to winning, such as in my Liesa deck, and other times it will serve more as an alternative wincon or as hate toward life pay; regardless, this flexibility is very useful.

Combo Decks: Pieces That Pull Double Duty

For more combo-oriented decks, one way to have plenty of space for both pieces and supporting cards is to pick cards that do both.
If you need a sac outlet for your combo, you'll naturally run into the issue that some games you won't draw one and other games you'll draw multiple.
You could run only a couple and some tutors, but you could also run a bunch of Altars in a deck with some artifact synergies, or sac outlets that get buff if you want an alternative beatdown wincon, or cards like Fanatical Devotion and Greater Good, which might just be generically good cards in some decks.
There are also combo decks looking for a lot of certain types of cards to go off, such as with a Midow Nila deck; there, a reasonable plan might be throwing in low-cost warriors you like from any color, which will further the beats and combo potential offered by the commander while also letting you have high-quality creatures.
The general gist here is that if you can make cards needed for your combo be also valuable in their own right in the deck, the combo will feel much less space-gobbling.

Synergy and Card-Type Overlap

This logic also applies for heavily synergistic decks.
If you have a deck focusing on a particular card type, such as equipments or auras, having a lot of your supporting cards also fit into those types means that your wincons will pack a ton of power, and it will also have the added benefit that conditional tutors will give you access to a good portion of your deck.
The same goes for decks that focus on a particular creature type or particular attributes: if you're building a Goreclaw deck and your deck's draw and removal mostly consists of creatures with power four or greater, suddenly you can fit a whole lot more beef into the deck while still having it feel smooth and well-rounded.

Lands and MDFCs: Don't Skimp on Mana

Finally, let's talk lands.
MDFCs, utility lands, and other dual-mode cards that get you lands are great, and I highly encourage using these.
I sometimes see people run land counts in the low 30s in decks that aren't that low-curve, and while I appreciate the desire to draw gas, I echo Interesting Failure’s thinking here: at least do your future self a favor and throw in some MDFCs or utility lands to bring your count up to 35 or 36.
This goes for high-curve decks running 36 lands as well; don't be afraid to MDFC your way up to 38 or 39, or even break into the 40s.
I plan to do a longer video about lands and mana bases sometime soon, so I'll save further discussion of the subject until then, but long story short, lands are good and people often don't play enough of them in casual EDH.

Balancing Synergy and a Path to Victory

I've discussed some different ways to compact your slots, you know, to run cards to satisfy multiple things your deck wants, and I think a logical question to ask regarding this is exactly how valuable it is to have compacted slots.
I like to think I've laid out a decent case for doing such a thing: you can run more of each supporting card type while still maintaining a solid curve to your deck, and you can run a higher land count for purposes of not getting screwed while mitigating some of the downsides of mana flood.
However, an important thing to remember is this: at its core, your deck still needs to do a thing that wins.
In the past, I've sometimes fallen deep into the hole of synergy and support cards and built a deck that runs very smoothly and feels good at the table but ultimately lacks substantive wincons and usually just succumbs to getting outscaled by somebody else.
I advocate for people to put more support cards in their decks because I think the average EDH player is on the opposite end of the snappy-to-smooth spectrum as me, but it's good to keep in the back of your head that playing smoothly and having interaction isn't a substitute for having a good way to end the game.
You should try to have both of these things in your deck.

#55
Format TheoryJul 20241,466 words in transcript

How Aggro Works in Commander: Life Pressure and Commander Damage

Aggro Ideology: A Guide to Spee-DH
We explain how aggro strategies must adapt to Commander's 40-life format.It promotes 'aggro ideology,' the practice of pressuring opponents by lowering their life totals to force conservative play.We emphasize Commander damage as a powerful tool that effectively reduces the needed damage to 21 per opponent.We categorize aggro decks into Voltron, pseudo-Voltron, and disruptive aggro, and offer practical tips on evasion, board wipe resilience, and target prioritization.
Use this in your deckAdd Selfless Spirit to your white aggro deck to protect against board wipes.
AggroVoltronStaxResilienceThreat AssessmentDeckbuilding RestrictionsStrategy
Principle
  • The core 'aggro ideology' is to keep threatening opponents at or below 15 life, where they must play conservatively and cannot safely commit to setup turns.
Evidence
  • In a 40-life format, players often neglect blockers and rely on life as a cushion, but aggressive attacks expose this vulnerability and make value engines like Phyrexian Arena detrimental.
  • Life-payment cards such as fetchlands and Dismember are nearly costless until opponents start attacking; afterward, they become risky.
Deckbuilding Application
  • Add Selfless Spirit to white aggro decks as a permanent-based answer to board wipes.
  • Run Blood Artist variants in black aggro to convert board wipes into direct damage, punishing opponents and preserving your aggression.
  • Ensure your creatures have built-in evasion or use equipment and enchantments like Wonder to bypass blockers.
Limitation
  • Aggro decks often face a social stigma in casual groups because eliminating a player early can lead to a long wait, potentially discouraging this playstyle.
  • Balancing speed and resilience is difficult: including protection spells slows the deck, but a lack of protection leaves it vulnerable to board wipes.
Example
  • A budget deck using Malagor as a commander showcases an alternative to evasion by using discard to clear blockers before attacking.
More quotes
  1. A mere 39 lightning bolts are needed, presuming each player shocks themselves with a land. Or 39 swings with a Delver of Secrets, if you prefer. Or 13 swings with an elite squad of three Delvers. Perplexing. The answer is that it doesn't work.
  2. Paying one life for one card is an even more delicious bargain than usual. These effects, worthwhile but noticeably painful in a 20-health format, are now nearly painless.
  3. Blocking isn't as necessary. decks are empowered to constantly use tap abilities, swing in for value with a Bident of Thassa effect, and eat 5 to 10 damage hits rather than blocking with an important creature.
  4. Suddenly, that Phyrexian Arena is a liability. That Dismember is close to regaining its status as a three-mana black card. Your commander might need to be a blocker.
  5. Spending a turn playing setup cards for an approaching big turn goes from an exciting proposition to a terrifying one when you might be the one to get knocked out if you skimp on blockers.
  6. Your hands are tied, your knees are quivering, and your deck was decidedly not built for this situation.
  7. My mantra in a game where somebody has a deck that is concerning and unpredictable but not necessarily totally dominant is that they should be at 15 life.
  8. When somebody is at 15 life, they have to play much more conservatively. Having safe setup turns isn't a given, and they're generally one round of attacks away from death if they start doing concerning things.
  9. Aggro ideology: this is not the beginning and end of what aggro means in EDH, but simply a phrase I use to gesture at the benefits of having opponents who are scared about their life total.
  10. If your deck is commander-based, you're playing a 21-health format instead of the much more challenging 40-health format. Neat.
Full transcript
Conventional Aggro
Why It Fails in Commander
What 40 Life Really Means
Aggro Ideology
Commander Damage and Deck Types
Creature-Based Aggro: Goals and Challenges
Speed and Resilience
Target Prioritization
Social Considerations
#56
DeckbuildingJul 20242,653 words in transcript

Building Combo Decks for Commander

EDH’s Combo Conundrum
Combo decks are a healthy part of Commander metas because they can check greedy value strategies.Pure combo decks that rely on a single combo are often too fragile and uninteractive for multiplayer.We advise building combo decks with alternate win conditions and ensuring combos blend naturally with the deck's overall game plan.
Use this in your deckAdd an alternate win condition to your combo deck to avoid folding to a single piece of interaction.
ComboWin ConditionsInteractionFormat HealthSynergyDeckbuilding Principle
Principle
  • Combo decks break conventional Magic rules by winning regardless of board or life, which can police slow value decks.
  • EDH's multiplayer nature and 120 life total make pure combo decks more vulnerable to interaction than in 1v1.
Evidence
  • The cEDH Dargo/Thrasios deck runs multiple combo lines and a combat damage plan to beat heavy stax.
  • The casual Vohdro deck integrates combos through its natural mutate and equipment synergies.
Deckbuilding Application
  • When a combo is central, build redundancy and protection to consistently execute it against light resistance.
  • When a combo is an add on, use cards the deck already wants to tutor for or play.
Limitation
  • A sudden infinite combo in an otherwise fair deck creates jarring gameplay and frustrates opponents.
Example
  • The modern Splinter Twin deck adapted for EDH often fails because it lacks backup plans after disruption.
More quotes
  1. Combo holds an interesting position within the landscape of Magic: The Gathering. Is it a type of deck? A type of win condition? A flavor of play style? Yes, it is indeed these things and probably many more.
  2. The spooky scary version is a two or three card combo that wins on the spot, such as Splinter Twin Pestermite.
  3. A lot of players have a negative association with it, and I think it's useful to explore why that might be.
  4. It's pretty common for combo decks to feel uninteractive and like they win out of nowhere.
  5. You can be doing your own game plan and watching with dread as your opponent spends very little resources on board state and interaction, instead relentlessly digging their way toward a one turn win.
  6. A lot of combo decks break the rules of the game as understood by most players. They throw this playbook in the toilet.
  7. The fact that Commander is a format with 40 health per player and three opponents rather than one encourages some styles of play which are too risky in 20 health 1v1 formats.
  8. A game where everyone always has big piles of value generating permanents and where turns involve five minutes of abilities and triggers with little movement or strategy or actual action isn't one I enjoy finding myself.
  9. Pure combo actually works better in conventional formats, and it is indeed very common for combo decks in these formats to have no other win conditions.
  10. If you put a two card infinite combo in your low power midrange deck, your deck is going to be a low power midrange deck 90% of the time and an unprotected infinite combo deck 10% of the time. That's going to give your playgroup some serious whiplash.
Full transcript

Picture this: it's an average Thursday night, and you're just doing your thing, that thing being playing your groovy blue-red combo deck in a game of Commander with all your cool friends.
You're out there drawing the cards, making the plays, living your best life.
The pivotal moment fast approaches; a pesky Thalia hits the board.
Not to fear, you've got a counter.
Your Kiki-Jiki meets a Dissipate, and though the ensuing counter war is lost, you've got a backup plan.
You throw down that Splinter Twin.
What follows is those dreaded words: “in response, it’s a removal spell.” Suddenly this game has become a lot less cozy.
What’s the backup plan, champ?
You keep cycling through your deck, finding plenty of draw and mana but nothing much of use.
Things are desperate.
Where do you even go from here?
Well, you don’t go from here.

Defining Combo

I mean, combo holds an interesting position within the landscape of Magic: The Gathering.
Is it a type of deck, a type of win condition, a flavor of play style?
Yes, it is indeed these things and probably many more.
The basic gist of what combo is is exactly what it sounds like: a combination of cards that together do something much stronger.
The spooky, scary version is a two- or three-card combo that wins on the spot, such as Splinter Twin and Pestermite, but there also exist infinite mana and infinite life combos that need additional cards to win, as well as less game-ending combos that only win situationally or even just generate a lot of value.
Though combo is wide-ranging and has undoubtedly been part of the game for basically its whole existence, a lot of players have a negative association with it, and I think it's useful to explore why that might be.

The Negative Perceptions

To start with, it's pretty common for combo decks to feel uninteractive and like they win out of nowhere.
You can be doing your own game plan and watching with dread as your opponent spends very little resources on board state and interaction, instead relentlessly digging their way toward a one-turn win until either they find it or you reduce their life to zero.
This kind of Magic isn't particularly fun for anybody; it's just another kind of solitaire.
The other thing I've seen complaints about is the fact that, in a way, a lot of combo decks break the rules of the game as understood by most players.
Games that involve conventional aggro, midrange, and control decks feature a common language: board presence is a thing to be fought over, and cards in hand and life total exist as resources to be taken into consideration and leveraged.
By contrast, combo decks throw this playbook in the toilet.
They operate using additional, more subtle resources, and they can win even when they are behind in board state, life total, and hand size.

Now, there are a lot of things to be said about these points, but I'll keep it to this for now.
The volatility and uninteractivity of combo decks can indeed be negatives, and I will be talking about how to minimize them; however, breaking the conventional rules of the game can be a good thing, particularly in a format like EDH.

Why Combo Can Be a Good Thing

The fact that Commander is a format with 40 health per player and three opponents rather than one encourages some styles of play which are too risky in 20-health, 1v1 formats.
These empowered styles tend to be slower and greedier than a lot of what you find in other formats.
In mid-power EDH, it's very common to see decks that pile on heaps upon heaps of creature-based value, and then you get decks like my Gissa list, calling card “Midrange Crusher 5000,” that make it their whole goal to demolish these sorts of decks by piling on an even larger amount of greed.
And though I enjoy playing Midrange Crusher 5000, I know that this environment isn't always a very dynamic one.
A game where everyone always has big piles of value-generating permanents and where turns involve five minutes of abilities and triggers with little movement, strategy, or actual action isn't one I enjoy finding myself in.
The fact that there are decks that can cut through the slow, greedy, board-centric decks is a good thing.

The Problem with Pure Combo in EDH

Now that I've laid out why I think combos and combo decks occupy a useful niche, we can ask the core question: where do they usually go wrong in EDH?
I think a lot of it comes down to the structure of the decks.
The example I gave in the intro is a deck that's basically an EDH adaptation of 2015-era Modern Splinter Twin, a pure combo deck, and the operative word for why that doesn't work so well is “pure.” So, okay, there's this weird paradoxical thing: as you get to higher and higher powers in Commander, combo becomes more and more ubiquitous, for the simple fact that everybody's got 120 health to chisel through, right?
And it takes a lot of time to fair-Magic your way through that level of meat.
But what this also means is that stax cards to slow down and break combos also become ubiquitous, much more ubiquitous than they are in a 20-health, 1v1 format.
The result is that pure combo actually works better in conventional formats, and it is indeed very common for combo decks in these formats to have no other win conditions.
By contrast, for a high-power Commander player who must always contend with the possibility of encountering a quagmire of stax effects and counterspells, it's a good idea to run alternate win conditions just to be safe.

A High-Power Example: Dargo and Thrasios

As a high-level example we can consider Dargo and Thrasios, a partner commander pair that is sometimes played in competitive EDH.
Thrasios is a beast of a card; it's a generally decent value engine and, more importantly, it's an outlet for infinite mana combos that's in the command zone.
You combo off to get your infinite mana, and then you play Thrasios and draw through your deck to find the kill.
Good stuff, Thrasios is real good.
Dargo is there to add a bunch of utility: he can be used with Life's Legacy or Greater Good to generate cards, and he can also be sacked to Neoform or Pod to grab Tidespout Tyrant for one of the deck's combos.
He also, more pertinently to the point here, is a beefy boy who can threaten your opponents, and that can be a useful thing to have in your pocket if your combo plan gets shut down somewhere along the road.
The multiple different combo win conditions, along with the backup beatdown win condition, make the deck exceedingly flexible and adaptable and help it to weather a lot of challenging situations.

Building for Fun and Lower Power

However, I hear a clamoring.
“But Alex,” I hear some of you say, “I'm not a cEDH player; I'm not going to be facing a wall of stax high enough to be an eighth wonder of the world.” And you know what, that's fair.
So for now, let's stop considering what's good and switch to considering what's fun and what works well within a somewhat lower-powered group.
For starters, I'm going to have to crush your dreams a little.
Combos are powerful and can be quite fun, but it's important that the combos be well situated within a deck.
This means that if a combo is central to the deck, the deck should be able to pull it off reasonably consistently, with the assumption of at least light resistance from your opponents.
If the combo is less central to the deck, it should blend in naturalistically with the deck, requiring mostly cards and types of setup the deck achieves through its normal game plan and not feeling wildly out of sync with the normal game plan.
If you put a two-card infinite combo in your low-power midrange deck, your deck is going to be a low-power midrange deck 90% of the time and an unprotected infinite combo deck 10% of the time.
That's going to give your play group some serious whiplash, and it's decidedly not an example of fun and dynamic gameplay.
See part two of my budget cards video if you want to hear me waffle about this topic for another 5 minutes or so.

An Elegant Execution: Vadrok Combo

For an example of an elegant execution of a lower-power combo deck, I'm going to use a deck from my friend Mr. Hans, because he's much more of a Johnny than I'll ever be.
He built a Vadrok deck; it's a toolbox mutate deck that tries to generate value through its commander and a suite of other value engines throughout the deck.
An equipment subtheme with several tutors also exists within the deck, giving it access to several reconfigure cards which offer various forms of utility, as well as the central pillar of Sunforger.
With Sunforger, the deck has access to yet a further suite of options: assorted interaction, draw spells, and burst damage, and also a couple of distinctly spicier cards.
Glorious End can put an immediate stop to a problematic combat phase or effectively counter a concerning spell, and Chance for Glory is an extra turn spell that also doubles as a protection spell.
For both cards, Angel's Grace can be played on the following turn in order to prevent the “lose the game” clause.
This is a decidedly useful tool on its own, but it is also within the interaction between these cards and the mutate mechanic that the combo exists.
Vadrok can repeat low-cost noncreature spells from the graveyard when creatures mutate onto it, and since the mutate stack counts as a single creature, a bounce spell returns the entire stack to hand.
So the combo goes something like this: get an extra turn via Chance for Glory and prevent loss on that turn via Angel's Grace, then repeat this on each subsequent extra turn by mutating three creatures onto Vadrok , one for Chance, one for Grace, and one for a bounce spell.
If you have the correct setup, this means infinite turns and infinite combat steps, swinging with a body that rocks.

Something you may note about this is that, as combos go, this one is very convoluted and difficult to achieve.
In addition to the three cards required for the combo, there is also the requirement of having 14 mana and three mutate creatures, as well as the commander.
However, this is actually okay for a couple of different reasons.
For one, Vadrok isn't a pure combo deck.
Maintaining a solid mutate stack with the commander leads to having a decent beater that deals commander damage and generates a lot of value.
The deck isn't playing at high power levels, and it can and does win games simply by hitting people, drawing cards, and holding up enough protection to prevent the stack from dying.
A common strategy for the deck is to build the stack on top of a manland, which allows it to dodge sorcery-speed removal in general and board wipes in particular, and the pivotal Sunforger boosts Vadrok's power to seven, the exact amount you need to kill a player in three hits.
It's a very real win plan with a solid shell for generating value and controlling things.
The other reason the difficulty of setting up the combo is okay is that all three of the combo pieces have their own utility, and more importantly the requirement of having a lot of mutate creatures and mana is achieved by the deck just generally doing what it wants to be doing.
Generating a lot of value leads to drawing into mutate creatures and mana rocks, and successfully protecting its ever-important Sunforger allows the deck to grab its combo pieces.
Everything needed to set up the combo is a solid goal in its own right, so simply playing the deck in ways that are generally effective also naturalistically leads into having the combo.
Sometimes the combo will get stopped, but if it does, guess what?
The deck has been doing a good job of pursuing its general goals, so you're still going to have a decent shot of winning via commander damage.

This idea of combo fitting naturally into the deck is the biggest thing I want to convey here.
A combo you run shouldn't feel abrupt or out of place; it shouldn't feel like the deck does nothing or everything depending on if it draws a certain three or four cards.
If you've got a deck with a combo as the centerpiece, you should run tutors or big piles of draw in order to get there, with control cards used as a sort of extending element to buy the deck time.
If you have a deck where it's going to take a long time to put together the combo, you should fill up space in the deck with a game plan that works concurrently with that setup process.
That can be ramping in a deck where the combo is mana intensive, or running lots of draw in a deck where the combo involves looping with a number of different cards, or running tutors in a deck where getting combo pieces together is a challenge.
And then once you've constructed a framework for piling on particular resources, you can devise how to fit in an alternative win plan that also takes advantage of those resources.
Don't trust your combo to win you the game, because guess what: removal, counters, and stax exist, and optimizing your combo deck is going to put you at power levels where increasing quantities of these roadblocks exist.

The Backup Combo in Beatdown Decks

As a final point, I want to discuss the opposite of a combo deck with an alternative beatdown win condition: that being a beatdown deck with an alternative combo win condition.
Now, this is a little more unusual, but hear me out here.
Sometimes a beatdown deck is able to get ahead on resources, but then it gets locked out of swinging for on-board damage for some reason or other.
For example, a couple years back I built a $25 Grismold, the Dreadsower deck, a fast midrange deck.
Plan A of the deck is the pseudo-Voltron beatdown plan, where the deck creates a bunch of tokens on board and then deletes said tokens in order to swing in for lethal amounts of commander damage.
You might note, however, that the deck is not running blue, and a $25 budget is too small to afford nice shoes for my Grismold.
As you might expect, there are games where Grismold kind of just gets bullied out of existence by removal.
So what else can you do with a lot of tokens dying?
Run some Blood Artist, of course.
The win plan of generate tokens, play your Konrad, and then kill the tokens isn't as effective at killing players as a pure Voltron Grismold plan, but relying on the Grizzy plan alone is a bad idea, and having a backup means that the deck can win even if it just gets a couple medium-sized Grismold swings rather than living the dream and one-tapping three players back to back.
The important point here is that both of these win conditions use the same basic resource: tokens.
So the deck doesn't really need to do anything different to have both of these win conditions, and this is the crux of things, really, at low power.

#57
DeckbuildingJul 2024917 words in transcript

Build Midrange Decks Around a Commander Solving a Weakness

A Weird Trick to Make Cool Midrange Decks
We argue for an underrated deckbuilding approach where the commander is chosen to solve a glaring weakness, allowing the rest of the deck to focus on its strengths.By using the commander to cover a specific deficiency, like early blocking or finishing power, the deck can be built greedier and more consistently.Examples include a Glissa Sunslayer battlecruiser deck and a Liesa, Shroud of Dusk hatebear deck.
Use this in your deckWhen designing a midrange deck, ask: "What is my deck's most glaring weakness, and how can my commander consistently solve it?"
WhiteBlackGreenMidrangeStaxDesign IntentBudgetDeckbuilding Principle
Principle
  • A commander can be used to patch a specific deck weakness, enabling the rest of the deck to be built more focused or greedy.
  • This approach differs from the conventional method of building a deck purely around a commander's synergies.
Evidence
  • The commander is a card you will have every single game, providing a reliable solution to the deck's identified hole.
  • The singleton nature of the format creates high variability; a commander that fixes a weakness reduces that inconsistency.
Deckbuilding Application
  • Identify a gap in your midrange deck, such as early defense or a way to end the game, and pick a commander that directly addresses it.
  • Free up deck slots by letting the commander handle a key function instead of dedicating many cards to it.
  • Use the commander's guaranteed availability to avoid agonizing over how to consistently fulfill a role that the commander can cover.
Example
  • A Glissa Sunslayer deck was built as a battlecruiser with ramp, removal, and massive threats, relying on Glissa for blocking and card draw.
  • A Liesa, Shroud of Dusk deck used hatebears to slow opponents, with Liesa serving as the recurring beater to break stalled boards.
More quotes
  1. You're building a 99-card singleton deck, something with a naturally high degree of variability, but you have an ace up your sleeve: a card that you will always have, every single game.
  2. However, my favorite form of this relationship is where the commander does the exact opposite of the thing that the rest of the deck is trying to do.
  3. Basically, you pick out a commander and then you build a mid-rangey deck with a glaring weakness solved by that commander.
  4. I have a top-notch blocker that's also a draw engine every single game, and that lets me use my deck slots to focus on being the greedy [deck I] truly want to be deep inside.
  5. I built a hate bear stack. I crammed as many hate bears as I possibly could into the deck, just truly an upsetting wall of little guys trying to ruin the day of my poor opponents.
  6. The cards in the deck chip in damage, prevent damage coming at me, and generally hinder my opponents in all sorts of ways, and then [Liesa] cuts through the resulting board quagmire to reduce my opponents to a paste-like homogeneous [mass].
  7. By design, it's a deck with roughly a [Liesa]-shaped hole, and I'm able to play [Liesa] for five mana anytime I want in any game I want.
  8. Running a commander that covers a particular element of the deck allows a player to build a deck that puts that element on the back burner, instead focusing all its effort on the things it knows it can succeed.
  9. This way, you can effectively just solve the problem that you know your deck will have ahead of time, instead of agonizing over how many deck slots to devote.
  10. Mid-range is often something that people look down on for being boring or bland, but with some creative usage of the rules of the format, you can build a really fun deck that exists within the mid-range realm.
Full transcript
Introduction

Howdy, folks.
My last video got a lot more attention than I was anticipating, and I have a couple of non-Magic: The Gathering videos that I’m currently doing research for, so I figured I may as well put out a short little video with a few more thoughts on the EDH format.
Today I’m going to be talking about a couple different ways of orienting a deck in relation to its commander, and one in particular that I find to be underrated.

Conventional Deck Building

To start with, let’s talk about a pretty conventional way of constructing a commander deck.
You find a commander that looks cool, find cards that synergize well with said commander, and then fill in the gaps with other things the deck needs to succeed.
This is a simple and malleable format, but there are other options out there.

Rethinking the Rules

To talk about those, a useful exercise is to think about the rules of the Commander format as if you’ve never seen them before.
You’re building a 99-card singleton deck, something with a naturally high degree of variability, but you have an ace up your sleeve: a card that you will always have, every single game.
You could make that card Krenko, Mob Boss and then play a Goblins deck, and that’s a perfectly valid plan.
But something you might notice about that plan is that the commander and the deck do basically the same thing: play goblins.

The Opposite Approach

A lot of strong decks will opt to have the commander do something tangential to the rest of the deck, tying in with some key cards but broadly offering something different in nature than the rest of the deck.
However, my favorite form of this relationship is where the commander does the exact opposite of the thing that the rest of the deck is trying to do; basically, you pick out a commander and then build a mid-rangy deck with a glaring weakness solved by that commander.

Example: Glissa Sunslayer

An example that comes to mind is a Glissa Sunslayer deck that I built several months back.
The card is a fantastic creature for three mana: an absurdly effective blocker, a draw engine, and a source of endless sadness for decks running enchantments.
The EDHREC page seems to consist mostly of decks trying to capitalize on +1/+1 counters from your cards, but I instead opted to build a hardcore battlecruiser deck.
The commander’s flexibility and daunting presence mean that I can fully forget about early game creatures and not worry as much about draw, instead jamming my deck to the brim with ramp, removal, and massive haymakers.
I have a top-notch blocker that’s also a draw engine every single game, and that lets me use my deck slots to focus on being the greedy deck that I truly want to be deep inside.

Example: Liesa

Another example of this is a Liesa deck I built recently.
When I first saw Liesa, I went, “God, that card could absolutely beat the tar out of people.” All I want in this world is to mercilessly beat my opponents with that angel.
So great, my commander is selected.
How to build a deck around it?
Well, judging by the EDHREC page, most people’s answer to that question is to put it in a lifegain deck.
Now, I don’t hate this approach; you run a bunch of cards that gain life, some lifegain synergy, and a commander that will sap life out of both you and your opponents.
It makes sense, and you could even argue that it sort of fits my template here, but that’s not the direction I went in.
Instead, I decided to build a deck that’s just dying, craving for a beater to cut through a stale board state.
I built a hatebears deck.
I crammed as many hatebears as I possibly could into the deck, just truly an upsetting wall of little guys trying to ruin the day of my poor opponents.
And the deck has ended up working exactly as intended in a good portion of games.
The cards in the deck chip in damage, prevent damage coming at me, and generally hinder my opponents in all sorts of ways, and then Liesa cuts through the resulting board quagmire to reduce my opponents to a paste-like homogenate.
By design, it’s a deck with roughly a Liesa-shaped hole, and I’m able to play Liesa for five mana anytime I want, in any game I want.

The General Formula

There’s a lot of room for variation here, but this gives a decent idea of the basic formula.
Running a commander that covers a particular element of the deck allows a player to build a deck that puts that element on the back burner, instead focusing all its effort on the things it knows it can succeed at.
This way, you can effectively just solve the problem that you know your deck will have ahead of time, instead of agonizing over how many deck slots to devote to it.
I certainly don’t like the prospect of figuring out how to kill my opponents consistently with a low- to mid-budget hatebears deck, so I just avoided that question.

Midrange Can Be Fun

Midrange is often something that people look down on for being boring or bland, but with some creative usage of the rules of the format, you can build a really fun deck that exists within the midrange realm, and I think more people should give that a try.

#58
Format TheoryJul 2023226K views

EDHRec's Data Feedback Loops Distort Deckbuilding

The EDHRec Effect
We argue that EDHRec's decklist aggregation creates a feedback loop where decks built using its recommendations are scraped back as new data, artificially inflating the popularity of already-common cards and burying less-played ones.This makes the metagame sluggish and especially amplifies questionable 'win-more' cards that rely on a commander staying on the battlefield.
Use this in your deckWhen evaluating a card with 10, 50% inclusion on EDHRec, ask: 'Would this still perform well if my commander were never allowed to stay on the battlefield?'
EDHREC DataCard EvaluationSynergyDeckbuilding Principle
Principle
  • When players build decks using EDHRec and then post those decks, EDHRec scrapes its own aggregated data, creating a feedback loop that skews card popularity.
  • EDHRec treats all scraped decks equally, so decks built largely from its own recommendations are treated as independent data, further entrenching the loop.
Evidence
  • A player building an Arcades deck with EDHRec might include Overgrown Battlements (95% inclusion) and post the list, which then reinforces that card's dominance in EDHRec's data.
  • Decks built using EDHRec are faster to construct, so their proportion among posted decklists balloons over time, accelerating the feedback loop.
Deckbuilding Application
  • Question any card recommended in the 10, 50% range that assumes your commander will remain on the battlefield; consider whether it performs well even without the commander.
  • Actively scroll past the top recommendations to find cards with lower play rates, as they may be overlooked gems suppressed by the feedback loop.
Limitation
  • EDHRec's feedback loop mainly distorts the status of cards in the 10, 50% inclusion range; top-staple cards are still largely reliable picks.
Example
  • In the Arcades, the Strategist example, cards like Overgrown Battlements and Shield Wall Sentinel appear prominently because they fit the defender theme, and their high percentages are self-reinforcing through the loop.
More quotes
  1. It's also a video about Magic: The Gathering, although hopefully I've made it somewhat accessible to people who haven't made the terrible mistake of playing this game.
  2. In theory, a website that aggregates deck lists allows sorting through a ton of potential card choices very efficiently. We aren't trusting the card analysis of just a single person, but rather the analysis of the collective, thereby reducing the risk of bias.
  3. Instead of getting data from independently operating deck builders, EDH Rec is receiving a regurgitation of its own aggregated data.
  4. You could also call this a win more card: a card that's bad when a player is behind or when a game is tight, but strong when a player is already ahead.
  5. Cards that didn't quite make it into the EDH Rec list or which are lower on the page get artificially tanked further.
  6. The cards already high up in the EDH Rec recommendations are bolstered regardless of how useful they actually.
  7. EDH Rec can tell people what cards are being played, but it can't tell them why or what they contribute towards a well-rounded deck.
  8. A lot of players add [interaction] cards out of a sense of obligation rather than any clear vision.
  9. Casual EDH decks don't run nearly enough of two key things: pressure and removal.
  10. Large sections of the casual Commander format become akin to multiplayer solitaire, with each player racing toward their own win plan and just praying that they can outrun their opponent.
Full transcript
Introduction: Data Scraping and Feedback Loops

Hey there, my name is Alex.
This, fundamentally, is a video about data; more specifically, it's a video about data scraping and the sorts of feedback loops that can occur sometimes when using scraped data over long periods of time.
It's also a video about Magic: The Gathering, although hopefully I've made it somewhat accessible to people who haven't made the terrible mistake of playing this game.

Magic: The Gathering and the Need for Multiplayer

Magic: The Gathering was released in 1993 and followed the template of a lot of card games: there was an opponent to defeat, and defeating them requires some little dudes that do things, as well as other types of cards.
It's a game whose play formats are mostly designed for two players, which always brings up the natural question: well, what do my other one to four friends do, just stand there looking sad on this Flooded Strand?
I certainly remember being twelve and sitting on the floor with five other kids playing a game that gets abandoned after 90 minutes, but that's not ideal.

The Birth of Commander

Enter Elder Dragon Highlander, known more commonly now simply as EDH or Commander.
EDH is a format with four players where each person picks one of their little guys to be a commander that they can play multiple times at escalating cost.
With origins in Alaska in the late 1990s, the format gradually gained popularity over time, with Wizards of the Coast finally printing a set specifically for the format in 2011.
This set was more of a toolbox than anything else; the pre-built decks were technically playable but not very good, containing a mishmash of themes and random unrelated cards.
They were seemingly intended to be hammered out with other cards into a more functional deck.
This is probably a good thing, as it gave newer players a gentle push toward building their own deck.

The Intricacies of Deck Building

Building a deck is one of the most fundamental processes in any collectible card game, but people don't often think about the intricacies of how decks actually get built.
It usually starts with formulating basic ideas and a bunch of rummaging, whoa, Plumon Spontaneous Flight, that's a wombo combo, by rummaging I mean looking through cards.
This can be looking through physical cards in a collection, or looking through card galleries, or even performing searches with websites like Gatherer.
With these various methods of rummaging, you're going to be asking questions like: Is this card good?
Does it fit into my deck?
How many cards of this type should I be running?
How will this card work against the people I'm likely to play against?
Does this card fit the aesthetic of my deck where all the facial expressions in the art are funny?
Yes, yes it does.
Different players will be asking different questions, but every player uses some criteria or other.

Looking at Other Decks and the Birth of EDHRec

Another major piece of deck building is looking at other people's decks, either physically or through websites where people post their decks.
This could be the last step in deck building to find cards you might have missed, the first step where you're trying to get a bit of inspiration, or somewhere in the middle where you're trying to hammer out the structure of a deck.
Now, this is all well and good, but let's try out a little thought experiment and say that we're trying to use the power of technology to simplify deck building.
A lot of the rummaging, either digital or physical, is hard to directly replace, but the act of looking at other people's decks theoretically could be.
Looking at individual decks is relatively slow, since each individual deck has the biases of its deck builder; meaning that unless you really trust the deck builder, it's a good idea to look at multiple different decks.
What if we could look at all similar decks at the same time, seeing cards based on how often other people choose to run them?
This is where EDHRec comes in, for the Commander format.

How EDHRec Aggregates Decks

In theory, a website that aggregates deck lists is going to allow sorting through a ton of potential card choices very efficiently; we aren't trusting the card analysis of just a single person, but rather the analysis of the collective, thereby reducing the risk of bias.
Now, something to watch out for would be if these decks are influenced by each other, which could compound bad card decisions by people.
This effect will probably always exist to some extent, since people look at each other's decks and generally exist in the same ecosystem, but by default it likely isn't going to be pronounced enough to undermine the idea behind an aggregating website.
The fact that people aren't perfect analysts of cards and sometimes trust other people's imperfect analyses isn't a particularly devastating critique; rather, it's more along the lines of saying that we live in a society.
Everything I just said applies to EDHRec as it existed at its launch in 2015.
As a website, EDHRec scrapes deck lists from websites such as Archidekt and MTGGoldfish, where players post their deck lists to receive feedback.
These deck lists are then organized by Commander, as well as by other categories like price and sub-themes, and then within each tab cards are displayed by the frequency with which they appear in decks.
If I'm trying to build an Arcades, the Strategist deck, I don't have to scroll down far to find Overgrown Battlements, a card that is found in 95% of the Arcades decks that EDHRec has scraped.
Nice, that seems good; I should put that in my deck.
Ah, Shield Wall Sentinel, that goes too.
Wow, I've got all these great cards for my Defender deck and I didn't need to put in very much effort to find them.
Time to log into my favorite website and post this deck so I can send it to all my friends.

The Feedback Loop

It's at this point that EDHRec goes, "Wow, a new deck was posted.
Time to add this useful data to my Arcades, the Strategist page so that other players can benefit from this original card analysis." You might be able to see the problem here.
In this case, instead of getting data from independently operating deck builders, EDHRec is receiving a regurgitation of its own aggregated data, plus maybe a bit of the deck builder's discretion on which specific cards to add.
A little bit of this type of deck doesn't really change EDHRec's methodology, but since all posted decks are treated equally and decks made heavily using EDHRec are much quicker and easier to build than decks built from the ground up, the proportion of decks built mainly with EDHRec naturally balloons over time.

Compounding Effects and "Win More" Cards

As this proportion increases, we get two compounding effects.
For one, cards that didn't quite make it into the EDHRec lists, or which are lower on the page, get artificially tanked further; this, in turn, makes the EDHRec card suggestions artificially sluggish to changes in how decks are played and which decks are played, since for every time a player thoughtfully puts a less played card in their deck, there's another player building a deck straight off the EDHRec page that doesn't include that card because they weren't presented with it.
Secondly, the cards already high up in the EDHRec recommendations are bolstered regardless of how useful they actually are.
The cards at the very top are generally good, but there are a lot of cards that get played in 10 to 50% of decks that are peculiar.
When I think of the archetypal overplayed card in the format, it's one that is questionable on its own but is good in a game where the deck's commander sticks on the battlefield untouched by other players at the table; you could also call this a "win more" card, a card that's bad when a player is behind or when a game is tight but strong when a player is already ahead.
Commanders are the flashiest and most visible part of Commander decks, so even without something like EDHRec, players tend to overrate cards that are better when the commander sticks to the board.
EDHRec compounds this, as these questionable synergy cards are pushed high up in the results and tell players that they're played in 40% of decks, thereby amplifying the deck-building mistakes of EDH players.

As an example of this, a friend of mine was building a Volo, Guide to Monsters deck recently; let's call him Bartholomew.
Bartholomew sent me the list asking for suggestions, and it had several of these "win more" cards, with the two that caught my eye being Second Harvest and Junk Winder.
These cards aren't bad necessarily, but he was building a deck with a number of powerful format staples like Rhystic Study and Consecrated Sphinx, and by comparison these "win more" cards are really only good when Volo sticks around for multiple turns in a row; and if you're that far ahead that's the case, there are much stronger things that you're probably able to do.
I told Bartholomew that he should cut these cards and I wondered to myself why he'd included them.
When I went to the EDHRec page for Volo out of curiosity a bit later, I got my answer: the website is here to quickly inform me that 48% of Volo decks run Junk Winder and 47% run Second Harvest, proportions high enough to make even an experienced player think twice about calling them "bad cards."

The Broader Issue: Inexperienced Players and Card Evaluation

This also speaks to a broader issue with giving high-powered deck-building tools to inexperienced players.
EDHRec can tell people what cards are being played, but it can't tell them why or what they contribute towards a well-rounded deck.
There are some pieces of a deck that are clear as to why they run: I want to run Axebane Guardian because my commander, Arcades the Strategist, encourages me to have lots of Defenders, and I run Slaughter the Strong because most of my creatures have zero power.
However, there are other cards that aren't as obvious.
Why run Path to Exile or Negate?
They don't relate to my commander in any direct way; they just interact with my opponent.
A lot of players don't understand why these cards are good, and I'd speculate that this results in these players adding only a handful of these cards and adding them out of a sense of obligation rather than any clear vision.
This results in a casual EDH format where most of the decks are stuffed with "win more," only-good-with-the-commander cards, with these cards taking up space that could have been occupied with cards that are better in the deck but whose purpose is less immediately obvious.

The Missing Ingredients: Pressure and Removal

A general trend I've noticed is that most casual EDH decks don't run nearly enough of two key things: "pressure" and "removal." Pressure, essentially, is just things that make your opponent's life totals go down, usually creatures that can attack them.
If you know your opponent is playing a deck stuffed with "win more" cards, one that will do nothing and have no defenses until later, then snowball out of control, a natural response should be to turn your creatures sideways and punish that deck before they randomly pop off.
Removal is similar: if you know your opponent is running a deck loaded up with cards that do nothing when their commander doesn't stick around, then all you have to do to keep that player in check is make sure a Doom Blade gets tossed at their commander whenever it's played, and that's a small price to pay to basically shut down a player.

The Result and a Call for Critical Use

So what does it mean that people don't run enough pressure and removal?
It means that the sorts of decks that are stuffed with "win more" cards go unpunished, and large sections of the casual Commander format become akin to "multiplayer solitaire," with each player racing toward their own win plan and just praying that they can outrun their opponent.
I don't love this fact, and this is where some people might say, "But Alex, EDH is a fun casual format; play with your friends." This is true, and honestly, if doing wacky hijinks with your commander and playing against other people doing the same is something you enjoy, I'm not here to tell you're doing anything wrong.
I'm also not telling you're doing anything wrong if you use EDHRec to help you build your decks; I use it pretty regularly when building Commander decks, typically in the later stages of deck building where I'm looking for cards I might have missed in my earlier stages.
It's a good resource as long as you treat the cards that it shows you with the same criticality as cards you find anywhere else, and also recognize that there are cards it's not showing you.
If there's any message I want people to take away from all this, it's just that EDHRec isn't a magical website; it's a website with all the advantages and all the flaws of anything in our modern age that exists through the wonders of sifting through data slurry, and that fact should form the way we use it.

#59
Deck TechMay 202680K views

Lorehold Precon Issues and Deckbuilding Fixes

The New Lorehold Precon Has a Bit of an Issue
The Lorehold precon relies heavily on its planeswalker commander for graveyard filling and value, leaving it vulnerable when the commander is removed.Its low land count of 37 causes frequent mana screw, and its value engines are too slow or conditional.To improve the deck, players should add more lands and early graveyard enablers while delaying the commander until they can protect it.
Use this in your deckIncrease the land count to at least 39 to avoid missing early land drops.
Quintorius, History ChaserRedWhiteMidrangeTokensMana BaseDeck ConsistencySynergyDesign IntentDeckbuilding Principle
Principle
  • Planeswalker commanders in multiplayer EDH are more vulnerable than in 1v1 because multiple opponents can attack them without spending resources, making board protection essential.
Evidence
  • In 20 test games, 5 missed early land drops because the deck runs only 37 lands and lacks early draw or filtering.
  • Only 5 of the 99 cards are effective graveyard enablers, putting a heavy burden on the commander to stock the graveyard.
  • Seven of the twelve value generating cards cost five or more mana, require setup, or depend on the commander staying in play.
Deckbuilding Application
  • Raise the land count to at least 39 to reduce the chance of mana screw in the early game.
  • Delay casting the commander until you have blockers or synergy pieces to generate immediate value and protect them.
  • Add cheaper graveyard enablers to lessen reliance on the commander's plus one ability.
Limitation
  • The mana base has high colored mana symbol counts, making it harder to consistently meet casting costs.
  • Without the commander in play, the deck's value engines and overall game plan feel clunky and conditional.
Example
  • An opponent uses removal on a blocker and then attacks the now unprotected planeswalker, turning the removal into a two for one against the Lorehold player.
More quotes
  1. This is definitely one of the weaker precons I've reviewed.
  2. In Commander, attacking a planeswalker can mean eliminating an opposing threat without needing to spend a card.
  3. I've also been in a lot of situations where an opponent will use a removal spell on a chunky creature I have in play to block for my planeswalker, which then ends up making that removal spell a two-for-one since it lets my opponents collectively thwack my planeswalker to death as well.
  4. I honestly don't understand why we're still getting precons with fewer than 39 lands. It seems like we're just dooming newer players to have unnecessary mana screw games.
  5. There are some baffling inclusions like Mistveil Plains, Study Hall, and Lotus Field that add to the awkwardness.
  6. This mana base is honestly the most disappointing precon mana base I've reviewed since Blame Game.
  7. If you're going to have a phantom in your deck, you could at least have the decency to pair it with an indestructible land and try to convince me it's ramp.
  8. The average synergy core the deck had put together by the end of turn five was actually better than it was for the blight curse precon I reviewed a couple months ago, even if the number of total dud games was a bit higher here.
  9. This deck broadly seems designed to be grindy and increase in power over the course of a game, but graveyard hate will also increase in frequency as opponents access more of their libraries.
  10. This version of Quintorius is much more powerful than the previous creature iterations if you can keep him around on board.
Full transcript
Introduction and First Impressions
The Deck's Game Plan

Well, as far as synergies go, there are 19 cards that recur, exile, or otherwise remove things from the graveyard, along with five things beyond the commander that are payoffs for cards leaving the graveyard.
To pair with these, there are 12 cards outside the commander that help cards get into the graveyard.
Though, seven of these are pretty insubstantial, so I guess we could say that there are five cards that are proper graveyard enablers.
As an added layer of synergy, there are some discard payoffs with Currency Converter, Conspiracy Theorist, and Containment Construct all letting the deck accumulate extra resources off of discarded cards in some form or other, and these compare nicely with the commander.
As a final bit of cohesion, the deck has 19 creatures that are spirits, five other cards beyond the commander that create spirit tokens, and another few cards that synergize with spirits in some other way.
Between this wide-ranging synergy core, moderate counts of draw and ramp, and a nice though somewhat narrow span of cards to interact with opposing plays, this deck is looking to out-grind opponents and assemble an army of spirits before swinging in big.
So, that's the plan.
But, how is this plan likely to work out in practice?

What I Like About This Deck
The Core Problems: Over-Reliance on Quintorius
A Disappointing Mana Base
Vulnerability to Graveyard Hate
Interaction Issues
How to Fix the Deck: Cuts
Suggested Additions
#60
Card AnalysisMar 202671K views

Why Sol Ring Should Not Be Banned in Commander

A Lukewarm Defense of Sol Ring
We defend Sol Ring's legality by arguing its play pattern is less problematic than other powerful cards.Its impact fades if not drawn early, allowing opponents time to collaborate against the accelerated player.While it can cause blowouts, these are not the norm, and the card does not warp the format like banned cards such as Primeval Titan.
Use this in your deckAsk yourself if your opening hand can capitalize on Sol Ring beyond the first three turns.
Card EvaluationFormat HealthPower LevelThreat Assessment
Principle
  • A card should be banned only when it has both a high power level and a bothersome play pattern.
Evidence
  • Sol Ring is most powerful when played early, but its impact diminishes rapidly if drawn later in the game.
  • Late game bombs like Bolas's Citadel are harder to answer through social means because they can win the game immediately upon resolution.
  • Many players who keep a hand solely for a fast Sol Ring lack a follow-up and fizzle after a few turns.
Deckbuilding Application
  • Always pair Sol Ring in your opening hand with a clear plan to convert the early mana into a sustained advantage.
Limitation
  • Sol Ring can still lead to non-games when combined with the strongest deck at the table or when opponents stumble, though this is not typical.
Example
  • Bolas's Citadel exemplifies a card that, once resolved, often makes social tools useless because it threatens victory the same turn or after one untap.
  • Banned cards like Primeval Titan and Prophet of Kruphix warped games around their resolution, a level of dominance Sol Ring does not reach.
More quotes
  1. I find the play pattern of Sol Ring less bothersome than that of Rhystic Study.
  2. Sol Ring is strongest when it comes earliest in the pipeline toward victory, but it falls off fast compared to a lot of other especially powerful cards.
  3. If a Bolas's Citadel hits the table, the game will usually be over if its controller is allowed to untap with it, and it might even be over the same turn it was played with the right setup.
  4. [Because Bolas's Citadel can end the game so quickly,] the social tools of the EDH format, the fact that you have two other opponents in the game, aren't very useful at dealing.
  5. Sol Ring is humble and task-oriented. It enables a player's game plan early on, but the card lacks any sort of identity or scaling, so after a few turns, it often slips into the background.
  6. To me, getting to be the big bad is one of the defining experiences of playing EDH, and it's an experience that everybody deserves access.
  7. Increased variance won't necessarily create fairer games, nor is fairness a particularly good metric for analyzing Commander games in the first place.
  8. Being strong early means [Sol Ring] can be considered strategically right from the outset of a game, and this feature also offers plenty of time for players to collaborate in dealing with a Sol Ring fueled game plan.
  9. A deck that drew Sol Ring will usually feel much faster, but it will still feel like a version of itself, rather than transforming into a combo deck or something.
  10. The biggest remaining issue with Sol Ring is that sometimes the strongest deck at the table will get it, and that deck will then wipe the floor in a way it might not have otherwise.
Full transcript
The Question of Sol Ring

After my recent video about Rhystic Study, I got a lot of comments saying one specific thing: What about Sol Ring?
Why is it that Rhystic Study should be banned, but not this all-powerful fast mana piece?
Bits and pieces of my answer to that question are sitting around in plain sight.
As I mentioned in that video, the reason to ban things is having a high power level plus having a bothersome play pattern, and I find the play pattern of Sol Ring less bothersome than that of Rhystic.
Not a very high bar, I know, but the ring has cleared it.
I also had a segment in a 30-minute defense of tutors I put out last year where I discussed what causes cards to feel problematic and why a very early game threat like Sol Ring feels less game-warping than other very powerful cards that exist.
Not un-game-warping, but less game-warping.
Still, I think it's worth returning to the question of Sol Ring and asking some questions about it and giving the question of whether it should stay legal a fair shake.
I still firmly lean on the side of not banning it currently, and I'll be laying out my reasons for feeling that way, but the arguments in favor of a ban are also fascinating, and I love being fascinated.

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As always, these are some super cool accessories available only for a limited time, and if you're interested in them, you should follow my link in the description and pre-order by March 1st at noon PST.
Thanks to Void Monster for sponsoring this piece.

The Play Patterns of Sol Ring

Okay, so we're going to start with the play patterns of Sol Ring and why I find them sometimes problematic, but unobjectionable a lot of the rest of the time.
The card's most obvious feature is that it warps early games.
Turn one Sol Ring, as well as its mean older brother, turn one Sol Ring or Arcane Signet, can really set a player up for a nasty turn two and turn three.
I think most casual EDH players have been flattened by a killer Sol Ring roll out in their time, but that earliness of Sol Ring is actually a reason why I don't always mind it so much.
Turn one Sol Ring is amazing; turn two Sol Ring is also pretty juicy, but what if you draw into it on turn three?
How about turn four or five?
At a certain point you might not even want to draw into this little guy, and that points to something important about the card: its ephemeral nature.

To briefly return to a metaphor I used last year, Sol Ring is strongest when it comes earliest in the pipeline toward victory, but it falls off fast compared to a lot of other especially powerful cards.
Smothering Tithe is another card that offers a lot of mana for its cost, but in that case the mana is dynamic in how quickly it gets generated, it's storable, and since it's in the form of treasures, it can also enable some powerful artifact synergies.
It's still just mana, but it's a decidedly more scalable and flexible form of mana.
Next up along the pipeline might be a powerful draw engine like Rhystic Study or The One Ring.
A strong flow of cards will almost always be useful, whether that be in an early setup turn or when a player is drawing their way toward a kill.
The potency of one of these could be limited by the amount of mana a player has, but drawing cards can also draw into ways to solve a player's mana issues, so for most decks this will be a temporary limitation, if even one at all.
Finally, we could talk about a powerful end game card that will usually spell out victory if a player is ahead, and could give a shot at swinging the game back around if they're behind.
Bolas's Citadel is a very powerful card, and the point in a player's game plan where it fits in is often quite far along, just before a player is looking to win.

All right, so what am I trying to say by constructing this scale?
Well, it's a useful data point for analyzing cards that most people would consider powerful.
Let's consider how often a Bolas's Citadel will feel especially powerful, maybe even too powerful for some games.
The answer to that might vary a bit by table, but I'm willing to bet it's reasonably frequent that this card feels out of place.
That's not any sort of complaint about the card; I love Bolas's Citadel, but it is an interesting fact about it, and it's a fact that has a lot to do with the point in the game at which this card is powerful.
If a Bolas's Citadel hits the table, the game will usually be over if its controller is allowed to untap with it, and it might even be over the same turn it was played with the right setup.
This means that the social tools of the EDH format, the fact that you have two other opponents in the game basically, aren't very useful at dealing with Bolas's Citadel.
If people happen to have big boards right now and are able to get an opportunity to swing big at the Bolas's Citadel player, that could be a good way of containing the card, but it's kind of rare that your options will be this good unless the Citadel haver played it when they were pretty far behind.
More realistically, the other players at the table will get maybe a single turn cycle to either come up with a piece of artifact removal or have their own crazy pop off turn, and if neither of those things happen, you're kind of cooked.

This stands in contrast to the way things play out with a card that is powerful earlier in the game.
A powerful draw engine like Braids or Toski can generate a lot of card advantage if not addressed, but these are significantly more manageable through the social nature of the format since they won't be typically winning the game super imminently.
If somebody is getting a lot of cards off of one of these, their opponents can attack them and or interact with some of their stuff in order to slow them down.
This is even more true for a mana tool like Sol Ring that comes into play early.
It will absolutely accelerate the game plan of its caster, but in a bracket two or three game, there will typically still be a lot of turns for the table to work together against the Sol Ringing player before a win is threatened.
To be clear, this is not to say Sol Ring will never be a problem.
If the player who draws it is playing the strongest deck, if that player draws other powerful stuff in conjunction with the ring, if one or more of their opponents has a rough start, all of these could result in Sol Ring causing a blowout, turning an uphill battle into a non-game.
This absolutely does happen sometimes, but it's not the norm of the card in my experience.
More frequently, players do get ample opportunity to gang up on the Sol Ring player, and that's assuming it's a problem at all.
Many a player has kept a questionable hand with a Sol Ring in it, and in those cases, it's pretty common to see a scary first three turns followed by a rather un-concerning turns four, five, and six.

How Much a Card Dominates the Game

Another factor that's worth considering with regard to banning a card is how much a card dominates the landscape of a particular game it's in.
If the legends about Primeval Titan are to be believed, it basically transformed the Commander format into the Primeval Titan format for a year or so, with everybody playing it and stealing it and copying it in order to get their favorite lands out onto the board as fast as possible.
The same goes for Prophet of Kruphix, instantly transforming a game into a Prophet of Kruphix game the second it hit the field.
This can even be the case for Rhystic Study; a player getting to draw a lot of extra cards might trivialize any other set of value engines they were playing, turning their game plan from insert complex synergy web here into Rhystic Study, end of story.
In contrast to these examples, Sol Ring is humble and task-oriented.
It enables a player's game plan early on, but the card lacks any sort of identity or scaling, so after a few turns, it often slips into the background.
I've had multiple games recently where I entirely forgot it had been played, only remembering about it after a moment of marveling at how sleek and tuned an opponent's deck had seemed.

To be clear, this isn't necessarily a perfect defense of a powerful card.
You could make similar arguments about Mana Crypt and Jeweled Lotus, and I'm perfectly happy with them staying banned.
Still, I do see some appeal in the fact that this is a universally available tool that can give players a chance to play an accelerated version of their game plan.
To me, getting to be the "big bad" is one of the defining experiences of playing EDH, and it's an experience that everybody deserves access to.
Now, just to be clear, I have seen some bad defenses of Sol Ring that argue that it's a "tool of the people," an equalizing factor between the stronger players and the weaker players out there, or the stronger decks and the weaker decks.
These are bad defenses because anybody can draw Sol Ring, including the strongest player, and I prefer a modified defense of the card that focuses on its ability to increase early game variance.
Increased variance won't necessarily create fairer games, nor is fairness a particularly good metric for analyzing Commander games in the first place, but what it can do is create more balanced play experiences on the aggregate, offering exciting games to players playing decks that might otherwise be slower.
And that's worth something.

My Stance on Sol Ring

So, ultimately, I've grown a bit more tolerant of Sol Ring over the past couple years, even as I remain a fairly variance averse player.
Random power spikes in a game plan can make for frustratingly unpredictable play experiences, making it impossible to predict opposing decks and strategize.
A deck looking very different power-wise game to game can also make it tricky to set the table up for success, to find a pairing of decks that will result in something satisfying for everyone involved.
In principle, this logic could provide a reason for me to hate Sol Ring, but the profile of the card manages to minimize some of the issues that significant power level variance can cause.
Being strong early means it is a thing that can be considered strategically right from the outset of a game, and this feature also offers plenty of time for players to collaborate in dealing with a Sol Ring fueled game plan.
Being a background enabler whose presence in a game diminishes over time does mitigate some of the power spike it provides; a deck that drew Sol Ring will usually feel much faster, but it will still feel like a version of itself, rather than a mid-range deck that it's transformed into a combo deck or something.
The biggest remaining issue I see with Sol Ring is that sometimes the strongest deck at the table will get it, and that deck will then get to wipe the floor in a way it might not have otherwise.
This undeniably does add to the difficulty in constructing successful Commander games, adds to the uncertainty of how much power level difference between decks is too much.
Whether that fact overshadows the other aspects of the card I brought up is up to you.

The Logistics of Banning Sol Ring

All right, let's move on to the logistics of banning Sol Ring.
I wanted to separate the theoretical case for banning Sol Ring from the practical case for banning it, in large part because I find the practical case for banning Sol Ring almost impossible to really consider, an insurmountably challenging proposition.
It's been printed in every single precon since 2011, and it's played in over 80% of decks according to EDHREC.
Banning Sol Ring would be a massive and monumental undertaking, requiring a prolonged communication campaign to reach all sectors of the player base.
I think we as EDH players on the internet have a tendency to assume the community as a whole is far more cohesive and engaged than they really are, like surely these spicy musings on Reddit or YouTube are an accurate reflection of the player base.
But no, the EDH format is full of people who don't consume much content about it, who haven't heard the latest announcement about the bracket system, who don't pay much attention to current sets, who don't spend a whole lot of time building decks, and who don't get together to play more than once a month, if that.

Take a moment to think about it.
For a 60-card format, the people playing it competitively will be actively listening for ban updates because that affects the meta game and also seems to happen a lot now.
We can also think about the average Commander player who ran Jeweled Lotus or Mana Crypt or even the still legal Rhystic Study.
These players will be relatively in tune with the Commander format compared to most players and will be able to actively receive any news about these cards getting banned.
Meanwhile, if Sol Ring was banned, the median Sol Ring player would probably hear about it 3 months later and go, "Oh, why?
Okay, guess I have some swaps to make." In addition to being challenging to fully convey to the player base, banning Sol Ring would also fundamentally muddy all Wizards of the Coast communication about the Commander format.
Precons serve as an example of what Commander deck building looks like, the tools it should use, the features it should have, and on a fundamental level, how the format works.
To ban a card that WotC has chosen to put in every precon would destroy any sort of messaging consistency about what the format means and would make any future messaging power significantly weaker.
In this way, I do think part of the discussion.

#61
Card AnalysisFeb 202695K views

Why Rhystic Study Deserves a Ban in Commander

Rhystic Study and the Dark Side of EDH
We argue that Rhystic Study should be banned in EDH because it combines a high power level with frustrating play patterns.We explain that the card is powerful even when opponents play optimally, and its taxing effect creates negative social dynamics.The widespread play and high salt scores make it a frequent source of bad experiences, meeting the criteria for a ban.
Use this in your deckInclude one-mana removal spells to answer Rhystic Study efficiently without granting extra cards.
Rhystic StudyBlueCard DrawStaxCard EvaluationFormat HealthPower LevelTable Politics
Principle
  • For a card to warrant a ban in casual EDH, it must be both powerful enough to see widespread play and create frustrating experiences that degrade game quality.
Evidence
  • Rhystic Study is a staple in cEDH, demonstrating its power even against skilled opponents.
  • Opponents often cannot pay the one mana tax when casting pivotal spells or interaction, leading to unavoidable card draw for the Rhystic Study player.
  • The card taxes removal spells and incentivizes counter wars that generate even more card advantage.
  • EDHREC salt polls rank Rhystic Study as the second most hated blue card, reflecting its negative impact on play experience.
Deckbuilding Application
  • To minimize Rhystic Study's advantage, run one-mana instant-speed removal so you can answer it without giving the opponent a card.
Limitation
  • In lower-power brackets, decks often have more spare mana and cast fewer spells per turn, which can somewhat reduce the volume of cards Rhystic Study draws.
Example
  • Banned cards like Hullbreacher, Leovold, and Mana Crypt share the problematic combination of high efficiency and gameplay patterns that frustrate opponents.
More quotes
  1. At the end of the day, Rhystic Study's power level is certainly quite high, but the destructive social dynamics it creates are the more pernicious element of the card, and these two factors combine to make it a card that absolutely warrants a ban.
  2. People will inevitably end up giving the studying player cards for any number of reasons. Just pay the one can be a sensible strategy when a deck features high quality plays at multiple mana values, but if your deck has a wider spread of mana values and card effects, paying the one could keep you away from a critical play that you really need on a particular turn.
  3. Anyone who misses land drops or fumbles their setup turns is going to be much less able to spare mana for Rhystic Study, and being pressured to do so on a critical turn might, in one fell swoop, destroy any chance they had of catching back up.
  4. The players most harmed by needing to pay an extra one for their spells will be on average the less experienced players piloting the less powerful decks and getting less lucky.
  5. In a weird way, arguments in defense of Rhystic Study often end up very similar to conservative economic arguments in favor of the status quo.
  6. [The Rhystic Study defender's] implied message is that there is something wrong with the people who are currently poor, that they are less deserving, that they have been given opportunities and squandered them, that they have earned their shaken life.
  7. It is an argument in favor of human suffering based on the idea that those people have earned that suffering and no longer deserve our consideration. [Applied to Rhystic Study, it suggests players who feed the draw deserve the consequences.].
  8. When somebody says Rhystic Study isn't that good, people just need to pay the one, they're making a very similar argument, if a less consequential one.
  9. Rhystic Study would be an extremely powerful Magic card if it was a one-sided Sphere of Resistance, but it is not.
  10. Just remove it is a strategy you can employ, just as making somebody the archenemy is a strategy you can employ, but neither of these things are arguments to keep a card legal on the scale of a formatwide ban list.
Full transcript
Introduction

In an October 2025 announcement, Wizards of the Coast floated the idea of a change to the way hybrid mana is treated in the deck building rules of EDH.
This caused quite a lot of discourse, which I laid out some thoughts to in a previous video that was uncontroversial and universally beloved by the EDH community.
However, that October 2025 announcement also featured some other things, one of which was the proposed banning of Rhystic Study, the powerful blue draw engine.
That particular card has been in a perpetual state of low-level controversy for some years now, being both the third most widely played blue card, but also the second most hated blue card according to salt polls conducted by EDHREC.
I won’t bury the lede here: I don’t like this card, and I absolutely think it should be banned.
However, my reasons for thinking that are different than those of a lot of people, and I actually think that this card and the discourse around it is a fascinating window into some of the grittier instincts of EDH players, the ones we don’t like to think about or talk about.
At the end of the day, Rhystic Study’s power level is certainly quite high, but the destructive social dynamics it creates are the more pernicious element of the card, and these two factors combine to make it a card that absolutely warrants a ban.

What Warrants a Ban in EDH?

To start with, though, we need to understand what it is we’re talking about.
Why is it that a card should be banned in EDH?
After all, it’s a casual format; a lot of the usual rules of tournament frequency and meta dominance don’t really apply.
We can look at the current ban list as well as other actions taken against specific cards to start to paint a picture.
I choose to begin in a familiar place.
Yuriko, the Tiger’s Shadow spent seven months on the “game changers” list last year; it was eventually delisted under the reasoning that a “rule zero” tool like the game changers list is far less necessary for policing commander cards, which are visible at the outset of a game.
But Yuriko still works nicely as an example of a card that sometimes feels problematic in EDH.
As I laid out a couple months ago, Yuriko feeling problematic comes down to two things.
For one, she is efficient and powerful, being very cheap to play and providing a ton of utility through her mixture of damage and card draw.
Secondly, her play pattern is frustrating; since her commander ninjutsu ability dodges commander tax, it is quite hard to keep her off the board, and it often feels like the Yuriko player effectively gets to cheat the normal rules of the format.
So these are typically the two things required to make a card truly problematic: a high power level and a play pattern that is frustrating.

We can see this echoed in some cards on the ban list.
Hullbreacher and Leovold are efficiently costed creatures, and they also easily combine with wheels to blast away opposing hands.
Primeval Titan and 15-mana Emrakul are both high-quality bombs that would see wide play if legal, and their abilities also let their controller rapidly snowball and end up playing a lot more Magic than opponents.
We can even see this in the fast mana bans of 2024: Mana Crypt and Jeweled Lotus are obviously very powerful, and the fact that they allow such explosive turn-one plays can be frustrating and disempowering for opponents in a way that some other powerful cards might not be.
Not everything currently on the ban list or the game changers list perfectly fits this framework, but this power-level-plus-play-pattern pairing is still a decently reliable template.
For something to be worth banning in EDH in the year of our Lord 2026, it needs to be frustrating in a way that creates bad experiences for people, and it also needs to be powerful enough to see wide play and make that bad experience commonplace so as to actually warrant a ban, rather than just being an occasional annoyance.
As we will see shortly, Rhystic Study checks both of these boxes.

The Power Level of Rhystic Study

To start with, let’s talk power level.
On an objective level, Rhystic Study’s power level is quite high, and this is evident in the fact that it’s one of the best cards in cEDH.
Surely these expert gamers know how to play around this bad boy, right?
But no, Rhystic Study is quite powerful even if all your opponents are being tactical about paying the one.
If somebody wants to cast a piece of interaction that spends all their mana, they’re not going to be paying the one; if somebody has a pivotal play on their turn and no extra mana to pay, the correct choice is to play the card and let the Rhystic Study player draw, not to skip your own turn.
There are all sorts of cases in which it is absolutely the correct choice not to pay the one, and that makes Rhystic Study a pretty great draw engine on base.
Now, as you move down in power level, decks will get a bit less lean, have spare mana a bit more often, and cast fewer overall spells each turn.
If I’m being generous, I think this is where a lot of people get the idea that Rhystic Study isn’t really problematic; after all, it does scale with power level to some extent, especially when we consider that the maximum card draw in a game with three spells per player per turn cycle is significantly more than in a game with one to two spells per player per turn cycle.
However, this still misses some things.
For one, at bracket 3, cards are going to cost more mana typically: whereas an engine in cEDH might be two or three mana, it’s pretty common to see engines in bracket 3 that cost four or five mana, and if you only have four or five mana to work with, one of these cards is going to be much more possible to pay the tax on than the other.
This is true for engines, and it also certainly applies to removal.

A lot of people will make the argument that Rhystic Study can be answered by simply removing it, but this misses two key things.
For one, you can say this about basically any problematic permanent, but there are still very good reasons to ban permanents; Prophet of Kruphix is a piddly little creature that can be removed far more easily than Rhystic Study, but there are still very good reasons for it to stay banned.
“Just remove it” is a strategy you can employ, just as making somebody the archenemy is a strategy you can employ, but neither of these things are arguments to keep a card legal on the scale of a format-wide ban list.
Secondly, any removal spells cast on Rhystic Study are themselves Rhystic-taxed: best-case scenario, it costs an opponent a mana, but if the removal isn’t super mana-cheap, there’s a good chance that the Rhystic Study player will get a card as well.
And that’s all assuming that the blue player isn’t prepared to play counterspells in defense of their copy of the most powerful draw engine in the format; in the land of reality, counterspells frequently are present, and any multi-spell fight over whether a Rhystic Study stays on board will often itself draw the studying player a lot of cards.

There are also people who will downplay the severity of a Rhystic Study sticking around on board.
A lot of pro-Rhystic folks will casually present Rhystic Study as a “one-sided sphere of resistance”, like, “Come on, bro, if you just pay the one, it’s only three mana to make all opposing spells cost one more, a tax tool more powerful than any other that has ever existed.
It’s not that bad.” This is just patently absurd; a three-mana one-sided sphere of resistance is obviously good, and there’s a reason Grand Arbiter Augustin IV is such a salty card even as a four-mana multicolor card.
I think all of what I just said is pretty reasonable, but I also worry that my engaging with the one-sided sphere of resistance talk legitimizes it in a way that it absolutely does not deserve.
Rhystic Study would be an extremely powerful Magic card if it were a one-sided sphere of resistance, but it is not that, and this is where we i going to really start to diverge from most critiques of the card I’ve seen.

The Social Dynamics of “Just Pay the One”

To start with, let’s just establish that people will inevitably end up giving the studying player cards for any number of reasons.
I laid out a couple reasons earlier that frequently apply to cEDH, and these reasons arguably strengthen at lower levels.
“Just pay the one” can be a sensible strategy when a deck features high-quality plays at multiple mana values; like, if you’re forced to play a three-mana ramp spell instead of a four-mana amplifier, that might not really be a huge hit to your game plan.
On the other hand, if your deck has a wider spread of mana values and card effects, paying the one could keep you away from a critical play that you really need on a particular turn.
This effect is further amplified when there are power level differences present: if one player has a deck that is less tuned, whose ramp isn’t as well calibrated, and whose plays are less mana-efficient, that player is going to be hit harder by the Rhystic Study tax.
Ditto for somebody who gets unlucky or keeps a subpar hand; anyone who misses land drops or fumbles their setup turns is going to be much less able to spare mana for Rhystic Study, and being pressured to do so on a critical turn might, in one fell swoop, destroy any chance they had of catching back up.

I say “pressure” because Rhystic Study, esque effects frequently come with a dose of social pressure not to feed the studying player too many resources.
This fact can feel pretty reasonable on the surface, but this pressure to pay will be experienced very differently by different players.
The players most harmed by needing to pay an extra one for their spells will be, on average, the less experienced players piloting the less powerful decks and getting less lucky, and whether or not these players are pushed into ruining their own game plan may come down to how they react to the social forces at play.
With this in mind, the “just pay the one lol” crowd starts to appear in a somewhat different light.

In a weird way, arguments in defense of Rhystic Study often end up very similar to conservative economic arguments in favor of the status quo.
Hear me out on this one.
Let’s imagine somebody trying to introduce a policy in a society with a lot of economic inequality.
John Allocation says, “We should implement my tax credit plan, as it will give all the people of this great nation more of a fighting chance at succeeding in this economy and joining the middle class.” This is an economic argument, and whether it’s likely to do what John says it will do can be determined by digging into the details, running some models, and whatever else economists do.
Now let’s imagine John’s political rival has something to say about that.
Jeff Business says, “This economy already gives citizens a fighting chance at joining the middle class; just look at all the hardworking people who have already succeeded in a society with a lot of inequality.” This is not an economic argument, this is a moral argument.
The people currently below the middle class indisputably exist, and rather than asking why that is or what can be done to help them, Jeff Business is instead choosing to turn them into an out-group to be ignored.
His implied message is that there is something wrong with the people who are currently poor, that they are less deserving, that they have been given opportunities and squandered them, that they have earned their shaken life.
It wouldn’t matter if John Allocation’s tax credit had been highly successful at helping people elsewhere in the world; here it would be disrupting a divine order that has put this pathetic out-group in their correct place.
It is an argument in favor of human suffering based on the idea that those people have earned that suffering and no longer deserve our consideration.

When somebody says, “Rhystic Study isn’t that good, people just need to pay the one,” they’re making a very similar argument, if a less consequential one, not saying they’re identical, nor that these are patterns of thought held by all Rhystic Study defenders, or all conservatives for that matter, but there’s a strong resemblance.
What I mean by that is this: if telling everybody to just pay the one was actually a successful strategy for making Rhystic Study a fair and enjoyable Magic card, we wouldn’t be having this conversation.
The fact that it’s not a solution, that it’s an unhelpful thing to say, is already proven by the observable facts that surround us, namely, that Rhystic Study is a very powerful card at all levels of EDH.
Every day, thousands of Magic players don’t pay the one, and there are a variety of different reasons for that.
As I suggested earlier, some of them are playing a weak deck or having a weak game with their deck, and playing a couple cards into the Rhystic Study is the only way to keep up.
Or maybe they’re newer to the game and don’t have a firm grasp on the power level of an engine like Rhystic Study, as suggested by the Trinket Mage in his video on the subject.
Maybe they’re overwhelmed by the current state of the game and choose to go about their turns ignoring Rhystic Study for that reason, only paying when doing so is a convenient afterthought.
Maybe somebody sees other players not paying the one for any of the previous reasons and decides that it’s time for them to stop paying as well.
This is the reality of Rhystic Study, not the quippy hypothetical of a smug power gamer.
You can make some sort of argument toward educating people about playing against the card, just as an economic conservative might meekly gesture toward the importance of teaching people to budget, but all four of the situations I described earlier will continue to exist no matter how high a rooftop you yell “just pay the one” from.
“Rhystic Study is fine, people just need to pay the one” is not an argument about game balance; it is a moral argument about the people currently not paying the one.

Why Defend Rhystic Study?

So, if saying “just pay the one” isn’t a helpful solution to the problem of Rhystic Study, why do people say it?
Well, one

#62
Card AnalysisNov 202561K views

Why Yuriko's Commander Ninjutsu Frustrates Players

A Tale of Two Commander Tax Evaders
We examine why Yuriko, the Tiger's Shadow, feels uniquely frustrating in Commander.We argue that her commander ninjutsu avoids commander tax while offering immense card draw and burn for two mana.Other tax-evading commanders like Hogaak and Liesa still impose scaling costs or perform a gesture of tax, which Yuriko lacks, making her feel like a design oversight.
Use this in your deckWhen building against graveyard-based commanders, include exile removal to force them into the command zone and reimpose commander tax.
Yuriko, the Tiger's ShadowBlueBlackcEDHFormat HealthPower LevelDesign IntentCard Evaluation
Principle
  • Tax evasion on commanders only feels fair when accompanied by a scaling cost that acknowledges repeated recasts.
Evidence
  • Yuriko draws a card and deals roughly two damage to each opponent per ninja connection, providing high value for her static two-mana cost.
Deckbuilding Application
  • Include instant-speed exile removal like Swords to Plowshares to permanently answer graveyard-recurring commanders and enforce commander tax.
Limitation
  • Even a trivial scaling cost like Liesa's life payment can preserve the feeling of fairness by performing the gesture of a tax.
Example
  • Derevi's flash ability costs four mana, which is a notable increase from her three-mana base, making her repeated casts less offensive than Yuriko's two mana.
  • Hogaak uses convoke and delve to bypass mana payments, but still spends resources from the graveyard and board, which scales with game state.
More quotes
  1. Yuriko has been singled out as a design mistake, including by Gavin Verhey, who worked on the original card.
  2. The fact that commander tax wasn't a part of commander ninjutsu seems like an obvious oversight in retrospect.
  3. Broadly, there are two things that contribute to Yuriko having a uniquely frustrating play pattern: her vibes and her power level.
  4. A big part of what makes Yuriko frustrating is that it feels like the Yuriko player is exempted from a core rule of the commander format.
  5. It's not significant, but it's something: an acknowledgement that my commander has died, and this is not the first time I'm casting.
  6. Derevi's four-mana ability doesn't perform the gesture, and it does kind of totally cheat command tax.
  7. Four is a lot more than two. Paying two mana for a commander repeatedly is quite inherently powerful.
  8. Yuriko's text box does such a large amount for two mana that it's almost absurd.
  9. A whole lot of tribes would swoon at receiving [Tovolar's] level of utility from the command zone.
  10. Power is still strongly felt in how upsetting a card design is; a lot of designs that are unobjectionable now would become extremely objectionable with a single tweak.
Full transcript

Yuriko, the Tiger's Shadow, is a pretty unique card.
It's the most popular Dimir commander by a country mile, one of only two creature-type based commanders that sees common cEDH play (the other being Magda, of course), and Yuriko does not pay commander tax.
I guess if you're casting her for her base cost she does, but more realistically, Yuriko almost always gets cast for a commander ninjutsu cost, which is forever pegged at two mana.
Last week, I talked about Eminence as one of the two major exceptions to the way commanders work, not even requiring a commander to be on the board to have an initial effect; this is the other, not costing additional mana for subsequent commander casts.
Yuriko, in particular, has been singled out as a design mistake, including by Gavin Verhey, who worked on the original card, and I agree with that assessment.
Commander ninjutsu is a bespoke ability created with the one task of bringing ninjutsu into the command zone, and the fact that command tax wasn’t a part of that ability seems like an obvious oversight in retrospect.
The results of this have bled into the player experience, with Yuriko commanding a similar salt score to that of Edgar Markov, the most contentious of the Eminence commanders.
People are bothered by this card, and they dread playing against it.
However, I think it’s interesting to dig into why Yuriko is a problem for people and how important her tax evasion is in that equation, because I think the line for not paying command tax is actually blurrier than it seems, and more sensitive to the specifics of a given card, with Yuriko’s other features being equally important as her unique method of entry in creating her infamous status.
Broadly, there are two things that contribute to Yuriko, in particular, having a uniquely frustrating play pattern for a lot of players: her “vibes” and her “power level.”

Vibes: The Gesture of Commander Tax

By “vibes,” I mean that the way Yuriko cheats commander tax feels uniquely bad among commanders.
To demonstrate that, we should talk about some other tax evaders and why they don’t drum up the same sort of ire.
Firstly, let’s talk about the Squee of the world, legendary creatures that can be cast from the graveyard.
On the surface, these may seem similar to something like Yuriko, since you can continue to cast them for some fixed cost after they die, but the comparison quickly falls apart.
Firstly, all but one of them will be whisked back to the command zone by any now commonplace exile-based removal.
But more importantly, they obey the rules of 60-card magic.
These cards are designed with the idea of them being cast over and over baked into the design, and their function in a 60-card format will be identical to their function in commander after the first cast.
The uniquely potent thing about commander is the command zone, and these are skipping out on a large portion of the benefit of that zone.

One step up from these would be Hogaak, a commander with the two different discount keywords of convoke and delve.
Hogaak also shares being castable from the graveyard with the previous example, but perhaps more relevantly, regardless of where the card is being cast from, you won’t be spending mana.
If it gets exiled a couple times, the command zone cost will go up accordingly, but paying in exiles from the graveyard or tapped creature tokens will often feel much less meaningful than paying in mana.
You won’t be experiencing paying for Hogaak as a linear barrier in the same way you would with most other commanders.
Nonetheless, Hogaak still feels fine because its payment method performs “the gesture” of paying command tax.
A big part of what makes Yuriko frustrating is that it feels like the Yuriko player is exempted from a core rule of the commander format.
When other commanders get removed, they’re harder to cast, but Yuriko simply isn’t.
Even if Hogaak bucks some of the conventional wisdom, it still doesn’t feel like a major outlier because you’re still expending additional resources.

This idea comes into even sharper focus when we consider Liesa.
Liesa, Shroud of Dusk, is a five-mana commander who, instead of requiring two more mana for each subsequent command zone cast, requires paying two life for each previous cast.
As a Liesa player, I will tell you right now, that is not a meaningful cost.
In the 40-life format of commander, most players are plenty willing to fork over three life in exchange for one mana, and two life for one mana, as seen in something like a Phyrexian mana symbol or an untapped shockland, is pretty much a no-brainer.
Cutting that no-brainer rate in half, one life for one mana, makes it basically free and will rarely feel even a little bit relevant.
So, why doesn’t Liesa come to mind as a chronic tax evader?
The answer, along with other factors we’ll get to later, is “the gesture.” If my Liesa dies, when I cast her again, I adjust my life total by down two numbers; if I need to cast her again after that, four numbers.
It’s not significant, but it’s something, an acknowledgement that my commander has died and this is not the first time I’m casting her.
I’m not playing by the exact same rules as everyone else, but I’m still playing the same format, and I recognize the existence of that format’s rules.

This brings me to an example that, while less problematic than Yuriko, is still a bit hairier than the other ones I’ve mentioned so far: Derevi.
She is a three-mana Bant commander with the ability to pay four mana to put her from the command zone into play at instant speed.
This ability doesn’t perform “the gesture,” and it does kind of totally cheat command tax.
So, what makes this different from Yuriko?
This is where the details get a bit more granular.
You could argue that four mana is larger than three mana, so Derevi’s cost will usually go up at least once, though it’s not hard to imagine somebody arguing that flash and uncounterability mitigates this difference, making the four-mana cast option an appealing one in its own right.
To me, the more potent element is the raw number.
Four is a lot more than two.
Paying two mana for a commander repeatedly is quite inherently powerful; you hit the field early, and then subsequent plays will leave boatloads of mana open for follow-up plays or counterspells or so on.
By contrast, paying four mana repeatedly for Derevi, or five mana repeatedly for Liesa, feels like a more meaningful cost.
It’s still quite nice to have spare mana later in the game when you’re on seven or eight lands and not needing to worry about having an uncastably expensive commander, but that dynamic exists on a decidedly lesser caliber than something like Yuriko.

Power Level: The Value of Two Mana

So far, I’ve been ignoring the text boxes of all the cards I’ve been talking about, which has its upsides in isolating specific design elements.
However, now it’s time to talk about the other reason Yuriko feels so frustrating: her “power level.” What I mean by power level is simply how much power you get based on the amount of mana you pay.
Yuriko’s text box does such a large amount for two mana that it’s almost absurd.
The actual text reads, “Whenever a ninja you control deals combat damage to a player, reveal the top card of your library and put it into your hand.
Each opponent loses life equal to that card’s mana value.” If we wanted to grossly simplify this, we could replace it with the text, “Whenever a ninja you control deals combat damage to a player, draw a card and each opponent loses two life.” Trying to find an equivalent card led to Sisay, the Anointed, a six-mana Selesnya commander who could realistically be more like four mana given the niche position of snakes, and Tovolar, a three-mana wolf and werewolf commander with a bit of added utility for flipping werewolves but no equivalent damage ability.
Tovolar is a pretty good tribal commander; a whole lot of tribes would swoon at receiving that level of utility from the command zone.
So, we’ll say that Yuriko is along the lines of a powerful three-mana commander or a moderately powered four-mana commander, and it’s castable for two mana as many times as you like, as long as you’re able to pay the ninjutsu cost.

So, how hard is that?
Well, a quick visit to the Yuriko EDHrec page makes that somewhat clear.
Ornithopter exists as an evasive zero-cost creature that can get Yuriko into play, and there are a ton of great evasive one-mana creatures that can do the same.
Thousand-Faced Shadow, Changeling Outcast, and Mothdust Changeling are all also ninjas, and there are other cards like Fairy Seer, Siren Stormtamer, and Hope of Ghirapur that have meaningful other upside with Yuriko’s game plan.
The ninjutsu element of commander ninjutsu decidedly is a cost, but given that other ninjutsu creatures also make use of these evasive little dudes as well, it’s hard to call it too dramatic a cost.

By comparison, Derevi’s untapping effect for three-ish mana is far from bad, but it doesn’t give direct value or direct damage, unlike Yuriko, which gives both for two to three mana.
Derevi is a good commander, and you can do a lot of things with her, but those things require the convergence of other elements of your deck, and it’s perfectly possible to stall out, even if Derevi is generating you a lot of mana.
The power level point comes into even sharper focus when we consider Liesa, whose ability drains a player for two life whenever they cast a spell.
An equivalent effect is on a pretty fairly costed three-mana red enchantment called Spellshock, so for two extra mana, we’re slapping that on a 5/5 angel with a couple keywords.
The result is fine; it’s okay, an adequate overall package.
Liesa commands a relatively modest salt score of 0.8, even as a group slug commander that effectively cheats command tax.

One interesting exercise might be to imagine a world in which Liesa drains players for four, or even five, when they cast a spell instead.
That design wouldn’t be overpowered beyond the realm of possibility, but it would be pushing toward the upper reaches of what you might want to put on a five-mana card, and for that reason, I think that version of Liesa would be absolutely despised, a monstrous commander that players shudder in fear thinking about.
Barring counterspells, the best case scenario there is your opponent slams it down, you spend five life and some mana to remove it, and they spend some life to bring it back out again the following turn, without any commander tax, nauseating stuff.
Obviously, this is more of a hardcore group slug design, but nevertheless, this is the sort of power territory Yuriko lives in.
We could alternatively imagine if Yuriko had a commander ninjutsu cost of four, with everything else about the card remaining the same.
It would remain a fairly decent ninja commander, still a more powerful card than current Liesa, but it would lose its status as an unstoppable freight train of damage and value, instead being costed similarly to a Coastal Piracy plus a creature bounce.

How Power Drives Salt and Frustration

This elucidates a weird quirk of the commander format.
Although it’s a casual format where power is modulated by social factors and rule zero tools such as the bracket system, power is still strongly felt in how upsetting a card design is.
A lot of designs that are unobjectionable now would become extremely objectionable with a single tweak, à la five-damage Liesa, and plenty of currently objectionable designs would suddenly cease to be problems at all with a nerf to their power level.
This power relationship can also be seen in the salt scores that are compiled by EDH Track by asking players how much they’re bothered by various cards, which I’ve already referenced a couple times here, .
The first couple dozen saltliest cards all have some clear gameplay reason for bothering opponents, but what about Gaea’s Cradle?
What about Necropotence?
What about Mana Vault or The Great Henge or Roaming Throne?
These cards are purely proactive, and none of them do anything that unique, but they just so happen to be at the highest power level among all equivalent options, so they end up high in the salt charts regardless.

This relates to “fairness.” Even in a casual format, there might be a sense of something an opponent does being unfair outside the bounds of ideal gameplay.
I’m not immune from this either; I dislike the design of Rhystic Study in Commander intrinsically for a lot of reasons I’ll probably get into in a future video, and I also dislike playing against it.
Relevant to the point here, would I dislike Rhystic Study less if it was a five-mana card rather than a three-mana one?
Yeah, I would.
It wouldn’t solve my core gripes with the card, but it would bother me less if it cost more mana.
We can kind of see how this concept of “fairness” applies to Yuriko: a full command tax cheater will garner some baseline level of frustration for opponents, and that frustration will then be amplified depending on the power level of the card it lives on, very high in the case of Yuriko.

What This Means for Future Design

So, what does all this mean for the future?
Should Wizards of the Coast avoid cards with alternative command tax structures or should they print more of them?
My attitude here shares some similarities with my attitude about Eminence cards, in the sense that they’re both motivated by a sense of curiosity and a spirit of play.
I like it when the mechanics of the EDH format are tinkered with, utilized, and recontextualized in ways that make for interesting gameplay.
I enjoy designs that reference commanders and involve the number of times a commander has been cast from the command zone, both on commanders themselves and on supporting cards.
I also like alternative costs like the ones I’ve discussed earlier and ways of interacting with command tax in some way.
This choice of wording may hint at the line I draw, though, and that’s that commanders need to make “the gesture.” They need to acknowledge in some form or other that they exist within a format where your comman

#63
Deck TechSep 202539K views

Optimizing a Multi-Subtheme Glissa Deck for Bracket 2

Why I Built a Deck With Way Too Many Subthemes
We build a Bracket 2 Commander deck around Glissa, Herald of Predation by intentionally including many subthemes, similar to preconstructed decks, and then optimizing the list.The deck combines incubate tokens, artifact synergies, +1/+1 counters, token copying, and graveyard recursion.Despite the overloaded themes, careful card selection creates cohesive interactions and a satisfying, lower-power deck.
Current statusverified Jul 2026
  • Under the official bracket definitions, Bracket 2 is the Core tier. Brackets 1 and 2 exclude Game Changers and Bracket 3 allows up to three. The current Bracket 2 description sets no fixed tutor count and no longer ties the tier to any specific preconstructed deck (source: magic.wizards.com/en/formats/commander).
Use this in your deckIntentionally overload your deck with multiple subthemes, then optimize each card choice to create cross-synergies, to build a cohesive Bracket 2 deck.
Glissa, Herald of PredationGreenBlackTokensCountersReanimatorPower LevelDeckbuilding RestrictionsDesign IntentSynergyDeckbuilding Principle
Principle
  • Deliberately including an excessive number of subthemes, like precons but taken further, can cap a deck's power at Bracket 2 even when individual cards are optimized.
Evidence
  • The Glissa deck's subthemes interact: incubate tokens are artifacts that carry counters, enabling multiple payoffs simultaneously.
  • Clock of Omens demonstrated the potential for explosive turns by untapping mana rocks with counters, turning artifact tokens into a resource engine.
Deckbuilding Application
  • Pair graveyard payoffs like Dollhouse of Horrors with incidental self-mill from Millikin or Sarinth Steelseeker to ensure consistency.
  • Use Liquid Metal Torque or Phyrexian Scriptures to convert non-artifact creatures into artifacts, allowing them to benefit from artifact untap synergies.
Limitation
  • Early versions struggled when Dollhouse of Horrors had too few creatures in the graveyard, showing that payoffs need dedicated enablers.
  • The deck's focus on artifacts can leave non-artifact tap abilities without support unless specially addressed.
Example
  • Glissa, Herald of Predation generates two incubator tokens per combat, which are non-creature artifacts with +1/+1 counters, feeding both artifact and counter themes.
  • Nexus of Becoming and Dollhouse of Horrors produce token copies that are artifact creatures, which can then be copied by populate effects like Esika's Chariot.
More quotes
  1. What sort of idea is so inherently mediocre that optimizing it ends up at the power level of a precon?
  2. What if I built a deck with way too many sub themes, like a truly irresponsible number of sub themes, and then tried my hardest to optimize it into a workable deck list?
  3. The fact that such an absurdly complex and multifaceted deck typically wins by swinging in with a bunch of vanilla 6/6s is a pretty juicy morsel of irony.
  4. I have not once had a win with this deck that didn't heavily involve Glissa, and that puts a natural cap on things.
  5. As long as [Glissa's] out, I get two incubators per turn, but that's all I get. I can make them bigger, but I'm still going to be winning the game with a fairly ordinary and extremely predictable number of most likely vanilla creatures.
  6. A deck that tries to cram in as many sub themes as possible is naturally going to struggle with dead cards when the cards intended to work with those cards decide not to show up.
  7. The only deck I have that comes even close to this one in terms of complexity is my [Sharuum] deck. That deck is a toolbox deck that runs 11 conditional tutors to help it piece together engines, whereas this deck has two tutors.
  8. I really like the process of tightening up a deck's cohesion, of finding the perfect cards for its mechanical needs. I like to play decks that feel like they're performing the role I want them to perform as well as they can.
  9. Immediately, this is a bit of a conflict. This preference for optimization works fine for bracket 3, but bracket 2 is harder.
  10. Once [Glissa's] up and chugging, I can just focus on cobbling together whatever stupid little engine I have the tools to create.
Full transcript

Earlier this year, the bracket system was rolled out in the Commander format, providing guidelines for separating decks into different rough groupings to be played together.
Soon after, though, I noticed a problem: I didn't have any bracket 2 decks.
I had a lovely variety of different bracket 3 decks, from battlecruiser to aggro to control to low-slung staxy mid-range, but nothing I'd feel comfortable consistently pulling out in games against three precons or equivalent decks; at least not without the expectation of playing a 1v3 archenemy sort of role.
So, that seemed like a problem worth remedying.

Now, I had built a lower power deck in the past.
A couple years previously, I'd built a Skeleton Ship proliferate deck, and that was kind of funny, but it was lower power purely because it ran a hot garbage commander and a number of hot garbage cards in the 99, such as Shrine of Piercing Vision, Mindless Automaton, Time Bomb, and a whole four of the '90s storage lands that couldn't tap for non-stored mana.
It was funny, but the play pattern was jarring, with the deck being glacially slow to get going, but potentially quite oppressive in the late game if it was left alone to fully build up an engine.
You can probably imagine why I mostly stopped playing this deck.

One alternative for having a bracket 2 deck would be just buying a precon and maybe doing a slight round of upgrades or sidegrades, but I wanted something that felt more my own than that.
There's also another problem with both precons and the Skeleton Ship deck: they feel kind of sub-optimal.
This probably sounds like a very silly criticism of a deck intended to play in relatively low power games, but I really like the process of tightening up a deck's cohesion, of finding the perfect cards for its mechanical needs; the process of turning a deck into a machine that does something.
I like that process, and I like to play decks that feel like they're performing the role I want them to perform as well as they can.
Immediately, this is a bit of a conflict.
This preference for optimization works fine for bracket 3, because there are a whole lot of somewhat funky ideas whose optimized version ends up in that sort of nice midpower zone.
But bracket 2 is harder: what sort of idea is so inherently mediocre that optimizing it ends up at the power level of a precon?
In this case, I actually took inspiration from precons themselves.
See, preconstructed commander decks are typically unfocused by design; they feature slightly too many themes and elements because they're trying to give players a taste of different play styles and also give some easy paths to upgrade a given deck, such as cutting a singular subtheme for some more relevant stuff.
So, what if I did the same thing but on overdrive?
What if I built a deck with way too many subthemes, like a truly irresponsible number of subthemes, and then tried my hardest to optimize it into a workable deck list?
Thus began the process of building "Farrexian flavored subthe soup."

Selecting the Commander

Longtime snail heads out there might remember that I hated a Glista Sunslayer battlecruiser deck a while back.
And while I love Glya as a character, both that deck and that Glyissa ran a bit generic for my tastes.
Glya the Traitor could be fun as an old-school sort of commander choice, but that one is actually a bit too specific for my purposes here, with a setup and payoff that don't offer a super wide variety of options.
However, there's another green-black option, and that one actually lands right in the sweet spot for me: Glya, Herold of Predation.
This is a five-mana 3/5 that offers a choice at the beginning of combat on your turn: incubate two twice, flip all of your incubator tokens, or give your Phyrexians first strike and deathtouch until end of turn.

Incubate as a mechanic is pretty unique.
It creates a non-creature artifact token with +1/+1 counters on it that can later be flipped into a Phyrexian artifact creature by paying two mana.
Obviously, this lends itself to a deck that cares about counters, so we'll call that subtheme number one.
But honestly, the first thing I noticed about this Glissa is, wow, this card generates a lot of artifact tokens.
There's a number of fairly straightforward ways to take advantage of having artifact tokens: cards like Terrion's Journal and Aviscerator's Insight sacrifice artifacts to draw; Monumental Corruption can either be a big draw spell or a player-killing spell depending on the artifact count; and Throne of Gath is a potent one-card engine with the commander, also boosting the counter theme.
So, for our purposes here, having a lot of artifacts is subtheme number two, and it's one of the more central themes here.
It also contains arguably the deck's most powerful card and one that inspired much of the rest of the list: Clock of Omens.
This is a four-mana artifact that allows a player to tap two artifacts to untap a different artifact, and while it's not quite a combo piece here, I think it still has the potential for some big turns.
The most basic version of that is with some of my bigger counter-based mana rocks: repeatedly tapping and untapping Everflowing Chalice, Astral Cornucopia, or Empowered Auto Generator can really push the deck's mana into new territory and let it do some big plays.
There are a lot of other options as well, though: Idol of Oblivion for card draw, Staff of Completion for proliferates and more, and both Twitching Doll and Lux Cannon as cool cards that also use counters.

The deck contains a couple other options for untapping, but it does sometimes run into a problem: not all of the cool tap abilities I want to run and repeat are on artifacts.
I have cards like Plaguema Beast and White of the Requary that take advantage of my tokens, and I'd quite like to activate them repeatedly after flipping a bunch of incubators with Glissa; so, what if I just turned them into artifacts?

The Liquid Metal Package

Enter the Liquid Metal package.
This features Liquid Metal Torque and Phyrexian Scriptures, both cards that turn a creature into an artifact creature, as well as being a mana rock and a board wipe, respectively.
This package also contains two other cards, and these are actually my two favorite cards in the deck: Dollhouse of Horrors and Nexus of Becoming.
Both of these cards create token copies of cards that are also artifact creature constructs, with Dollhouse doing this by exiling creatures from the graveyard and Nexus doing this by exiling artifacts or creatures from a player's hand.
The downside of exiling the copied card is certainly real, but the potential volume of liquid creature creation is really potent here.
And due to a particular quirk of these cards, they're able to form the bedrock for yet another one of the deck's subthemes: "token copy populate."

Token Copy Populate

Since the artifact creature copies created by Nexus and Dollhouse are tokens, they can be further copied by cards like Selesnya Eulogist and Esus chariot, cards that copy tokens.
This can allow for some nutty levels of advantage building.
And to improve the odds for things to come together, I threw in a few extra token copy generators as well.
This still isn't a huge package, just five setup and four payoff, but most of these cards are fine enough on their own, and the payoff for putting them together can be pretty huge.

The Graveyard Subtheme

A late addition to this deck was a graveyard subtheme.
I adore Dollhouse of Horrors, and on paper, it's perfect for this deck, but too often in my early games, I was finding myself without much to do with it, making copies of maybe one or two creatures, but not feeling like I was getting anywhere close to the full potential of the card.
This was also my experience with another card I like, Vat of Rebirth.
So, I decided to help these cards out with the addition of some other graveyard payoffs, and especially some more graveyard enablers.
I went with mostly flexible options here: Millikin as a card that's also a mana dork; Sarinth Steelseeker as a sort of value engine that works well with my artifact tokens; Old Rustine as a card that also itself pushes my tokens plan; and Tyar as a planeswalker that also ties into activated abilities.

Minor Packages and Weird Synergies

Okay, so with the graveyard package covered, we've capped off the list of all the major subthemes, but there are a few more minor packages as well.
The deck runs a constructs package with Scrapyard Recombiner, which gives it access to a removal spell and a few synergy options of different calibers.
There's also five cards that create powerstones, which can pay for one of the next 31 artifacts, one of the deck's 23 cards with a colorless mana payable activated ability, or any one of the incubator tokens Glissa makes.
For the weirdest little tidbit here, the deck can actually populate incubator tokens.
This might seem bad, since the copy won't enter with counters and will instantly die when flipped, or instantly, instantly if it's already on the creature side; but this actually allows for on-demand usage of on-death trigger cards like draw scorpion and Morbid Opportunist without needing a sacrifice outlet, sort of like aristocrats without the aristocrats, I guess.

How the Deck Plays: Glissa as the Anchor

So, this deck kind of does a little bit of everything.
And all of that everything is anchored by Glissa.
The artifact tokens she provides certainly are a big help for sacrificing and whatnot, but the biggest thing Glissa does is provide the deck with a reliable win condition.
Typically, I'll try to ramp out Glissel on turn four and start gradually accumulating incubators, maybe sacrificing one here or there.
Once that's up and chugging, I can just focus on cobbling together whatever stupid little engine I have the tools to create, whether that be a value engine, a ramp engine, a removal engine, or some combination of these things.
What's important is that I eventually find my way to some proliferate, at which point I can use my resource advantage to amplify the counters on my accumulated tokens before having Glissa flip them, allowing me to swing big at an opponent.
The fact that such an absurdly complex and multifaceted deck typically wins by swinging in with a bunch of vanilla 6/6s is a pretty juicy morsel of irony, and it really lets the deck feel truly belonging in bracket 2.

Bracket 2, the Infinite Combo, and Natural Limits

And actually, this feature about the deck is part of what helps it stay comfortably bracket 2.
In theory, this deck has some gross plays.
First of all, there's an infinite mana combo that involves popping out Empowered Autogenerator as a creature with Nexus of Becoming before repeatedly untapping it with Voltaic Construct the following turn.
It's a rather strange one and requires a non-trivial amount of setup, but it still is a three-card infinite combo.
In addition, the deck features some pretty powerful cards like Clock of Omens, Kudo the Forgemaster, and Staff of Completion, and these can help the deck assemble some pretty disgusting engines.
Despite this, I have not once had a win with this deck that didn't heavily involve Glissa, and that puts a natural cap on things.
As long as she's out, I get two incubators per turn, but that's all I get.
I can make them bigger, in some cases a lot bigger if I have a proliferate engine really pop off, but I'm still going to be winning the game with a fairly ordinary and extremely predictable number of most likely vanilla creatures.

So, that's the deck, and I do find it quite fun, but I worry that the process of describing it might be making it seem a bit more functional than it actually is.
A deck that tries to cram in as many subthemes as possible is naturally going to struggle with dead cards when the cards intended to work with those cards decide not to show up.
The only deck I have that comes even close to this one in terms of complexity is my Sharuum deck, but there's a pretty clear difference between these two.
That deck is a toolbox deck that runs 11 conditional tutors to help it piece together engines, whereas this deck has two tutors.
I don't know if there's been an exact tutor limit given for bracket 2, but I've heard the number three floated around and that felt like a nice number to shoot for here that would force some creative workarounds without being an outright barrier against tutoring.
All this to say, with the daring vision and self-imposed restrictions I had going into this deck, dead cards were inevitably going to be a challenge.
So, how does this deck mitigate that?

Mitigating Dead Cards with Role Overlap

A big one is that I try pretty hard not to let a card perform only one task for the deck.
There is no generic removal here.
When I highlight the cards in my interaction suite that proliferate, use counters, or are lands in architect, that excludes only five cards, and all of those either fit into another subtheme or have some sort of useful synergy in a removal engine.
The same goes for ramp.
Of the next 19 cards that perform some sort of ramp function, the two most generic are Golgari Signet and Talisman of Resilience, with every single other one evolving counters, producing powerstones, or otherwise slotting into one of the deck's themes.
Likewise for draw, with Morbid Opportunist being by far the most generic of the deck's 17 sources of value, and that's even considering the weird populate trick I mentioned earlier.
Something else you might notice here is that the number of ramp and draw spells are fairly high, and this is another pretty essential feature for letting the deck run smoothly.
Since there are single-digit counts of setup and payoff for a number of different subthemes throughout the deck, it becomes very important to see more of the deck in order to piece together engines.
I actually bought a couple draw engines on the convention floor at MagicCon Vegas because I was noticing some light stallouts in the games I was playing, and sure enough, that helped out the deck quite a bit.
This also applies to ramp, since there's no guarantee that the low-cost cards I have available will be what I'm looking for in a given moment.
Having some extra ramp to let me use activated abilities.

#64
Deck TechAug 202585K views

World Shaper Precon Review: Land Sacrifice Engine Breakdown

This Land Sacrifice Precon is Great Aside From One Thing
We review the World Shaper Commander precon from Edge of Eternity, explaining its land sacrifice and recursion engine.We highlight the deck's strong mana base with many fetch lands and duals, consistent land graveyard filling, and powerful payoffs from landfall and sacrifice triggers.The deck can ramp explosively and generate significant value, but we note an unspecified weakness.
Use this in your deckSet your land count to 42 in a land-sacrifice deck that relies on a commander granting extra land drops to fuel consistent landfall and recursion.
Hearthhull, the WorldseedBlackRedGreenLandfallAristocratsRampCard EvaluationMana BaseUpgradesWin Conditions
Principle
  • A land-sacrifice deck thrives when it combines a commander that turns land sacrifice into card draw and extra land plays with mass land recursion and multiple payoff types like landfall and sacrifice triggers.
Evidence
  • The precon runs 42 lands, which is high but justified by the commander's land-sacrifice and extra-land abilities, ensuring consistent land drops and recursion targets.
  • It includes 10 budget fetch lands and 13 cards that sacrifice lands, consistently filling the graveyard with lands for recursion.
  • Six cards can recur multiple lands, with three providing mass recursion that can easily grab four or more lands, even early in the game.
  • The payoff suite comprises four landfall cards, nine permanent sacrifice payoffs, and four cards that scale with the number of lands in graveyards, offering diverse routes to capitalize on the engine.
Deckbuilding Application
  • Incorporate a suite of fetch lands and typed duals to maximize synergy with land recursion spells that return lands tapped, as these lands still trigger landfall and sacrifice payoffs.
  • Include multiple mass land recursion spells to convert graveyard lands into explosive ramp, and ensure a mix of payoff types that trigger off lands entering or being sacrificed.
Example
  • Tireless Tracker is a standout landfall value engine in the precon, creating Clue tokens as lands enter to maintain card velocity and pressure.
More quotes
  1. I was nothing short of electrified to see this sort of effect printed in a precon in the first place.
  2. You want to give newer players the chance to pop off and be the big bad sometimes, but you also want their deck to chug along and make them feel like they're getting to play, even if they're not having some sort of big gamer turn.
  3. This deck is obviously a big Mayhem Devil dub, but I also love Windgrace's Judgment and Pest Infestation.
  4. I'll admit that I was a little skeptical of the two tapped fetches and especially the three Capenna fetches here, but these start to make a lot more sense when you remember that the four most powerful land recursion spells in the deck return the lands to play tapped, which isn't a downside for any of these five.
  5. I ran a number of play tests with this deck out to the end of turn five, and there were a surprising number of them where I finished with 10 or even 12 lands in play, which can set the deck up for some serious midgame shenanigans.
  6. The commander team at Wizards is continuing in their quest to flesh out dual land cycles in precons, and I'm super here.
  7. It lacks early game utility plays and it has too much land sacrifice and sacrifice payoff, especially considering that the commander is both of these things already.
  8. Sacrificing lands to perform various effects before spitting those sacrificed lands back out into play.
  9. Landfall is a great tool because it doesn't even require much setup.
  10. Lone Crafter Fawn: unless you just want an outlet to discard lands, which I don't think this deck really wants, the two requirements to make the ETB good won't be lining up often enough.
Full transcript
Introduction and Overview

Hey folks, I’ve got a bunch of projects in the works cooking up for later, and I’ve been loving Edge of Eternity so far, so I figured this was a lovely time for a precon review.
I put it up to a vote, and my patrons narrowly chose the World Shaper precon, so that’s what we’re going to look at here, .
Here’s the format: I’m going to tell you what I think this deck is trying to do, I’m going to talk about the areas it succeeds in, and then we can talk about its weaknesses and a set of card swaps that could help out with those.

Commander Analysis

To start with, let’s talk about the commander.
Hearthhull, the Worldseed, the World Seed is a four-mana spacecraft in Jund colors, spacecraft being a new artifact subtype that’s being introduced in Edge of Eternity.
These are artifacts that can basically be leveled up by tapping creatures to gain abilities similar to crewing a vehicle, and most of them eventually become creatures themselves as well.
This set also brings a rules change to the Commander format: any legendary vehicle or spacecraft with a power/toughness box can be in the command zone.
Over on the podcast I co-host, we just did a tier list of all the vehicle commanders, which will be linked down in the description.
Okay, so that’s spacecraft.
But what does Hearthhole in particular do?
Nothing at first, but once it’s had two power put into it, it gains the ability to tap, pay one, and sacrifice a land to draw two cards and gain an additional land play this turn.
At eight charge counters, it becomes a 6/7 with flying, vigilance, haste, and “whenever you sacrifice a land, each opponent loses 2 life.” Initial impressions: this seems like a solid value engine with some explosive endgame utility.
If we squint a bit, we can kind of think of its first ability as having a floor of tapping to draw a card, since we’ll probably draw and play another land from those two cards pretty often, repaying the one mana if it entered untapped.
This is a fine starting point, but obviously there are a whole lot of things that amplify the power of this.
The biggest one is things that can utilize lands in our graveyard if we’re able to get them back out into play in some form; this card represents a fair amount of ramp potential in addition to the value it provides.
Another amplifier would be landfall effects that benefit from additional lands entering, and a third would be payoffs for permanents being sacrificed.
If we can get some number of these online, the two-plus ability on Hearthhole will pack a ton of utility.
The eight-plus modality is a bit less appealing to me to get early on, since it makes our commander more removable without putting on much pressure in most cases, but it’s a nice tool to have in our toolbox as something that can be turned on right before a big land sacrifice play.
Overall, a nice package.

How the Deck Works

So, how does this deck work with this commander?
Well, there are six cards that can recur multiple lands from the graveyard, three instantaneous and three more gradual, along with a number of other cards that can sacrifice lands to perform effects.
This, to me, represents a core ramp engine of the deck: sacrificing lands to perform various effects before spitting those sacrificed lands back out into play, building a lot of value and mana in the process.
Mana and value don’t win games though, so what are our payoffs for futzing with lands?
Three main things: four landfall cards, nine payoffs for sacrificing permanents, and four cards that check the number of lands in graveyards, with most of these payoff cards amplifying a player’s board or pushing damage in some way.
To support this game plan, there’s a pretty wide and diverse removal suite as well as a deliciously high land count of 42.

Game Plan Recap

So, to recap, this deck is trying to build mana and value through the process of sacrificing and replaying lands before turning things up to 11 with a suite of permanents that perform powerful effects when parts of this cycle happen.
The endgame plan is likely going to be a mixture of large creatures, moderate-sized creature tokens, and potentially an explosive burst of life loss from the commander if things line up right.

What I Like About This Deck

So, what do I think about this game plan?
Let’s talk about what I like about this deck.
And since this is a lands deck, I’m going to mix things up a bit and talk about the deck’s mana base first.

Mana Base

Overall, there’s quite a lot to be excited about here.
First of all, 42 lands is a fair amount, but with a commander that both sacrifices lands and gives extra land plays, this number is perfectly reasonable.
In terms of raw mana base quality, things are pretty great here: great symbol counts in black and green and a fine enough symbol count in red, given that it’s a secondary color.
Like the last precon I reviewed, we have a moderately large count of taplands here, but given the high total land count, I don’t really see this being an issue.
More to the point of what’s cool about this manabase, there’s an impressive density of budget fetches here, a whole 10.
I’ll admit that I was a little skeptical of the two tapped fetches and especially the three Capenna fetches here, but these start to make a lot more sense when you remember that the four most powerful land recursion spells in the deck return the lands to play tapped, which isn’t a downside for any of these five; and the upside of these is immense.
These tie into all three of our main payoff types: lands-in-graveyard payoffs, permanent-sacrificing payoffs, and landfall effects.
The amount of utility these subtly add to the deck is really cool.
Finally, let’s talk about the typed duals.
We have all three of both tango lands and bicycle lands, which can be fetched with any card grabbing a basic typed land, and yes, that includes the Golgari ones as well.
The commander team at Wizards is continuing in their quest to flesh out dual land cycles in precons, and I’m super here for it.
These are lovely for any players who want dual types and don’t want to shell out for one of the more expensive options; even just having a little upside over a basic tap land is really nice.

Core Engine

Okay, so how does this deck build off of this strong foundation of lands?
Let’s talk about the core engine here.
This deck is looking to sacrifice lands, oftentimes recur those lands, and generally get payoffs from the act of playing and sacrificing lands.
In practice, this mostly works out.
If there’s one thing this deck can do, it’s get lands into the graveyard.
Between the commander, 10 fetches, and 13 cards in the 99 that sacrifice lands, this deck is very consistent at finding ways to fill its graveyard with lands should it want to do such a thing.
For recurring lands, there’s a somewhat lower quantity, although this is to be expected for a payoff card; and the deck, for the most part, seems high-velocity enough to find these, it tends to churn through a lot of cards.
When they are found, the impact can be big.
Even relatively early in the game, finding one of the deck’s three mass land recursion cards can routinely grab four or more lands.
I ran a number of playtests with this deck out to the end of turn five, and there were a surprising number of them where I finished with 10 or even 12 lands in play, which can set the deck up for some serious midgame shenanigans if it can keep finding ways into non-land plays.

Payoffs: Landfall and Sacrifice

How about payoffs outside land recursion?
As I mentioned earlier, two major payoff types are landfall and permanent sacrifice, and these both play pretty cool roles here, particularly the former.
Landfall is a great tool because it doesn’t even require much setup.
With the next 10 fetch lands and an extra-land-play commander, you’re already looking at anywhere from two to four lands entering per turn, and that’s before taking into account ramp or land recursion.
There are three powerful finishers utilizing this effect as well as Tireless Tracker as a lovely value engine.
Permanent sacrifice payoffs exist in a somewhat similar realm; the commander sacrifices a land every turn, and tack a single fetch land per turn on top of that and you’re looking at two easy triggers every turn before considering the 13 nonland cards that can help with this task.
A lot of these payoffs are pretty sweet.
You’ve got classic Jund powerhouses like Korvold and Mayhem Devil as well as some neat new ones printed for this precon.
I have opinions about the exact quantity of these that I’ll get to a bit later, but the bottom line here is that I really like the structuring of this deck.
This deck will be at its best when it’s able to perform land recursion, but most of these landfall and sacrifice payoff cards have a high enough floor that they’ll feel perfectly fine even if the deck is currently operating at a somewhat lower caliber.
This, to me, is ideal for a precon: you want to give newer players the chance to pop off and be the big bad sometimes, but you also want their deck to chug along and make them feel like they’re getting to play, even if they’re not having some sort of big gamer turn, and most of this deck’s payoffs accomplish that goal.

Removal Suite

Moving on to this deck’s removal suite, things continue to look pretty solid.
Five pieces of instant-speed single-target removal, five pieces of multi-removal, and then another seven cards that perform some sort of hybrid role, being a removal engine or performing another task as well.
I’ll highlight some favorites here, but the key takeaway is that this removal suite is just pretty great, and there’s only one card here I find remotely worth cutting.
This deck is obviously a big Mayhem Devil dub, but I also love Windgrace’s Judgment and Pest Infestation as powerful multi-removal options in decks that can afford to pay a bit of mana.
There are two pieces of graveyard exile here, but it might feel like a lot more in practice since this deck is high-velocity and has the capability to loop Bojuka Bog to its heart’s content.
We also have to talk about Planetary Annihilation.
This is a wild new design, dealing six damage to each creature and forcing each player to sacrifice down to six lands.
To discuss the card’s merits here, it works satisfyingly with both the commander and this deck’s sources of mass land recursion; and outside of that, I was nothing short of electrified to see this sort of effect printed in a precon in the first place.
I wear the conflicting hats of big mana player and advocate for incomplete mana wipes such as this, and while I don’t want to derail this piece by jumping away to talk about that for 5 minutes, I did discuss my thoughts on this card and some others from Edge of Eternities in a segment available to patrons and YouTube members, and there will be a preview of that at the end.

What I Dislike About This Deck

So that’s what I like about this deck a fair amount.
But what do I dislike about this precon?
Only really two things.
It lacks early game utility plays, and it has too much land sacrifice and sacrifice payoff, especially considering that the commander is both of these things already.
So, the way we’re going to go about improving this is that we’re going to cut some of the trickier payoffs and replace them with other payoff cards that are more flexible, and we’re also going to add a handful of cards for purposes of smoothing the deck’s early game and helping with setup.
Unlike basically all of my previous precon reviews, I’m not really going to be introducing any new elements to this deck; the ideas are already here, we just need to commit a bit harder to the better choices in this deck.

Card Swaps: Cuts

Let’s start with cuts first.
Lone Crafter Fawn: unless you just want an outlet to discard lands, which I don’t think this deck really wants, the two requirements to make the ETB good won’t be lining up often enough.
Scouring Swarm is honestly just a pretty mediocre card; obviously, flying is nice and there’s a bit of explosive potential, but each of the conditions on the card are too difficult to meet to justify their respective payoffs, and it doesn’t even have two power to get Hearthhole juiced up in one go.
Worldbreaker costs way too much mana for the utility it provides to this deck, so it’s also got to go.
Sprouting Goblin at least accomplishes a couple tasks the deck vaguely wants, but the overall package here is still a bit meh.
Likewise, I sort of see the vision with Groundskeeper, and I’d be okay with it if it was a 2/1, but as things stand, the use cases for it just aren’t wide enough.
Uurg, Spawn of Turg sadly just doesn’t do enough for my liking, being neither a great early game play nor a particularly ideal later play.
Finally, this deck is just a bit overloaded on higher-cost and trickier-to-use payoffs, and the two I’m choosing to cut here are Mazirek, Kraul Death Priest and Centaur Vinecrasher.
If you love these cards, I don’t know, pretend I named two other payoff cards you like a bit less; the specifics aren’t that important for these last two cuts, we’re just trying to rebalance the ratios a bit.

Card Swaps: Additions

Now, on to the additions.
First of all, and by orders of magnitude most importantly, Spelunking.
Land untapping effects are very powerful in this deck, and the options out there other than Spelunking are quite pricey.
Next up, I did cut some land-sacrificing payoffs, and the logical replacement to me is landfall.
Lotus Cobra and Tireless Provisioner are both great mana engines, and Valakut Exploration is a great value engine that doubles as a damage wincon in a big land-fiddling turn, potentially working in tandem with the commander to one-shot opponents from shockingly high life totals.
Next up, I want to get some higher-utility two-drops in here.
This deck has a lot of late-game potential but is a little clunky right now and hungry for early smoothers.
Deeproot Wayfinder is a pretty sweet little guy that can filter and ramp a bit early and maybe even a bit later, too, if we can keep a path clear for him.
House Cartographer is a neat card that can help us keep a steady flow of lands to hand, and our commander’s st.

#65
Deck TechJul 2025331K views

Building a Discard-Focused Aggro Deck for Commander

I Built a Deck That Turns EDH Games into Hellbent Cagefights
This deck tech explains how to build an EDH deck that creates low-resource cagefights using heavy discard and scrappy creatures.We emphasize compact card choices where creatures also provide draw or removal, and selects Malfegor as a commander to clear blockers and exploit opponents' empty hands.The deck runs 20 discard spells for consistency and avoids cards that rely on specific board states.
Use this in your deckRun 20 discard spells, prioritizing creatures that also discard, to consistently draw two by turn five and strip opponents' hands.
MalfegorBlackRedAggroDiscardBudgetResilienceDesign IntentDeck ConsistencyDeckbuilding Principle
Principle
  • Compactness is key: use cards that serve multiple purposes, like creatures that also discard or draw, to efficiently spend deck slots.
  • Resilience is essential; the deck must function with few cards in hand and recover easily from discarding its own hand.
Evidence
  • The deck runs 20 discard spells (11 creatures), 14 draw spells (11 creatures), and 14 removal spells (5 creatures), demonstrating compactness.
  • A count of 20 discard spells gives a 75% chance of drawing two within the first five draws.
Deckbuilding Application
  • Choose a 'counterweight' commander like Malfegor that covers your strategy's weaknesses, such as clearing blockers for an aggro-discard deck.
  • Run many utility spells as creatures to maintain a high creature count for pressure and synergy.
Limitation
  • Avoid non-compact cards like anthems, protection spells, and temporary ramp, as they are unreliable without specific board states or follow-up.
Example
  • Malfegor discards your hand on entry and forces opponents to sacrifice creatures, turning discard pressure into board control and enabling your small attackers.
More quotes
  1. What if I played a pile of little scrappy dudes and then dragged the rest of the table down to their level?
  2. Discard doesn't say yes or no; it strips away resources, forcing opponents to pick and choose what to keep, disproportionately hindering synergistic or complicated decks.
  3. Compactness means decks should use their slots as efficiently as possible, not overcommitting resources to accomplish tasks.
  4. [Malagor] is a counterweight commander: he subverts the weaknesses of a discard deck full of grindy creatures, doing the opposite of what the deck does.
  5. This deck takes a baseball bat to its own kneecaps: over a third of the discard spells affect me, and the commander makes me discard my hand.
  6. Nobody at the table is allowed to keep cards in hand, not even me. We're all getting dragged down into the mud for some rough and dirty Magic gameplay.
  7. Most of the draw spells are discrete engines: they don't rely on other cards to generate card advantage, and they provide cards over time.
  8. I frequently get a visceral sense of mixed feelings from opponents: they wish I was the unambiguous threat, but I'm often barely ahead.
  9. What do you do with a player who isn't an imminent threat, isn't comboing, and isn't scaling up to an overwhelming late game?
  10. [Malagor] is the key to turning games from an epic wizard duel into a knife fight in four-inch deep mud.
Full transcript

One of my favorite ways to build EDH decks is to chase a particular vibe, a feeling that I want to infuse as much of as possible into the DNA of a deck.
A big instance of this was chasing the feeling of raw power and inevitability granted by big lands decks, ramping myself into being the untouchable god-king of a particular EDH game.
However, equally alluring has been the exact opposite type of deck: a deck that can cultivate the sort of low-to-the-ground, cutthroat games that often characterize other formats but which are frequently absent in EDH.
On my end of things, it’s absolutely possible to play that kind of magic; I can play a combat-focused deck full of scrappy two- and three-drops.
The issue is that this frequently doesn’t play well with the sorts of decks that dominate most of the format.
Life totals are too high, ramp is too plentiful, and decks are designed to get too many resources for a scrappy little pile of dudes to keep up.
Aggro can work, but most often it involves either Voltron-esque methods or a strong commander such as Torbrand, Jetmir, or ANM Pacal as a core that binds together an otherwise disjointed game plan.
That would be fine, but it wouldn’t be quite the sort of cage-fight magic vision I was going for; it would be me racing a bunch of normal game plans using my powerful commander.
So what if instead I went a different direction?
What if I played a pile of little scrappy dudes and then dragged the rest of the table down to their level?

Discard as the Great Equalizer

This is where discard comes in.
Discard doesn’t necessarily say yes or no; rather, it strips away resources, forcing my opponents to pick and choose what they want to keep in hand and disproportionately hindering decks doing more synergistic or complicated things.
When I first conceptualized this deck as a $25 budget deck four years ago, I went with a bit of an oddball commander choice: mala gor.
What’s he doing here?
Well, the logic is that with a 99 that is focused on flexible two- to three-drop creatures and three- to four-cost discard spells, there really wasn’t a need to fit a commander into my curve, so a higher-cost utility option works just fine.
As for the specific appeals of mala gor, well, I’ll get back to that bit.

When I went to finally update the 2020 version of the deck this summer, I started with a full 20 discard spells.
The goal is to get the table hellbent, and you need a lot of discard spells to do that consistently.
Two spells ends up being a good number to shoot for, and a count of 20 allows me to draw that within the first five draws of the game approximately 75% of the time, which is good enough for my purposes.
This gave a good starting point for the deck but simultaneously posed a problem: 20 slots is a lot to spend on a category of card that broadly doesn’t directly impact the board.

Compactness and Efficient Slot Use

This brings me to a key feature of the deck: “compactness.” Compactness is a feature I find important in general, and on a basic level it just means that decks should use their slots as efficiently as possible so as not to overcommit resources to accomplish tasks.
In this case, the deck manages to pack decent quantities each of cards that consider draw spells and cards that consider removal spells in addition to the discard.
This compactness can be seen when I sort my categories by card type on Archidekt: 11 of the deck’s 14 draw spells are creatures, as are nine of its 20 discard spells, and five of its 14 removal spells.
This is critical because it allows the deck to put on pressure and keep a high creature count for purposes of cards that care about that while still spending a full 20 slots on cards that force opponents to discard and 14 slots each on removal and draw.
My Rata deck does something similar: I cash in around 20 slots up front for ramp, and then the deck is as dense as possible with card utility from there.
Specifically, these decks both place a high priority on draw and removal, running as many cards as possible that give one of these things while also in a different purpose, such as being a beater or an acceleration spell or a land.

This is not done at no cost; there are lots of cards that are quite decent generally in EDH that don’t fit well into this outline.
Protection spells aren’t very compact because they need something to protect in order to gain value.
Anthem-style cards aren’t very compact because they require a board of creatures in order to gain value.
Escalation cards that amplify the power of certain effects aren’t very compact because they require something to amplify to gain value, and mana acceleration that is efficient but temporary isn’t very compact because it requires a specific follow-up plan to gain value.
None of this is to say that these cards are bad; some of these are really fantastic alongside other cards.
But that’s the issue: they’re not reliably helpful on their own, and the more of them you put in a deck, the more fragile it will be.
Each of these decks I just mentioned mostly avoid these cards, making an exception for a small quantity of life gain because staying alive over the course of a long game can be a challenge for a deck that is grindy and compact.

With the idea of compactness in mind, let’s take a look at potentially the greatest enabler of this concept in EDH: the eighth card in hand, so to speak, the commander.

Malagor as a Counterweight Commander

Malagor is a six-cost 6/6 flyer who discards my hand and forces each opponent to sacrifice a creature for each card discarded.
This is an odd choice of commander on the surface; when we look at popular commanders for discard decks, almost all are either an enabler for making opponents discard or a payoff for making opponents discard.
Come on, you’re playing the commander format, the card that’s always available to you should relate to what you’re doing with your deck, right?
However, malagor has proved to be an excellent commander choice for a few different reasons.

For one, malagor fills a specific strategic niche here.
One of the main disadvantages of running a pile of grindy creatures with discard effects and draw effects attached is that these creatures don’t generally attack well into chunky midrange boards.
Malagor serves as a solution to this issue, providing a way to blast away blockers and allow me to keep the pressure on.
Malagor’s effect also pairs fantastically with discard effects.
Normally, opponents might avoid overcommitting to the board if they don’t have tokens to soak up some of the sacrifice triggers from malagor; however, with a stream of discard spells, opponents are pressured into making a terrible choice: either keep that awesome creature in hand and risk discarding it, or play that creature and risk losing it to malagor.

In this way, malagor is an example of what I’ll call a “counterweight commander.” He subverts the weaknesses of a discard deck full of grindy creatures, thereby making the deck better rounded.
Instead of doing the same thing as the deck, he does basically the opposite, and the resulting tension created by this allows for an almost call-and-response-esque play pattern.
My board and discard spells prompt certain play patterns for my opponents, and malagor exists to be my follow-up to those patterns.

Resilience and Embracing the Hellbent State

With a commander that discards my hand on ETB, this deck naturally ended up needing to focus on another factor that’s related to compactness: resilience.
What this means is that a deck can recover from setbacks readily; challenges thrown its way can be shrugged off with relative ease.
This is a good deck attribute to go for in general; it creates more positive play experiences for everybody at the table when a deck can recover easily from setbacks, and most of my decks feature this as a critical feature in some way or other.
However, this deck takes it to a whole different level because it doesn’t wait for opponents to set it back, oh no, this deck takes a baseball bat to its own kneecaps.
Of the 20 discard spells, more than a third affect me as well, and as I’ve mentioned, the deck’s commander literally makes you discard your hand.
Nobody at the table is allowed to keep cards in hand, not even me.
Step one of this deck is that we’re all getting dragged down into the mud for some rough and dirty Magic: The Gathering gameplay.

The natural follow-up to this is that this deck is specifically engineered to be unusually good at playing under exactly those circumstances.
I mentioned the next draw being mostly creature-based, and the other important fact about the draw suite here is that most of the draw spells are what I’d refer to as “discreet engines.” By “discreet,” I mean that these cards largely don’t rely on other cards to generate card advantage, and by “engine,” I mean that these cards give card advantage over time.
One of these requires a player to be hellbent to be online, which is helped by playing discard spells or malagor, and four others require dealing combat damage to players, which can be assisted by removing opposing creatures, but the rest kind of just hang around and provide a stream of cards with minimal extra input required.
This makes these a wonderful type of card: they’re great as a topdeck, they’re great as a last card kept in hand while playing a big discard spell like Delirium Skeins, and most are also great to land on curve as well.

The other thing that makes this deck resilient is its graveyard package.
There are five different cards that can recur things from the graveyard, and there are also five cards that can be cast from the graveyard or that can otherwise get value from being in the graveyard in some capacity.
There are an additional five cards with Madness and another two that provide benefits as a result of the deck discarding cards.
All of these components combined allow the deck to somewhat mitigate the downsides of discarding large quantities of cards, not fully mitigate, mind you; the deck still gets to a hellbent state and feels it, but it has at least some tools to allow it to play through that hellbent state better than a lot of decks can.

Social Dynamics and Threat Assessment

In addition, an unexpected feature of the deck has been that discarding one’s hand isn’t entirely a bad thing.
See, malagor’s “One with Nothing” ETB also has a social benefit.
The deck’s early turns are often spent stripping away opposing hands, and this is a frustrating experience for my opponents, an experience that is only amplified when malagor comes down to demolish some creatures as well.
Looking at the person who cleared out your hand and killed your creatures would be pretty upsetting if they still had a full grip of cards, and they’d be a magnet for attacks and removal.
However, if they’re also hellbent and have a board entirely consisting of a 6/6 flyer and some utility 3/3s, well, things aren’t as clear.
I have frequently gotten a visceral sense of mixed feelings from my opponents while playing this deck; my opponents wish I was the unambiguous threat so they could have a good excuse to attack me, but I’m often barely ahead at all, and sometimes it’s entirely unclear to my opponents who is ahead.
The threat profile of a low-slung, grindy deck is just not one most EDH players are used to needing to consider.
What do you do with a player who isn’t an imminent threat to your life total, isn’t setting up for a combo, and isn’t scaling up to an overwhelming late game?
The deck is perfectly capable of winning games through a mixture of attrition and beatdown, but it manages to fly under the radar much more than you’d expect, even after doing a bunch of nasty stuff to its opponents.
In this way, malagor is critical to the deck for vibes reasons; he is the key to turning games from an epic wizard duel into a knife fight being fought in four-inch-deep mud for myself and my opponents alike.

The Vibe Check and Rejecting a Central Engine

Speaking of vibes, let’s talk about one of the oddest conclusions of the deckbuilding process.
One of the exciting things about upgrading this deck over the summer was that I could finally play with Waste Not, since the previous version of the deck was an ultra-budget list and since there was now an Enchanting Tales reprint that was both cheap and super cool looking.
I’m playing a discard deck, so a card that gives me various assorted benefits when opponents discard is a perfect fit, right?
However, one of the first games I played with the deck was an utterly disgusting game for the card: turn two Waste Not, turn three Arterial Flow, and continuing onward and upward from there.
It felt great from a power level perspective; the deck was keeping a pretty full grip and accelerating forward in its game plan even as the rest of the table was struggling to keep up under the weight of its discard.
But something also felt very wrong about it.

After a bit of reflection, it became clear what the problem was.
The whole point of the deck was to play scrappy, dragging the rest of the table down into a fight in the mud and then being really good at winning mud fights.
A big piece of what made the deck work on a vibes level was that the deck had no central engine like Waste Not; it had a bunch of little individual ones, but none of them were enough to be a load-bearing pillar for the deck’s game plan.
The fact that advantage is fought for tooth and nail with a bunch of disconnected little engines is a defining feature of the deck, and it’s what makes the deck so grindy and flexible.

Central Engines vs. the Scrappy Grind

This approach contrasts with that of many EDH decks.
It’s quite common to feature a central engine in the command zone; the commander is the center of a synergy pillar, and it has a number of other cards that generate some form of value when played alongside it.
When I go to the top commanders, around half of them follow this mold: Atraxa generates value with counters, Miirym with dragons, Yuriko with ninjas, Miirym also with dragons, Agrus with attack-ability creatures, Jodah with legendaries, you get it.
In the best cases, an engine commander is one that plays to the strengths of a card type, serving as an anchor for that type that hopefully passes the vibe check.
However, not all engines pass that vibe check.
One example of an engine I have mixed feelings about is Angie Falcon Wrath because she doesn’t really play to the strengths of Madness; she can enable them, but the design of t

#66
Deck TechJul 2025173K views

Building a Toolbox Astral Slide Cycling Deck

How I Built My Most Difficult Deck
We explain how they built an Esper cycling deck around Astral Slide, requiring a high density of cycling cards and creatures.They use a network of conditional tutors to form a toolbox that finds key enchantments and artifacts, making the deck flexible and consistent.This approach pushed their deckbuilding beyond normal comfort zones, emphasizing cards that serve multiple roles.
Use this in your deckAim for a high 30s count of cycling cards and at least 30 creatures to enable Astral Slide and Oversold Cemetery.
Sharuum the HegemonWhiteBlueBlackBlinkReanimatorControlSynergyDeck ConsistencyDeckbuilding RestrictionsDeckbuilding Principle
Principle
  • High-synergy decks require maximizing card utility by ensuring each piece contributes to multiple overlapping needs, especially when slot space is limited by mandatory card counts.
Evidence
  • The deck needed at least 30 creatures, over 30 cycling cards, and seven enablers for graveyard filling, leaving under 40 flexible slots.
  • A network of conditional tutors lets a player access any of the three Astral Slide effects via six other cards or find Fluctuator/Oversold Cemetery via five.
Deckbuilding Application
  • Include enough cycling cards (high 30s) and creatures (≥30) to reliably trigger synergies every game.
  • Build a toolbox by including cards with abilities like wizardcycling or transmute that can fetch specific subsets of your core pieces.
Limitation
  • The interconnected nature makes the deck resistant to easy modification; swapping cards without analyzing the tutor web can break key lines of play.
Example
  • Vedalken Aethermage cycles to find tutors like Zur or spell disruption, itself an instant-speed tutor that counts as cycling for Astral Slide triggers.
More quotes
  1. Every card was meticulously chosen to perform hyperspecific roles and mesh with as many other cards as possible.
  2. I actually left the deck unchanged for about a year starting in mid to late 2023 purely because it was functioning okay and I was terrified that any changes I haphazardly made would lead to the deck falling apart.
  3. The deck needs a lot of cycling cards for purposes of reliable Astral Slide triggers. I ended up deciding that a high 30s count was about right.
  4. This deck ended up being easily my most difficult deck to build, thrusting me well outside my normal comfort zone of deck building.
  5. There's nothing like the rush of tutoring to find a tutor to find a tutor to find an Astral Slide.
  6. This deck is a control deck through and through. You might not be able to tell this by looking at the deck.
  7. My ideal game is one where all of my energy can go into building up my own engine of ETB creatures and cycling spells as well as neutralizing opposing engines and threats early in their lifespan.
  8. Threat evaluation is key to keeping opponents in check without losing too much momentum.
  9. As with most control decks, this deck is trying to reach a state of stability where it has a lot of agency over the state of the game.
  10. A big part of this deck's game plan is repeating value generation and removal, and that repeated removal can be some heavy duty hate over the course of multiple turn cycles.
Full transcript
A Deck That Defied My Norms

Just over a year ago I made a video about the cycling mechanic; that video featured a brief history of the mechanic and associated decks, as well as a discussion of why I dislike a particular Commander printed for the mechanic a few years ago.
That video also features a brief description of my own cycling deck, a Sharuum deck built around the card Astral Slide.
That deck has endured more so than basically any other I’ve built; it’s the only deck built before I started making YouTube videos that both still gets played regularly and also hasn’t changed dramatically.
However, the process of building it was also way different than that of the other decks I’ve built.
My decks broadly tend to be less synergy-focused and more play-pattern-focused, with deck dynamics being unusual but the cards themselves being often somewhat more generic budget staples rather than coming from a particular synergy package.
This deck was a massive exception to that: every card was meticulously chosen to perform hyper-specific roles and mesh with as many other cards as possible.
For that reason, this deck ended up being easily my most difficult deck to build, thrusting me well outside my normal comfort zone of deck building.
I actually left the deck unchanged for about a year starting in mid-to-late 2023, purely because it was functioning okay and I was terrified that any changes I haphazardly made would lead to the deck falling apart, its mysterious special sauce getting tainted.
However, late last year I decided that it was finally time to update the deck, both adding newly printed cards and smoothing out a handful of longtime issues; and with the success I’ve enjoyed with the deck since then, I figured I should give a full overview of how I built the deck, what makes it work, and what it says about how we as EDH players build decks.

Origins of the Deck

To start with, let’s talk about the origins of the deck.
The starting point for building it was browsing a card gallery of Onslaught cards and having a couple particular cards stand out to me.
One of these was Astral Slide, a three-mana white enchantment that flickers a creature whenever a card is cycled, and this offers an effective way to reuse ETBs and temporarily remove opposing creatures.
The other card was Oversold Cemetery, a two-mana black enchantment that returns a creature from its controller’s graveyard to their hand on each of their upkeeps as long as there are four or more creatures in that graveyard; this effect can act as a recursion engine enabled by cycling and can also be used to simply keep up Astral Slide fodder.
From there, I decided that I also wanted blue, since that’s a color that shares a lot of synergy elements with what I was building and which also gives access to a nice range of commanders.
After a brief commander hunt, I ended up settling on Sharuum as an Esper commander with an impactful graveyard-oriented ETB.
These three cards alone already paint a decently clear picture of the sort of deck I was going to be building: an ETB-centered cycling deck with artifact and graveyard subthemes, some key enchantments, and enough creatures to get Oversold Cemetery online.

The Challenges of a Specific Game Plan

If that sounds specific, it’s because it is.
Immediately a handful of challenges presented themselves, different conditions that my deck would need to fulfill in order to be even remotely functional.
For one, the deck needs a lot of cycling cards for purposes of reliable Astral Slide triggers; I ended up deciding that a high-30s count was about right and have stuck with around that number through various iterations of the deck.
Secondly, a reasonably high creature count for Oversold Cemetery, at least 30.
Thirdly, a way to find key cards: the deck relies on Astral Slide for its game plan, and there are only three cards that perform the function of Astral Slide, so some tutors to find them will be very helpful.
Finally, the deck needs ways to get cards in its graveyard, with draw and discard effects seeming most appropriate; I found that seven was basically as low as I could go for these.

Okay, so this is immediately placing a lot of requirements on the deck, with the high-30s count of cycling cards being perhaps the most rigorous.
Even if we consider the 14 available cycling lands in Esper colors and run all of them, which I do, that still means that we’re looking at less than 40 available slots for non-land, non-cycling cards, which means that cards need to perform multiple roles or else be utterly fantastic at their main job.
For ETB creatures, the Mages were a great starting point: three-mana 2/2 Wizards that tutor for an artifact of a specific mana cost, and Sphinx Summoner was a similarly sweet inclusion.
Tribute Mage finds Fluctuator, which is a key card for the deck since it gives great mana savings on cycling back-to-back cards, but aside from that, these cards mostly find secondary cards for the deck.
So what about tutors to find the deck’s key enchantments, Astral Slide and company?

A Toolbox of Conditional Tutors

Since I was already in Esper colors, a natural choice was Zur, a creature who can tutor out low-cost enchantments whenever he attacks; conveniently, he’s also a Wizard, which brings me to a key piece of this deck: Wizardcycling.
There are two different Wizardcycling cards in existence, which end up being solidly costed instant-speed tutors that also count as a cycle for Astral Slide purposes.
As an added bonus, one of these is a flash creature, which is grabbable with the newly printed MDFC Waterlogged Teachings.
I got a chance to do this a couple weeks back, and there’s nothing like the rush of tutoring to find a tutor to find a tutor to find an Astral Slide.
Now, this may seem a bit deranged, and yeah, it kind of is, but it also points to a key facet of this deck: its status as a “toolbox deck.” This phrase means that the deck has a network of conditional tutors that can each find a certain selection of cards that the deck might need in various situations.
For example, the deck’s Wizardcycling cards can find four tutors as well as an excellent recursion card and three cards for purposes of countering opposing spells and abilities; worth pointing out is that all of these work with Astral Slide in some way, gaining additional value off of Slide or finding Slide or triggering Slide.

Delving deeper into the toolbox, the most useful of the three artifact Mages, Treasure Mage, can find life gain, a finisher, multiple types of removal, and a couple value sources, and the fact that it’s repeatable with Astral Slide is a big deal since it lets me load up on top-end threats that I can discard and then Sharuum back out.
Sphinx Summoner can find most of the stuff that Treasure Mage can, since most of them are artifact creatures, and it can also find a board wipe and an angsty bird.
In addition to the selection of conditional tutors, there’s also a couple cards from one of my favorite mechanics in all of Magic: transmute.
These are cards that allow their controller to pay three mana and discard them to tutor for a card of the same mana cost.
I originally had the three-mana enchantment tutor Idyllic Tutor in this deck, but honestly, a three-mana transmute card does a similar job of giving me access to key enchantments and also gives me access to other useful things like the recursion of Teshar, the graveyard hate of Boggart Trawler, the graveyard feeding of Thirst for Knowledge, and so on, as well as being a very funny counter spell on top of it all.
The cumulative effect of all of these individual highly conditional tutors is striking: I have six other cards that can lead me to one of my three key Astral Slide enchantments or one of my top-end artifact creatures, and I have five other cards that can lead me to Fluctuator or Oversold Cemetery.
I also have a lot of cards that can be grabbed by just one or two tutors, meaning that this deck ends up being a massive web of different tutors which can each prompt me with interesting decisions to make.
This quantity of tutors might sound objectionable to some, but, well, hear me out, I’ll get back to that objection.

How the Deck Plays in Practice

With the key cards and an overview of the toolbox out of the way, let’s get to how this deck plays in practice.
Early turns are spent sculpting a hand, ramping, and beginning to assemble value engines.
There are a lot of cards that can be played out early and then Astral Slid later to reuse the ETBs: the artifact Mages, my Sad Robots, my angsty bird, and so on.
This early game can also be a time to feed the graveyard; being able to Sharuum out a massive artifact on turn five or six can offer a nice tempo swing that forces my opponents onto the back foot and gives me room to develop my advantage.
I talk about this deck in terms of tempo and advantage because this deck is a control deck through and through.
You might not be able to tell this by looking at the deck: it’s running a relatively high creature count of 35, and its commander is a generic artifact recursion card from Alara block; its quantity of counter spells, while probably higher than average in raw terms, is nothing crazy and consists mostly of spells which can also either be transmuted or cycled; it’s also not running a single conventional board wipe.
Sure, there’s an incomplete wipe, a sleep effect, a multi-creature edict, and a couple things that reduce power and toughness based on the amount of mana put in, but nothing that says “destroy all” anything.
So what makes this a control deck?
Fundamentally, it comes down to this deck’s play pattern.

Highlighting my deck’s Astral Slide targets in Archidekt immediately gives an indication of this: a big part of this deck’s game plan is repeating value generation and removal, and that repeated removal can be some heavy-duty hate over the course of multiple turn cycles.
More broadly, at any given moment in a game, this deck will be balancing three different goals: stay alive, suppress opponents, and build value.
Staying alive means keeping my life total up and preventing opponents from winning; suppressing opponents means taking actions that worsen my opponents’ position in the game; and building value means doing things that improve my position in the game.
The desirability of working toward these different goals runs from right to left: I love to build up my own value, I’m happy enough to take actions that slow down my opponents and make them less of a threat, and I don’t really like needing to spend time and resources staying alive, but that one’s pretty unnegotiable if I want to keep having a shot at winning a game.
My chances of winning go up and up the more I get to focus on these right two; my ideal game is one where all of my energy can go into building up my own engine of ETB creatures and cycling spells, as well as neutralizing opposing engines and threats early in their lifespan.
So that’s the biggest feature of this deck: balancing these different elements.
Early turns are spent building resources, getting blockers on board, and getting ready to answer anything my opponents are doing that is an existential threat to my position in the game.
Since this is a toolbox deck, every suppression tool that I don’t need to grab means a piece of value or ramp instead, and once I have Astral Slide in play there will often be choices between flickering creatures that are suppressive or defensive in some way and flickering ones that boost my game plan.
As a result, threat evaluation is key to keeping opponents in check without losing too much momentum.
The deck can make more daring early plays, but these often come at the cost of long-term value, so it’s important to weigh the pros and cons and to have follow-up plays in mind.

One natural question might be, well, what do I mean by follow-up?
How does this deck win?
Well, as with most control decks, this deck is trying to reach a state of stability where it has a lot of agency over the state of the game; this state will look different depending on the game because different tools will be required to keep different opposing decks in check.
Here are a handful of things that might be true in the endgame scenario, though, in no particular order: one, a lot of mana, either through land counts built up by flickered robots or Powerstone tokens that can pay for cycling costs; two, a healthy hand of cards, especially one that includes multiple cycling cards as well as things like counter spells and recursion pieces, Nimble Obstructionist is especially nice, as it deals with a lot of pesky abilities that most control decks don’t have a way to handle; three, utility permanents that keep the deck chugging along, such as engines that build value turn over turn and permanents that can disrupt opposing attempts to regain footing; four, a high life total that puts me out of range of dying to any number of common threats, as well as enough blockers to handle any sudden attacks.
Once enough of these conditions are met, winning the game from there is usually straightforward.

A key type of creature for this deck is medium to large flyers, a type which includes the commander, and these constitute a decent threat to life totals given enough time; as long as I’m able to give them that time, they’ll usually win me the game.
However, there will be some games where an opponent will get a very high life total or, alternatively, will be in a highly threatening position with a normal life total, so I run a couple finisher cards as well.
One I alluded to earlier, Magister Sphinx, is a fantastic card, giving me a way to rapidly burst down a problem player; this can be extremely sudden for my opponents.
On the second main phase before my turn, I can play a draw-discard effect to discard Magister Sphinx and then cycle something to flicker Sharuum and bring back Magister Sphinx, turning an opponent’s life total to 10; then on my turn, I can cycle a couple more things to clear out any flying blockers before one-shotting the problem opponent, who could have been at any life total a single turn earlier.
The other finisher I run is Herald of the Forgotten; this can bring back any of my 14 cycling creatures in my graveyard, and importantly it can also bring back any of my 14 cycling lands.
This is great; it’s usually a burst of creatures to contest the board.

#67
Deck TechJul 202584K views

Endless Punishment Commander Deck Review

Snail Reviews a Slug Deck (+ some ban opinions)
Reviewing the Endless Punishment Commander precon, a Rakdos group slug deck, we explain how Valgavoth's ability demands a high density of enablers that cause opponents to lose life on their turns.The deck provides 11 consistent triggers and 15 occasional ones, with a strong removal suite and mana base.We recommend minor upgrades to increase speed and diversify triggers.
Use this in your deckTo consistently trigger Valgavoth by turn five, ensure your deck includes at least eleven cards that cause opponents to lose life on their turns.
Valgavoth, Harrower of SoulsRedBlackMidrangeUpgradesDeck ConsistencyMana BaseSynergyDeckbuilding Principle
Principle
  • A group slug deck aiming to abuse Valgavoth must incorporate a diverse range of life-loss enablers rather than stacking only repetitive pings, to avoid becoming a linear and easily disrupted archenemy.
Evidence
  • The precon contains 11 cards that reliably cause opponents to lose life on each of their turns, yielding a 78% chance of having at least one by turn five, but only four of these cost three mana or less.
  • It also includes 15 cards that trigger life loss occasionally, such as Blood Artist effects and removal spells, providing backup triggers and utility.
Deckbuilding Application
  • Build your deck with a balance of consistent every-turn damage sources and versatile cards that can trigger life loss incidentally through removal or creature deaths.
  • Include a robust removal package, ideally seven or more targeted removal spells and four board wipes, to manage threats while your slug effects drain opponents.
Limitation
  • The precon's limited number of low-cost enablers (four at three mana or less) may delay explosive starts, as faster decks could outpace the value engine.
  • Blood Artist-style triggers can be inconsistent without dedicated sacrifice outlets, so consider adding sacrifice synergies or replacing them with more reliable pings.
Example
  • Sulfuric Vortex and Underworld Dreams represent the ideal every-turn damage sources that consistently trigger Valgavoth.
  • Blood Artist is a classic example of a creature that can trigger life loss on opponents' turns through removal or combat, showcasing the value of incidental enablers.
More quotes
  1. Pro tip: doubling your opponent's mana is generally not recommended.
  2. Star Athlete commits the cardinal sin of giving opponents choices.
  3. If you think you can bribe opponents to be nice to you with cards, I think you're underestimating how much your opponents hate seeing their life total spiral downward, especially if it's in tandem with you drawing cards.
  4. This deck will make opponents square the hell up.
  5. Cramming as many every-turn pings as possible into one deck flattens the play pattern into one that is predictably brutal for opponents.
  6. There's a reason why my Rakdos group slug deck does exactly the opposite of giving opponents cards.
  7. Vial Smasher's ability doesn't deal enough damage to make up for his otherwise meager body.
  8. Treasonous Ogre is a reasonably popular card, and our Gremlin friend here gives a three times better rate for our opponents to translate life into additional mana.
  9. You don't want to be giving your opponents resources to fight you with because you will be attracting the eye of the whole table.
  10. Enchanter's Bane is theoretically an enchantment hate option but in practice it seems undertuned and gives opponents way too many ways to get around being harmed.
Full transcript
Introduction
The Deck’s Game Plan

Going into this deck, I was kind of curious how much of this sort of thing the precon would be packing, and the answer is honestly more than I expected.
There are 11 different cards that I’d expect to trigger life loss more often than not on each opponent’s turn, and an additional 15 cards that will at least sometimes trigger life loss on an opposing turn.
Beyond these, there are an additional 10 cards that will cause some sort of life loss to opponents at sorcery speed, and it seems like this sort of incremental chip damage is how this deck is looking to close out the game.
A small part of this package seems to be a combination of cards that draw opponents additional cards and cards that damage opponents when they draw; this is backed up by a BR removal suite that packs answers for a wide range of threats.
Finally, a small package worth of life gain is here to keep the deck alive when the heat turns up.
Overall, this deck is looking to build advantage with its commander while gradually knocking down opposing life totals through a broad range of different cards that can dish out incremental damage.

Assessment: What Works

Looking at the other 15 Valgavoth enablers, there’s a wide variety of different effects here.
Six of these are Blood Artist effects, which make a decent bit of sense; the deck packs a good bit of removal and it also runs a relatively high creature count of 32.
This deck doesn’t have much self-sacrifice, but I expect that it should still manage to get triggers often enough for these to feel useful.
The rest are a mixture of different things that will lead to occasional life loss on opposing turns; overall these have a good bit of variety, and oddly, I feel like that’s a good thing.
With a commander this potent, a lot of players building Valgavoth are going to default to cramming as many “every-turn pings” as possible into one deck, and though this does maximize the possible Valgavoth triggers, it also flattens the play pattern of the deck into one that is predictably brutal for opponents; this will lead to the deck being Enemy Number One at all times and not having many cards dedicated to the backup plans that will inevitably be necessary against competent opponents.
By contrast, having a more diverse range of Valgavoth enablers means that this deck’s play patterns and relationship with its commander are more textured to opponents, and a lot of these enablers can also serve useful purposes outside of enabling Valgavoth.
So the instant-speed ping plan looks pretty good to me.

As I mentioned earlier, this deck’s removal suite is likewise pretty good.
It has seven pieces of targeted removal, four board wipes, three removal engines, and one Kardur, he’s not exactly removal, but he removes some scary things from my presence by setting them at a different player for a turn, so that’s basically the same thing, right?
There’s also Brash Taunter; I guess that’s a removal engine if your opponent’s creatures are puny.
Beyond removal, this deck also has moderate amounts of ramp and non-commander draw.
This is a deck that’s going to be drawing a lot of cards and wanting to pay a lot of commander tax, so having a healthy collection of mana rocks is absolutely a good thing.
Non-commander draw is also good; expecting to have the commander in play at all times is highly optimistic, and fitting in a healthy share of other draw is good.
Finally, I support the choice to have some amount of life total stabilization here as well, which includes a few different sources of life gain; this is a deck that’ll attract attacks, and it’s good to be able to weather a bit of that.

The mana base here looks quite solid, if a little tapland-oriented.
In the lands alone we see 25 symbols each for red and black, which are fantastic counts.
There’s a lovely selection of different dual lands: a tango, a cycler, a check land, a pain land, a fast land, a reveal land, an Odyssey filter, and most exciting of all, a Graven Cairns future sight art.
This is great variety in lands for a two-color precon.
As far as utility lands go, the deck runs Leechridden Swamp and Shivan Gorge to go with Valgavoth, a Witch’s Clinic to grant lifelink, and Spinerock Knoll as a hideaway land.
There are some minor tweaks that could be made to tune up this mana base, and I’ll be doing one of them in my upgrade to this deck, but honestly this mana base is going to play just fine right out of the box.
I playtested the deck 20 times to get a feel for it, and in the vast majority of these the deck felt pretty great, curving out relatively smoothly, setting up threats and engines pretty consistently, and seeming generally well poised to push later into the game.
In some ways I find this deck tricky to evaluate because it seems like a strong deck but also a deck that will be a lightning rod for opposing removal and attacks; however, keeping that in mind gives us a good idea of where to start with upgrading.

Upgrading the Deck

A number of other cards I cut because they simply don’t do quite enough to warrant keeping around.
Vial Smasher’s ability doesn’t deal enough damage to make up for his otherwise meager body.
Star Athlete commits the cardinal sin of giving opponents choices, and Tectonic Giant is fine but a bit underwhelming here for four mana.
Grab the Prize and Light Up the Stage are fine as filtering and draw options respectively, but decidedly unimpressive to me compared to some other options in this sphere.
Some other cards are strong but feel out of place in this deck.
Braids is a sweet value engine, but this deck doesn’t run many tokens or ETB permanents that would be desirable sacrifice options.
Kaervek could be nice if he sticks around, but seven mana is a bit too much to pay for what he does in this deck.
Finally, Barbflare Gremlin is a card with potential, but this deck isn’t well set up to break parody on the mana boost it gives; pro tip, doubling your opponent’s mana is generally not recommended.
Treasonous Ogre is a reasonably popular card, and our Gremlin friend here gives a three-times-better rate for our opponents to translate life into additional mana.

What goes in in place of these cards?
Well, most of my additions follow one core principle: this deck will make opponents square the hell up.
One form of this will be that the commander easily forms many disgusting value engines and, as a result, will be a high-priority target for removal.
One way I choose to combat this is protection equipments, specifically Swiftfoot Boots and Champion’s Helm.
The other way I choose to combat this is Glimpse the Impossible, which works as a potential boost of mana to recast the commander as well as serving extra purposes of draw and blockers.
I actually dislike a couple of cards that I kept in this deck, namely Rakdos, Lord of Riots and Séance Board, but these were kept in because I expect this deck to do a lot of recasting its commander, and these cards are undeniably helpful for that.

Moving on, I mentioned squaring up earlier, and aside from removal, the way I expect this to manifest is this deck getting attacked heavily.
Opponents do not like feeling like they’re on a clock, and cards that do consistent player damage over time will trigger exactly that feeling.
To mitigate this, I’m choosing to add some defensive cards to the deck, namely goad and life gain.
Goad also has the side benefit of enabling the deck’s Blood Artist effects, since opponents being in combat with each other is a thing that often results in creatures dying at no cost to the goading player.
Vengeful Ancestor is a classic goad granter that also triggers Valgavoth, and Frenzied Gors Spawn is another goad ETB creature with some added utility.
For non-creature options, Disrupt Decorum is that lovely effect of goading everything, and Spectacular Showdown is a similar card that can also be used to suddenly kill an opponent with an enlarged Valgavoth.
For life gain, Raphael, Fiendish Savior is a lovely package: lifelink for the commander and blockers in the form of Devils, and these Devils can even enable Valgavoth after they block.
I’m also choosing to add Tainted Bonds, which serves double duty as life total stabilizer and Valgavoth enabler.

With defense and protection out of the way, let’s talk about other Valgavoth enablers.
I mentioned earlier that a common choice for naive players building Valgavoth will be cramming in as many cards as possible that deal damage to opponents on each turn.
While I do think that going all in on these would amplify the deck’s weaknesses to removal and opposing aggression, adding in a handful of these to improve consistency still seems useful now that we’ve contained the deck’s weaknesses.

#68
Deck TechJul 20252,737 words in transcript

Commander Deck: Sibsig Ceremony, Aether Vial, Birthing Ritual

I Was Given Three Perplexing Cards to Build a Deck With
We explain how to build an EDH deck around Sibsig Ceremony, Aether Vial, and Birthing Ritual.It uses Iname as One to cheat spirits into play and sacrifice them for value before Sibsig Ceremony destroys them.The deck leverages sacrifice outlets, spirit synergies, and a lands package to win.
Use this in your deckInclude at least 10 sacrifice outlets to turn Sibsig Ceremony's downside into value.
Iname as OneBlackGreenAristocratsReanimatorMidrangeDeckbuilding RestrictionsSynergyResilienceCurveDeckbuilding Principle
Principle
  • Cards that put creatures into play without casting them, like Aether Vial and Birthing Ritual, can circumvent negative triggered abilities from cards like Sibsig Ceremony.
Evidence
  • Birthing Ritual provides card selection by looking at the top seven cards and replacing a sacrificed creature without casting.
  • The deck uses 10 sacrifice outlets to convert Sibsig Ceremony's destruction into card draw, mana, or discard pressure.
Deckbuilding Application
  • Run a high creature count and a low average mana cost to maximize Aether Vial's impact.
  • Include indestructible commanders or regeneration effects to play around Sibsig Ceremony's destruction.
Limitation
  • Aether Vial does nothing the turn it is played and needs multiple turns to accumulate counters, making it slow in a format where early impact is crucial.
  • Sibsig Ceremony makes it difficult to recast your commander if it dies, so backup plans like graveyard recursion are necessary.
Example
  • With Sibsig Ceremony out, casting Iname as One tutors Iname, Death Aspect, which fills the graveyard, and the commander's death trigger reanimates a spirit like Iname, Life Aspect to repeat the loop.
More quotes
  1. The most challenging thing here is definitely the Sibsig Ceremony, and that's because it comes with a fat downside.
  2. Your creatures literally get destroyed as soon as they enter.
  3. What if your commander wants to die? This brings me to my choice of champion, Ename.
  4. In some sense, this game plan may seem like a combo, but in truth, having as many of its spirits in hand as it wants does not win the game.
  5. No, instead, this deck is a patchwork of different payoffs and win cons that align with the central pillars of this deck.
  6. There's a perfectly adequate spirits mid-range plan.
  7. The final option is Aether Vial. Though this deck doesn't fit the conventional mana curve of an Aether Vial deck, it is at least somewhat predictable in what spirits it will have available and can plan ahead.
  8. The other major option for a win con here is the lands package. And this actually came about quite organically.
  9. Field of the Dead can get us even more zombies. Dark Depths can do its dark and depthy things.
  10. My amount of interaction is already lower than I'd like. So, the only way to make more space would be to cut spirits, which would weaken my spirit synergy cards.
Full transcript
The Challenge: Three Perplexing Cards
Initial Thoughts on the Three Cards

The most challenging thing here is definitely the S6 Ceremony, and that’s because it comes with a fat downside.
Your creatures literally get destroyed as soon as they enter.
Among the five commanders this currently sees significant play in, none include green.
So, we’re going to have to get creative here.

Choosing a Commander
How Iname Breaks the S6 Ceremony
Win Conditions: Spirits and Lands

The other major option for a wincon here is the lands package.
And this actually came about quite organically.
First, a number of specific lands really help out with our game plan.
Urborg for casting the S6 Ceremony, Reliquary Tower for holding a fat hand of spirits, a Cursed Ronin for getting around the S6 Ceremony, Command Beacon for getting Iname into hand, and a few second-tier lands as well.
In addition, a number of cards that naturally fit into the deck just inherently work well with a lands package.
Kura is a classic lands card that’s also a spirit with a death trigger; Wight of the Reliquary is a lovely sackable zombie; and Spirit of the Aldergard is a friendly bear who can find us a Dark Depths.
So, herein lies the final wincon: Field of the Dead can get us even more zombies; Dark Depths can do its dark and depthy things; and a couple manlands can swing real big as a result of this deck’s strange quirks.

Setting Up the Engine: Ramp, Draw, and Space Constraints
Community Builds with the Same Prompt
#69
Deck TechJul 2024253K views

$100 Malcolm Francisco Time Sieve Combo Deck

How I Built My Most Powerful Deck (for $100)
We explain how to build a high-power Commander deck on a $100 budget using Malcolm, Keen-Eyed Navigator and Francisco, Foul Marauder as partners.It focuses on assembling a consistent turn-five combo with Time Sieve by generating treasures and extra artifacts through cards like Academy Manufactor and Worldwalker Helm.
Use this in your deckBridge the gap between Malcolm's three treasures and Time Sieve's five-artifact cost with Academy Manufactor or Worldwalker Helm to begin taking extra turns.
Malcolm, Keen-Eyed Navigator // Francisco, Foul MarauderBlueBlackRedComboBudgetDeck ConsistencyWin ConditionsSynergyBudget Building
Principle
  • Choose a commander pairing that generates both mana and card advantage to support a compact combo.
Evidence
  • The Malcolm and Francisco duo provides a turn-three engine of treasure generation and card filtering, enabling a turn-five combo with Time Sieve.
Deckbuilding Application
  • Include ten one-cost pirates to maximize early treasure production from Malcolm.
  • Use artifact-specific tutors like Fabricate, Reshape, and Whir of Invention to reliably find Time Sieve.
  • Add combat damage-based draw effects such as Bident of Thassa and Curiosity effects to supplement Francisco's filtering.
Limitation
  • The combo speed is limited by Malcolm's maximum of three treasures per turn, requiring setup turns or extra artifact generators.
Example
  • Storm Fleet Negotiator attacks to create map tokens, which Academy Manufactor converts into additional artifacts to help pay for Time Sieve.
More quotes
  1. Malcolm hopefully creates three Treasures per turn and Time Sieve spends five artifacts to grant an extra turn. Something you may notice is that these two numbers, three and five, aren't very far apart.
  2. With two additional artifacts per turn we can just keep on taking turns indefinitely.
  3. [The deck's game plan is a] five turn map. Turns one to three in a conventional game consist of a one cost pirate turn one, Francisco turn two, and Malcolm turn three.
  4. Turn four is the setup turn where I play any other cards that might assist in my combo. Turn five is the combo turn.
  5. Francisco's filtering is lovely but I found that if I don't already have what I need to combo in hand I'm generally using that filtering to aggressively dig for tutors and combo pieces, passing up potentially useful cards.
  6. I added an alternative wincon: Haunted One. This card pumps my team's power by four if both commanders swing, which can turn a handful of evasive Pirates into a veritable player killing machine.
  7. My deck is running 13 counter spells, a number that may strike a lot of casual EDH players as mildly obscene.
  8. A great thing about Treasures is that they're never wasted mana due to their one-time use nature. The fact that they serve this dual purpose of being both stored mana and also artifact tokens for Time Sieve is quite good.
  9. I want untapped colored mana as often as possible. Following from this goal every single land in the deck can theoretically play a pirate turn one.
  10. The deck can often sacrifice a couple treasures and still combo off on time, and even when it does need to spend enough Treasures to delay its combo by a turn, that's still not too bad for me as it forces my opponents to spend mana and lets me avoid needing to cop up the mana to recast Malcolm.
Full transcript

Recently I've been mostly indulging my casual EDH instincts in my videos, as I think there are lots of often neglected things to look for in a deck aside from its ability to win.
Unfortunately, those things are going to have to go on the back burner for this piece, because I'm going to be talking about how I built my sweatiest deck, a deck whose construction process focused on making it as powerful as possible on the budget I gave it.
My hope is that this piece can serve as a bit of a guide on how to build something powerful without breaking the bank, a useful thing to do in a game where different players have different monetary resources to build decks with.
With that said, my construction of this deck began in the place where a lot of decks start: figuring out an intriguing Commander to look into.
In this case, I opted for the partner Commander pairing of Malcolm, Keen-Eyed Navigator and Francisco, Foul Marauder, a pair I picked out because I enjoy Dimir and I also enjoy Pirates.
Malcolm is going to be doing the heaviest lifting of these two, generating Treasures whenever I hit opponents, but Francisco is no slouch either, offering great filtering and rapidly building up in power and toughness for purposes of smacking my opponents.
Ultimately, the sheer versatility that this pairing offers is what makes them so potent.

The Resource Core
Finding a Combo

With this revelation, I went looking for things to help me bridge this gap.
A card that immediately jumped to mind was Academy Manufactor, and this ended up being accompanied by Storm Fleet Negotiator, an evasive pirate that typically produces two to three Map tokens per attack.
The third dedicated option I have for this is Worldwalker Helm, a card printed in The Big Score that operates very similarly to Manufactor; this ended up replacing Ruthless Knave as my third supporting piece.
There are also a few cards that produce one artifact per turn, as well as some cards that produce a single artifact, and I call these "play extenders", cards that serve to buy the deck time when it's beginning to take extra turns but doesn't yet have a way to guarantee these turns being indefinite.

Tutoring for the Combo
The Game Plan and Consistency
The Setup Turn and Supporting Pieces

Another type of card I tend to develop on my setup turn is mana rocks.
Since all of these tap for mana immediately, the two-mana ones effectively cost a single colorless, and weaving them into a turn four can offer a nice burst of mana for my early combo turns and also an artifact to be sacrificed to Time Sieve if needed.

The last main type of card I find myself playing on my setup turn is additional Pirates.
Theoretically, a one-drop pirate, a Francisco, and a Malcolm max out my commander triggers per turn, but realistically creatures die sometimes, and there are also games where I have a one-drop on the ground and need a flyer for an opponent with blockers, or alternatively an unblockable creature to get past flyers an opponent has.
Some of my Pirates have that extra little bit of evasion, and others have other upsides, such as having some sweet removal stapled to them or offering a bit of extra filtering.
A final supportive pirate is Oaken Siren, a bulk common that feels like it was designed just for this deck: it flies, it can tap post-combat to cast my combo pieces, and it itself is an artifact that can be sacrificed to Time Sieve.
Beautiful card; love it.

Since this deck is still a Pirates deck in addition to being a combo deck, I also ended up adding an alternative win condition: Haunted One.
This card pumps my team's power by four if both commanders swing, which can turn a handful of evasive Pirates into a veritable player-killing machine.

The Interaction Suite
The Mana Base
Weaknesses and How to Solve Them
#70
Deck TechJul 2024229K views

Build a Greedy High Curve EDH Deck

How to be a Greedy Bastard in EDH (and get away with it)
We argue that using a low-cost commander as a consistent early mana dork allows a deck to skip cheap ramp spells, filling the 99 with high-cost ramp and large creatures.This structure guarantees powerful cascade hits by avoiding low-mana cards and keeps topdecks relevant.By ramping on turn three into six- and seven-drops, the deck plays as a resilient battlecruiser that can withstand board wipes.Budget constraints and high-curve synergies lead to unique card choices like Screamer-Killer and Emergent Woodworm.
Use this in your deckInclude 19 or more ramp spells that can be cast on turn three when using a two-mana commander to reliably cast a six-drop on turn four.
Radha, Heir to KeldRedGreenRampMidrangeBudgetDeck ConsistencyCurveDesign IntentDeckbuilding Principle
Principle
  • A commander that provides early mana lets you eschew low-cost ramp in the 99, enabling a higher curve and better topdecks.
  • Eliminating spells costing less than four mana guarantees that cascade and discover triggers always find ramp or impactful plays.
Evidence
  • In a test deck with 19 turn-three ramp spells, the probability of drawing one in the opening hand is 79 percent, enough to consistently cast a six-drop on turn four.
  • When cascading for four or less, there is an 85 percent chance to hit a ramp spell due to the high density of four-mana ramp, making cascade outcomes predictable.
Deckbuilding Application
  • Run at least 19 cards that can ramp on turn three and zero cards that cost less than four mana, excluding the commander, to maximize cascade reliability.
  • Fill the top end with six- and seven-mana creatures that stay relevant as late-game topdecks and pair well with massive land ramp.
  • On a budget, opt for underplayed synergy cards like Screamer-Killer and Emergent Woodworm instead of expensive staples.
Limitation
  • This approach is vulnerable to board wipes, so the ramp suite should prioritize land-based ramp over mana dorks to preserve resources after a wipe.
Example
  • The commander R ada acts as a guaranteed two-drop mana dork, enabling a turn-three four-mana ramp spell like Explosive Vegetation into a turn-four six-drop like Kogla or Etali, Primal Storm.
More quotes
  1. I like making decks that make people question their preconceptions about deck building and about the EDH format as a whole.
  2. This deck plays a shitload of removal to disrupt opposing game plans.
  3. People get annoyed if I spend too much time as the final boss.
  4. What sucks to draw in the late game? Low-cost ramp spells.
  5. Running a lot of low-cost ramp leads to beautiful curve outs and buttery smooth early to mid games, but it also leads to running out of cards faster and worsens the quality of later game top decks.
  6. What if there was a way to do the inverse of what was done in the Goreclaw deck? To have the commander cover the low-cost ramp and then run a massive pile of four-cost ramp?
  7. I run all ten of these [Explosive Vegetation] effects that exist, as well as Blighted Woodland.
  8. I eventually decided on literally none at all [for low-cost cards], and this is for one key reason: cascade.
  9. Even though the deck gets massive land counts, since roughly a third of the deck is creatures that cost five or more mana, it often stocks up a handful of large threats earlier in the game.
  10. For one, it lacks basically any instant speed interaction. If I'm being generous, it has a grand total of four instant speed removal cards and one instant speed protection card.
Full transcript
A Greedy Battlecruiser Problem

A little while back, somebody mentioned to me the idea of running Radha, Heir to Keld as a commander, and this got my noggin joggin’.
You know what sucks to draw in the late game?
Low-cost ramp spells.
Any ramp deck worth its salt needs to coordinate the ratio of ramp to other stuff, and also the ratio of low-cost ramp to high-cost ramp.
Running a lot of low-cost ramp leads to beautiful curve-outs and buttery smooth early to mid games, but it also leads to running out of cards faster and worsens the quality of later game top decks.
I built a Goreclaw deck a while back that ran 16 low-cost ramp spells with the goal to land Goreclaw on turn two or three and then vomit out a massive amount of power and toughness on turns four and five; the deck did a great job of accomplishing exactly that task, but it pretty much either won quickly or ran out of steam after eating a couple removal spells or a board wipe.
Running a lot of draw is the best way to avoid this in a deck that runs a lot of low-cost dorks, but despite my best efforts I couldn’t manage to cram the necessary amount of draw into the deck without incurring a substantial cost to the beefiness of the deck.

On the opposite end of the ramp spectrum, there’s the option of running a lot of high-cost ramp instead; this preserves top-deck quality and lessens the number of cards needed to achieve the same degree of ramp, however it will lead to slower games and fewer keepable hands, worsening the mulligan phase and its ability to get off the ground.
But what if there was a way to do the inverse of what was done in the Goreclaw deck , to have the commander cover the low-cost ramp and then run a massive pile of four-cost ramp?
This is where Radha comes back in as a two-drop mana dork that’s available at all times.

Rethinking Ramp with Radha

So this was my start in building Radha: four-cost ramp that I can play on turn three.
There are some different options here, including some really potent mana dorks that might allow for an extra explosive turn four to five, but I made my decision of what to put here largely with the intent of hedging around a potential weakness for the deck.
See, green stompy decks tend to struggle with one type of card above all others: board wipes.
While mana dorks often allow for faster acceleration than other types of ramp, they have the downside that they generally get eaten by board wipes alongside the big threats that prompted the wipe.
A big goal for this deck was to be able to ramp relatively quickly into six- and seven-drops but also be able to play through hate and keep scaling into the late game.

Four-Cost Ramp and the Cascade Guarantee

With my core idea of the deck consisting of Radha and a pile of four-cost ramp, I had a question on my hands: how much low-cost stuff should I run?
I knew that it wouldn’t be a big amount, and I eventually decided on literally none at all.
This is for one key reason: cascade.
A big downside of cascade is how luck-based it is , when you play a five-cost cascade card, it might hit a four-cost card, but it also might hit a one-cost card; however, if you simply don’t run any cards that cost less than four, you’re guaranteed a pretty decent minimum level of value from your cascade trigger.
This fact, paired with my density of ramp on four, means that cascades and discovers are actually reasonably predictable.
Cascading for a four-or-less cost card yields an 85% chance of finding a card with some sort of ramp attached, and cascading for a five-or-less card yields a two-thirds chance of finding specifically a ramp spell but an additional 14% chance of finding a card that cascades for four , which, I must remind you, has an 85% chance of finding a ramp spell.
Cascading for a six-or-less cost card has a more modest 40% chance of finding a ramp spell, but if we account for the cascade and discover cards, this ends up getting boosted up to a 55% chance.
What this silly jumble of numbers means in practice is that the deck is effectively running a high-twenties number of ramp spells, and all of them ramp for at least two mana or have other upside.
Translation: we’re in lands town, baby.

Spending the Mana: Threats and Removal

A big theme among the rest of the Radha deck’s high-cost creatures is something that it shares with my Glissa deck: a large portion of the deck’s creatures have some sort of removal attached.
This is great, as it allows the deck to pack a lot of ways to deal with opposing threats while also allowing the deck to put on pressure by having a large density of big creatures that it starts playing on turn four.
The deck also packs some amount of draw, but far less than you’d expect; there are seven engines and two one-time draw spells.
While playing the first dozen or so games with the deck, I’ve kept expecting to need to add more draw, but it just hasn’t been necessary.
The deck does a perfectly fine job maintaining resources in its hand.

Draw and Deck Thinning
Flexibility and Resilience
The Downsides of Consistency
Chasing the Vibe
#71
Deck TechJul 2024145K views

How a Budget Boros Deck Uses Board Wipes as Sac Outlets

The Most Complicated Deck I've Ever Played
A budget Boros artifacts deck in Commander uses Gerrard, Weatherlight Hero for Second Sunrise effects.Lacking expensive cards like Krark-Clan Ironworks, it substitutes board wipes as single-use sacrifice outlets.This allows a midrange gameplan that controls aggressive opponents before comboing off with Reckless Fireweaver.
Use this in your deckSupplement your five sacrifice outlets with eight artifact-and-creature-destroying board wipes to enable budget Eggs loops.
Gerrard, Weatherlight HeroRedWhiteComboMidrangeAristocratsBudgetDeckbuilding RestrictionsSynergyInteractionDeckbuilding Principle
Principle
  • Budget constraints often force deckbuilders to find creative alternatives to expensive staple cards.
  • Board wipes can serve multiple roles: as sacrifice outlets, control tools, and enablers for combo decks.
Evidence
  • The deck supplemented its five sacrifice outlets with eight board wipes to ensure consistent artifact recursion.
  • In play, board wipes were used to clear aggressive boards while simultaneously triggering Gerrard's ability to recur artifacts.
Deckbuilding Application
  • If you cannot afford KCI or Altars, run at least eight board wipes that destroy artifacts and creatures.
  • Adopt a midrange gameplan: use early board wipes to generate incremental value before committing to the combo turn.
Limitation
  • Without fast mana from KCI, the deck needs more permanents in play to become mana-positive during loops.
  • The Boros color identity lacks tutors, making it harder to find critical pieces like sacrifice outlets.
Example
  • Gerrard, Weatherlight Hero provides a built-in Second Sunrise effect when he dies, key to the Eggs loop.
  • Reckless Fireweaver turns every artifact entry into damage, serving as the deck's primary win condition.
More quotes
  1. It's an immensely complex and layered deck that defies a lot of conventional wisdom about deck building.
  2. The deck's convoluted nature is an emergent factor from a number of pressures that existed during the deck building process.
  3. Board wipes function as a single-use sack outlet for all nonland permanence, allowing a full refresh of the artifacts and creatures that the deck has on board.
  4. Without [Krark-Clan Iron Works], the deck needs to develop a lot more permanence that can generate mana before its loops with Gerrard can become mana positive.
  5. The budget constraint results in a slower deck that inherently needs to play more reactively.
  6. A common play pattern for the deck is to perform one or more isolated loops prior to its big turn, wiping the board with Gerrard in play in order to slow down opponents and generate a handful of cards off of a developing board of eggs.
  7. The deck blend of mid-range control and storm elements means that a player must simultaneously balance a whole host of strategic factors.
  8. A pilot of the deck needs to consider the merits of a number of different play paths, but each of those play paths involves dozens of different decisions along with a number of probabilistic factors.
  9. Finding its way to a win can feel like threading the needle where there are countless factors to balance and where a single tiny mistake can doom the deck to failure.
  10. [Hans,] the resident combo player and the person who built the deck, had a 28% win rate with it, while all other players had a collective 19% win rate.
Full transcript
A Complicated Boros Combo Deck

In my last video I discussed a group of $25 decks I played with a few years back.
The details aren't important, but the general idea was that my playgroup developed a pool of budget decks that evolved over the course of two years and developed its own internal metagame.
Over the course of that video, I referred to the Boros deck of the pool as a combo deck, a graveyard‑centric artifacts deck, a flexible combo deck, and finally as an “eggs” deck.
Later on, I intentionally didn't talk about how that deck actually functioned, and this is for the reason that it's an immensely complex and layered deck that defies a lot of conventional wisdom about deck building.
On the surface, it's not that hard to describe what the deck is trying to do.
When I posted the deck list to the deck a while back, I wrote in the description that it was an artifact‑based deck that is looking to stay alive through Aristocrat‑style mid‑range in the early and mid game and eventually launch into an “egg” style storm turn to close out the game.
The most common way it won was by playing a lot of artifacts with a Reckless Fireweaver in play in order to burn out its opponents, a decidedly comprehensible game plan to most players.
So where's the complexity?
Well, the deck's convoluted nature is an emergent factor from a number of pressures that existed during the deck building process, and to get to those I need to go back to that phrase “eggs.”

What Are Eggs?

If you're unfamiliar, an “egg” is a low‑cost artifact that you can crack for a card, often played alongside egg variants that give a card on entry or that can be sacrificed to give some other benefit.
An “eggs” deck is generally one that looks to win in a single explosive turn looping a bunch of these eggs to generate cards, mana, and other resources.
This is done through cards like Second Sunrise, which can recur all of the artifacts a player sacrificed earlier in a turn, thereby netting value off of cards with effects when they enter, leave, or are sacrificed.
Though the archetype saw enough Modern play to get one of its key cards banned along with several supporting cards, it hasn't seen nearly as much exploration in Commander.
However, it's decidedly a possible deck in Commander, with one card above all others bolstering the deck to being a terrifying machine: Krark‑Clan Iron Works.
This card serves a few purposes.
For one, it's an artifact sacrifice outlet, which offers easy sacrificing of artifacts before a Second Sunrise and can also allow the deck to mitigate the danger of certain types of removal by sending cards to the graveyard instead of a different zone.
It's also an incredible mana engine; eggs is a storm deck at its core, one that is hungry for ways to keep piling on cards and mana to prolong its storm turn, and Krark‑Clan Iron Works basically single‑handedly guarantees that the deck will have all the colorless mana it could ever need on its big turn.
Finally, as with Phyrexian Altar and Ashnod's Altar, the card is involved in a truly upsetting number of different infinite combos, so it's a pretty phenomenal card, able to take an eggs deck from a modest board position to a win in pretty short order.
However, the catch here is that the card is decidedly out of the price range for a $25 deck, and it is joined in this fact by the Altars, cards that could offer a similar benefit for creature sacrificing.
So how did the deck actually end up getting built without these pivotal tools?
To get into that, let's take a step back and talk about the commander.

Gerrard, Weatherlight Hero as Commander

My friend Hans picked up for the deck Gerrard, Weatherlight Hero, a somewhat niche commander from 2019, and basically what he does is trigger a Second Sunrise effect when he dies.
This is nice for adapting eggs to the Commander format, as there aren't that many Second Sunrise‑type cards, a fact that might otherwise pose difficulties in a 100‑card Singleton format.
However, the Boros color identity does pose some problems on its own.
A lack of black and blue excludes some of the more explosive win conditions, such as Marionette Master, and more importantly it mostly excludes the deck from having access to tutors in order to get easier access to critical cards.
So despite having a potential solution for the Second Sunrise problem, the deck still had to solve the problem of needing to draw into a sacrifice outlet in order to extract full value out of its commander, and the nature of Gerrard means that the deck wants both an artifact sacrifice outlet and an option for sacrificing Gerrard.
Even if we set aside the premium sacrifice outlets I mentioned earlier, there is still an unfortunate pattern: most of the stronger sacrifice outlets were out of the budget range for a $25 deck as of 2020, and most of the cheaper sacrifice outlets are pretty mediocre, either not doing much else or requiring additional costs to activate.
The deck ended up running three artifact sacrifice outlets: Ravenous Intruder and Atog offer a potential beatdown win condition in addition to being sacrifice outlets, and Slobad, Goblin Tinkerer can also provide protection for key artifacts.
Likewise, Martyr's Cause offers creature protection, and Thermopod is a sort of budget Phyrexian Altar, meaning that all five of these have additional utility outside their role as sacrifice outlets.
But these numbers are decidedly not enough for a deck where having a sacrifice outlet is so fundamental to the operation.

Board Wipes as an Emergent Strategy

Hans opted to supplement these with eight board wipes that could destroy both artifacts and creatures.
This is the first type of special sauce that made the deck work: board wipes function as a single‑use sacrifice outlet for all nonland permanents, allowing a full refresh of the artifacts and creatures that the deck has on board.
Not only this, they help address a key problem caused by the deck lacking access to Krark‑Clan Iron Works and the Altars: it's speed.
Without the explosive mana boost provided by these sorts of cards, the deck needs to develop a lot more permanents that can generate mana before its loops with Gerrard can become mana positive and allow it to fully pop off, and while this will usually happen eventually, it can take a while.
Running a bunch of board wipes helps with that, giving the deck tools to clear out a concerning board that might otherwise spell its demise.
This is part of why I refer to the deck as “mid‑range eggs.” A common play pattern for the deck is to perform one or more isolated loops prior to its big turn, wiping the board with Gerrard in play in order to slow down opponents and generate a handful of cards off of a developing board of eggs.
This would be an unusual choice in a lot of more conventional eggs decks, a flagrant waste of a precious Second Sunrise effect, but at a budget point without access to powerful cards that would speed up the deck, it's an entirely sensible choice.
In this way, we can see how the budget constraint results in a slower deck that inherently needs to play more reactively, and play more reactively it does.

Adapting to an Aggressive Metagame

The deck's slowness gets compounded by another factor that the thumbnail of my last video alludes to: the fact that the pool got increasingly aggressive over time.
In theory, a slow combo deck is the worst possible thing to be against a pod of aggro decks.
The explosive nature of the deck will draw attacks from nervous opponents, and the focus on putting together the combo rather than building a sizable board will often leave combo decks without the blockers needed to stave off pressure from opponents.
Indeed, this was the grizzly fate of several attempted combo decks in the pool, most notably the Lazav infect deck and the Dralnu artifact combo deck.
So how did this deck avoid that fate?
Well, for starters, a lot of the stuff that's in the deck anyway does a decent job at holding off aggro.
The deck runs a decent number of utility creatures it can block with in a pinch, and as previously discussed, the deck's high density of board wipes discourages aggressive opponents from fully committing to the board in order to go for a quick kill.
However, as the pool got more aggressive, it nonetheless became clear that the deck was struggling to keep its life total from getting chipped down before it was able to storm off.
This problem found two solutions.
For the first, it simply added additional creatures.
Cards like Pilgrim's Eye and Wall of Omens are worse than equivalent non‑creature artifacts in a game without opponents, but when you consider what an asset blockers can be for staying alive, they become more justifiable.
Beyond these, the addition of cards like Reveillark, Vesperlark, and Sun Titan offered both additional blockers and a more robust grind factor.
Not only did these cards allow the deck to exist comfortably in the pre‑storm phase for longer, the deck also ends up with a non‑storm game plan that's powerful enough to compete and win on its own as long as an opponent hasn't pulled too far ahead.
Opponents might even feel the need to pull the trigger on using removal and graveyard hate during the deck's mid‑range phase, which then opens the door to rebuild and storm off without the obstacle of that interaction.

The Complexity of Piloting the Deck

With all this context in mind, how exactly did this eggs deck end up being such a complex deck and such a challenging deck to play?
Well, on the surface there are some decision chains that exist for toolbox combo decks in general, such as how early to play a developing card like a tutor and what to search for with it.
There are also some difficulties in knowing exactly when to attempt a storm turn and when not to.
However, I'd wager that the most difficult thing about this deck is its sheer flexibility and the way it blends mechanical complexity and strategic complexity.
On a purely mechanical level, performing various tasks with this deck requires a fine attention to detail, and optimizing a turn that has potentially dozens of different possible play paths can require a lot of concentration, even for an experienced pilot of the deck.
At the same time, the deck's blend of mid‑range, control, and storm elements means that a player must simultaneously balance a whole host of strategic factors: are opponents doing something that demands the deck come up with an answer, or something that implies that opponent has hate the deck should play around?
If an opponent is playing aggressively, should the deck dig in its heels and play defensively, or would doing so slow it down to where a different opponent is able to get too far ahead?
Is an opponent's game plan scaling to where the deck needs to storm off in an approaching turn in order to avoid losing, and would setting up for that storm turn expose the deck to attacks or hate cards?
Is the deck even capable of storming off in that time frame?
Even a decision as simple as whether to sacrifice an egg can have big implications: sacrificing it might allow the deck to dig for useful cards and keep its card velocity up, but each egg sacrificed weakens Gerrard's loops, and sacrificing too many may leave the deck with too few eggs to begin storming off in a reasonable time frame.
Ultimately, it's this combination of macro and micro that makes the deck so difficult to play.
A pilot of the deck needs to consider the merits of a number of different play paths, but each of those play paths involves dozens of different decisions along with a number of probabilistic factors, so figuring out the correct decision can involve thinking multiple turns in advance down play paths which each individually have a tremendous amount of complexity and elements to consider.
Finding its way to a win can feel like threading the needle, where there are countless factors to balance and where a single tiny mistake can doom the deck to failure.

Win Rates and the Challenge of Mastery

For this reason, the deck was by far the hardest to play of any of the decks in the deck pool I talked about last video.
As the resident combo player and the person who built the deck, Hans had a 28% win rate with it over the course of all the games with it, while all other players had a collective 19% win rate with the deck.
Even once I knew the deck well enough to win with it, I still slow‑played like crazy, because the task of finding the way to a win is so inherently packed with difficulty, even for an experienced pilot of the deck.
In that way, the deck was probably not the most ideal as a part of a public deck pool, but it was an insanely cool deck at the correct power level, so it wasn't like we were going to dismantle it.

What Makes a Deck Complex?

There are plenty of concepts that are gestured to by a deck like this, but perhaps the most pronounced is what it says about what makes decks complex in the first place.
A lot of EDH players seem to have the mindset that higher‑powered decks are going to be inherently more interesting, more layered, more complicated, and as a matter of averages they're not necessarily wrong.
Your average cEDH deck is going to involve a lot more decision‑making and is going to leverage player skill much more seriously than your average mid‑power battlecruiser deck, but this factor isn't inherent to power level or budget or deck speed.
Primarily, a deck's complexity relates to two factors: how difficult it is for the deck to complete various tasks and how hard a deck needs to try to navigate around its opponents.
Your average cEDH game is certainly going to involve a whole lot of that second one due to the nature of competitive EDH, but on the other hand, Thoracle Consultation is pretty piss‑easy as far as ways to win the game go; there's more complexity involved in finishing off opponents with Slivers or Ur‑Dragon than a two‑card instant win combo.
Likewise, if we consider the hypothetical non‑budget eggs deck that runs Krark‑Clan Iron Works and ways to tutor for it, it's naturally going to be easier than the budget version on both of these axes.
Winning is easier because KCI effortlessly bypasses most issues that might slow the deck's storm plan, and navigating around opponents is also easier because there's no need to engage with the board.
The deck could add in a healthy suite of protection, removal, and potential blockers, but as with most storm decks, it's almost certainly better to focus on speed and streamlining the deck's proactive plan rather than fussing over whatever opponents are doing.

#72
Deck TechJul 20243,460 words in transcript

Grand Larceny Precon Deck Analysis and Upgrades

Is Gonti Confused or am I Confused?
We analyze the Grand Larceny Commander precon, highlighting its combination of theft and evasive creatures.We argue the deck lacks sufficient low-cost evasive creatures to reliably trigger Gonti’s ability.The mana base and removal are praised, but the overall cohesion is criticized.Suggestions include adding cheaper evaders and cutting non-synergistic theft cards.
Use this in your deckIncrease the number of evasive creatures that cost less than five mana to consistently trigger Gonti’s theft ability each turn.
Gonti, Canny InquisitorBlueBlackRedAggroMana BaseSynergyCurveUpgradesDeckbuilding Principle
Principle
  • Theft decks need a dedicated win condition beyond stealing opponents’ bombs.
  • Linking theft to combat damage forces deckbuilders to include evasive creatures that can win games.
Evidence
  • The precon has only 12 evasive creatures below five mana, which is too few to reliably trigger Gonti each turn.
  • The mana base is solid, with few colorless utility lands and a variety of dual lands.
Deckbuilding Application
  • Add more cheap evasive creatures to start triggering Gonti’s theft ability early.
  • Cut theft spells that don’t reduce casting cost or don’t benefit from Gonti’s discount.
Limitation
  • Gonti’s one-mana discount is modest, so failing to trigger him consistently causes you to fall behind.
  • Many evasive creatures in the precon are overcosted, delaying the commander synergy without additional ramp.
Example
  • Ramirez DePietro Pillager is a similar commander that combines theft and cost reduction, illustrating the design pattern.
More quotes
  1. I classify Gonti as a soft payoff: a payoff that is pretty easy to get some value off of, but which scales only modestly with additional inputs.
  2. Wizards, please just put things to tap for colored mana in your precons. Just do it, I know you can.
  3. Wizards of the Coast seems to have made the choice to give this precon a $30 mana base rather than give one or two powerful cards to justify the precon price, and I honestly fully support this. New players need good lands a lot more than they need a Trouble in Pairs.
  4. This deck reminds me a lot of older precons in terms of the cohesiveness of its vision, or lack thereof.
  5. The current suite of evasive creatures just doesn't work for me. This deck wants three Gonti triggers a turn and that's just not going to be consistently fulfilled by this selection.
  6. Cunning Rhetoric is a mixture of a defense card and a theft card, but it doesn't actually accomplish either task.
  7. The average non-land card in an EDH deck is like 3.5 mana, so you're getting less value than the amount of mana you paid [with Stolen Goods].
  8. Running either of these cards when the deck doesn't even have enough evasive creatures to consistently get its triggers each turn feels wrong on a pretty fundamental level.
  9. High cost counter spells with added bonuses do work, but mostly only in draw-go style control decks.
  10. Plasm Capture is also very symbol dense, so I'd cut it for a lower cost counter spell like Negate.
Full transcript
Introduction
Gonti, Canny Inquisitor and the Theft Game Plan

With that out of the way, let’s talk about Gonti in particular.
I classify Gonti as a “soft payoff,” a payoff that is pretty easy to get some value off of but which scales only modestly with additional inputs.
The amount of cards stolen per turn by Gonti caps at three, and a one-mana discount on stolen spells is also pretty modest for a five-mana commander, meaning that we’ll likely be falling behind if we aren’t maxing out the advantage we can from Gonti starting reasonably early in the game.
For this reason I expect some amount of a Gonti deck to be made up of evasive creatures that can get down to thieving not long after Gonti has hit the board; it doesn’t need to be a whole ton, one trigger for each opponent means we’re not playing Edric or anything, but if we’re not getting three triggers per turn a decent amount of the time, we’re leaving advantage on the table.
Another possible choice with Gonti would be running additional cards that steal, but running too many of these effects might be a bit of a trap; we only have so much mana to spend on opposing cards.
So these are going to be the immediate two things I look at: a decent amount of evasive creatures for getting Gonti triggers, and maybe a modest amount of other cards that steal.

Looking at the creature base of the deck, we do see 18 creatures with flying or another form of hard evasion; there are also a number of cards that encourage dealing combat damage to a player, a category which obviously includes the commander.
As a result, this deck has a decently potent evasive creatures game plan which it can use to generate value off the commander and other cards.
As expected, we can also see a small suite of cards in the 99 that can steal cards and reduce the cost of stolen cards, and these will naturally lead the deck into a late game plan of playing lots of opposing cards, using theft in tandem with its evasive creatures to bring the deck to victory.

The Mana Base and Early Interaction

Another thing I like is that this deck has a decent amount of removal.
The deck has two creatures that bonk stuff when they hit players, a couple board wipes, and a handful of pieces of targeted removal; it’s also running a couple counterspells, though both are playing into the theft vibe here and end up being a bit subpar as a result for reasons I’ll talk about a bit later.
In addition to this, the deck’s ramp suite and value engines are decent enough, which should allow the deck to keep on chugging into the late game and not run out of steam.
The deck’s ramp, draw, and interaction will also be supplemented by cards stolen from opponents, though I support the choice to have a decent amount in to start with in these categories so that we’re not relying too much on opponents in order to play the game.

Where the Deck Falls Short: Cohesion and Curve

Another issue is that there are lots of cards that do some sort of stealing-oriented thing but don’t require paying mana to cast the cards.
This might seem normal at first blush, but there’s actually basically no mechanical connection between these cards and the theft theme as a whole; they’re identical to a random mid-range beater as far as cohesion and synergy are concerned.
This is not to say that these cards are all bad or not worth running, Thieving Skydiver is a lovely card, Dazzling Sphinx is a solid evasive creature, and the ninjas are fun payoffs for evasive creatures, what it is to say, though, is that this deck is effectively spending some number of card slots on flavor.
That isn’t an objectively wrong choice, but for a mass-market playable out-of-the-box product, it’s certainly a choice.

Playtest Results
Problem Cards

Next up, redundant cards.
I strongly dislike Predator’s Hour; it does the same thing as the command zone but without any real upside other than a possible tokens plan.
I like Dream-Thief’s Bandana a bit better, but it still compares very unfavorably to a similar equipment such as Mask of Memory or Mask of Riddles.
Running either of these cards when the deck doesn’t even have enough evasive creatures to consistently get its triggers each turn feels wrong on a pretty fundamental level.
It’s at this point I should jump back to the two counterspells I mentioned earlier.
Both cost a lot of mana, and high-cost counterspells with added bonuses do work, but mostly only in draw-go style control decks; this is because these decks will often run spells that further their game plan at instant speed, most often card draw, and this allows them to counter a thing if they need to but still have a way to spend that mana on the end step before their turn if they don’t end up countering anything.
By contrast, this deck runs very little at instant speed, meaning that if it holds up four or five mana for a counterspell, that’s just wasted mana if the counterspell doesn’t get used, and this will often incentivize players to counter something largely irrelevant in order to not waste the mana.
Plasm Capture is also very symbol-dense, so I’d cut it for a lower-cost counterspell like Negate.
Smirking Spelljacker will stay in for now, despite my misgivings about its mana cost, and this is because it’s also a 3/3 creature with flying, which means that countering something largely irrelevant is still a mostly acceptable outcome.

Improving the Deck: Two Paths
Cuts to Refocus
#73
Deck TechJul 20242,415 words in transcript

Gruul Control Deck Analysis with Erinis and Street Urchin

Can Gruul Control? | Patron deck breakdown
We analyze a Gruul control deck pairing Erinis, Gloom Stalker with Street Urchin.It uses land recursion and sacrifice-based removal to control the board, then wins with commander damage or big creatures.The deck is highly consistent but can frustrate opponents at mid-power, and upgrading it for higher-power tables is challenging.
Use this in your deckWhen building a deck around land recursion and sacrifice, limit generic ramp to one piece and prioritize cards that put lands in your graveyard or create sacrifice fodder.
Erinis, Gloom StalkerGreenRedControlVoltronLandfallDeck ConsistencyPower LevelUpgradesMana BaseDeckbuilding Principle
Principle
  • Control decks can win games with less powerful finishers than mid-range decks because they generally have more time and less onboard resistance.
Evidence
  • The deck has 19 token generators and 11 other sacrificial artifacts or creatures to fuel the removal engine.
  • The only non-synergistic ramp is Sol Ring, enabling a consistent curve that plays Erinis on turn 3 and Street Urchin on turn 2 or 4.
Deckbuilding Application
  • Prioritize ramp like Harrow effects and sacrifice lands that directly support your commander.
  • Include protection spells for a commander-reliant deck, but also leverage the commander’s low cost and built-in ramp to make recasting less punishing.
  • Use artifact lands and treasure generators as dual-purpose cards for mana and sacrifice fodder.
Limitation
  • The deck’s creature removal efficiency can create social friction at mid-power tables where opponents expect to develop a board.
  • Adding faster generic ramp like mana dorks reduces the density of synergy enablers, making the deck harder to upgrade to higher power levels.
Example
  • Canan of Calamity creates Myriad tokens that can be sacrificed for removal after dealing damage.
  • Humble Defector can be sacrificed in response to its ability for free removal.
More quotes
  1. The removal engine in the command zone is pretty fearsome: at any point in time you can pay one and sacrifice an artifact or creature to kill an opposing creature.
  2. This is a decidedly mid-power deck in terms of its speed and how it wins the game, but for a mid-power deck it's brutally effective at killing creatures.
  3. There will naturally be players at that power who aren't thrilled to have their board kept empty of meaningful threats the whole game.
  4. The deck's choice not to run ramp that doesn't support the command zone is part of what lets it jump into its core game plan with such a high degree of consistency.
  5. If you start replacing Harrow effects and treasure generators with ramp that lets you get out Erinis on turn two, you'll get Erinis triggers earlier but you'll have on average fewer lands in the graveyard and fewer tokens to sacrifice, negating some of that increase in speed.
  6. I don't think it's worth it to make major changes to this deck, and even the handful of additions and cuts I would make are subjective choices and still maintain the middling power level of this deck.
  7. The deck's conundrum where upgrading is hard but playing at mid power can feel weird is one I find familiar.
  8. A Child of Alara and Maze's End deck will likely perform decently at a midrangey mid power table, but it's a deck that will fall on its face in a handful of matchups while creating a miserable table experience in all the other ones.
  9. As long as people know what the deck is capable of and to expect their creatures to get yeeted, it can play into a flexible archenemy dynamic.
  10. This deck's game plan should be to outgrind, not outrun. Generating resources and stabilizing the board state should be your focus, not rushing to find combo pieces.
Full transcript
The Commander Pairing: Two Tools in One
The Game Plan: Land Recursion and Removal
Assessing the Removal Engine
Supporting the Engine: Lands, Draw, and Consistency
The Ramp Suite and Curve
Winning the Game: Control Finishers
Mana Base and Protection
The Social Challenge and Power Level
Route One: Increasing Speed
Route Two: Adding Protection and Dealing with Color Limits
Route Three: Upgrading Finishers
The Upgrade Conundrum and Mid-Power Dynamics

As long as people know what the deck is capable of and expect their creatures to get yeeted, it can play into a flexible archenemy dynamic where the table tries to figure out how many resources to spend suppressing it while also keeping in mind that fully locking it out removes a roadblock for their opponents to win with a creature-based win condition.
This can lead to some really cool gameplay; my Ghisa deck generally tends to play into a similar dynamic, but it’s important to make sure that the table is into that sort of gameplay.
It’s also a type of deck that should be played sparingly, in my opinion.
It can be fun to occasionally pull out a deck that demands the table’s full attention, especially if the table is full of solitaire mid-range, but pulling out that type of deck too often can lead to other people feeling like a side character in the four-player game they’re playing.

Final Thoughts
#74
Deck TechJul 20241,944 words in transcript

Fixing the Blame Game Precon's Mana and Defense Issues

What is going on with Blame Game?
The Blame Game precon has a fun goad-focused commander and decent mid-game plan, but its mana base relies too heavily on colorless utility lands and it includes too many narrow defensive cards.We recommend cutting about a quarter of those defensive cards, improving colored mana sources, and adding haste enablers to keep the goad engine active.These changes smooth out the curve and increase consistency.
Use this in your deckCut at least eight defensive cards from the Blame Game precon and replace them with haste enablers and board protection to improve consistency.
Nelly BorcaWhiteRedMidrangeControlGroup HugMana BaseCurveTable PoliticsUpgradesDeckbuilding Principle
Principle
  • A goad deck should balance defense with proactive threats and reliable colored mana, avoiding overreliance on reactive enchantments.
Evidence
  • The precon's manabase contains 11 colorless utility lands, leaving only 17 red sources far below the 26 needed for double-red cards like Vengeful Ancestor.
  • Playtesting revealed a lack of early drops and only a handful of good three-drops, forcing aggressive mulligans to find a decent curve.
  • The deck's 33 defensive cards often became dead draws when opponents developed non-combat win conditions.
Deckbuilding Application
  • Cut approximately eight of the most narrow or expensive defensive cards.
  • Add haste enablers such as Anger to re-enable Nelly's goad ability after removal.
  • Replace several colorless utility lands with colored sources to improve mana consistency.
Limitation
  • The deck's late-game finishing power relies on Nelly having drawn extra cards through her attack trigger.
Example
  • Vengeful Ancestor is a double-red card that requires 26 red sources, but the stock precon provides only 17.
  • Cards like Ghostly Prison and Disrupt Decorum are defensive, but the deck runs too many similar effects, cluttering hands.
More quotes
  1. I've never owned a precon. Wizards of the Coast has been releasing preconstructed Commander decks ever since I started playing in 2011 and with increasing frequency, and I've just kept on ignoring them.
  2. I didn't start playing Commander until 2014 at which point I felt like a skilled enough player to build my own mono removal pile to piss off my friends.
  3. 33 slots is way too many for a task that won't win or prevent our opponents from winning on its own.
  4. Wizards, please just put things that tap for colored mana in your precons. Just do it, I know you can. Thank you.
  5. You need 26 red sources to consistently cast a Vengeful Ancestor on curve and yet here we are with 17.
  6. This 37 land and six rock two-color manabase has symbol numbers that are similar to those of the budget 30 land 4-color manabase from my lands video.
  7. The deck has only a handful of good three-drops and basically no two-drops other than rocks.
  8. The ideal scenario is that you'll have key opposing creatures being tossed around wildly with opposing game plans and life totals crumbling before our very eyes, but how often will this actually happen?
  9. Temple of the False God is weird and very bad if you're running less than like 43 other lands.
  10. I'd also cut Relic Tower and Thought Vessel; this deck doesn't draw insane numbers of cards and it also doesn't need to hold up a bunch of interaction and niche tech pieces.
Full transcript
Introduction

I've never owned a precon.
Wizards of the Coast has been releasing preconstructed Commander decks ever since I started playing in 2011, and with increasing frequency, and I've just kept on ignoring them.
The reason for this is simple enough: I didn't start playing Commander until 2014, at which point I felt like a skilled enough player to build my own mono-removal pile to piss off my friends.
However, as I've continued to make videos and exist more in the Magic: The Gathering space, it's become increasingly clear to me that precons play a major role in the way people learn and conceptualize the EDH format, so I figure I should take a moment to engage with the world of precons.
I polled my patrons and they thought I should look at the “Blame Game” precon, so I'm going to do just that.
I'm going to break down what I think the deck is trying to do, how well it's accomplishing that plan, and some potential improvement routes for making it function better.

What the Commander Offers

Let's first break down what the commander is offering.
Nelly's first ability contains the “suspect” component, which offers immediate evasion by disabling a blocker, as well as the “goad” component, which offers a way to keep threats away from our life total as long as Nelly keeps attacking and guarantees that our opponents will be attacking each other.
The second ability is a source of draw that can offer up to three cards per turn cycle while also feeding opponents that resource as a reward for hitting each other, whether due to being compelled or otherwise.
This is a pretty fun package; the first ability will scale to great effect over time, and the second ability offers some fun politics gameplay and discourages our opponents from removing Nelly for fear of losing out on those sweet, sweet cards.
Less to the point here, the flavor here is great: a commander that is constantly accusing people of murder, which is causing the accused to lash out in order to curry favor as long as Nelly is around.

The Game Plan

Good stuff to go along with the commander: the deck is running lots of cards with the intent of getting our opponents to attack each other rather than attacking us.
There are a bunch of good cards; there are cards that give people advantages for attacking our opponents, there are cards that punish people for attacking us, and so on.
Basically, the deck is trying to control the mid game by getting our opponents to fight amongst themselves, and Nelly draws us additional cards when they do this.
This card draw should hopefully fuel a powerful late game where a suite of bigger creatures means that, once our opponents are dropping in life total and dwindling in number, we can take control of the game with our board state.

How Well Does the Deck Accomplish Its Plan?

So that's the game plan, but how effectively can the deck accomplish it?
Well, there are a handful of things that the deck is doing decently well when it comes to fundamentals.
It has eight cards that I can broadly label as draw, which isn't a bad number when paired with a commander that will likely be drawing one to two cards per turn cycle.
There are also 11 cards that one could label as ramp, which is a solid number, and this also works well with a creature base that includes a number of higher-costed beaters.
Finishing off the final opponent is something I'd naturally worry about for a goad deck, but I think the creature base is just beefy enough that the deck should be able to finish off a game a lot of the time as long as the commander has been getting in the desired number of draw triggers.
The deck contains nine cards that I'd call removal, and although I'm a little concerned at how high cost most of it is, I'm mostly willing to overlook that due to how many other options the deck has for interacting with opposing creatures.
The deck also includes 10 extra goad cards, which bolster the commander's card draw and will also help keep the heat off us even if our commander-based goad engine goes offline.

What I don't like is the amount of other player protective cards in the deck.
I tallied up all the cards that discourage or disallow attacking us in some way, and the total for these was 33 cards.
One third of the deck is trying to get our opponents to attack each other instead of us, and I get that's a big thing the deck is trying to do, but 33 slots is way too many for a task that won't win or prevent our opponents from winning on its own.
Like, okay, the ideal scenario is that you'll have key opposing creatures being tossed around wildly with opposing game plans and life totals crumbling before our very eyes, but how often will this actually happen?
There will be games where our opponents are developing horrifying wincons that don't use combat, and we just sit there twiddling our thumbs as we goad their utility 2/3s into Johnny Noard over there and draw them into the gas they need to murder us.
My guess is that different defensive cards are meant to serve somewhat different purposes throughout the game, but this is quite inefficient slots-wise.
Additionally, and this is kind of a precon classic, but the mana base is bad.
37 lands might be an okay count in the abstract, but it includes 11 solely colorless-producing utility lands.
This results in the deck having 20 white sources and 17 red sources between its artifacts and lands; that's right, this 37-land and six-rock two-color manabase has symbol numbers that are similar to those of the budget 30-land four-color manabase from my lands video.
And this deck has like 10 double red cards in it; you need 26 red sources to consistently cast a Vengeful Ancestor on curve, and yet here we are with 17.
Wizards, please just put things that tap for colored mana in your precons; just do it.
I know you can.
Thank you.

Playtesting Results

I ran 15 playtests with the deck, and my previous hunches were pretty well backed up.
The deck can have a decent mid-game curve out with solid ramping and drawing capabilities, but it frequently has mana issues and also frequently gets stuck on a handful of nothing but niche defensive cards.
Another issue that was on my radar but which became much more clear in playtesting was that the deck has only a handful of good three-drops and basically no two-drops other than rocks.
When I playtested it, I was aggressively mulliganing for early plays, which led to the deck having what I'd consider to be a decent curve out in eight of the 15 playtests; but I imagine a new player piloting the deck would probably happily keep a more average hand for the deck, one that plays nothing on turn one and two, a weird enchantment on turn three, and the commander on turn four.
Which I guess might work out in a game with other precons, but leaving your two-drop slot on the table in a two-color deck is not good and will hurt your chances of winning.
So, yeah, there are definitely issues here, but overall this deck has a very fun, useful commander and a pretty solid mid-game plan of influencing the attacks of the game and leveraging politics to its favor.
It's pretty well-rounded in most areas, with the three standout issues being mana base, mana curve, and an excess of defensive cards.

Tuning Up the Deck

So how do we go about tuning it up?
For improving this deck, I want to maintain the affordability and spirit of the deck but smooth out some of the rough edges.
First of all, I would want to cut a bunch of defensive cards because they are taking up too much goddamn space in this deck.
Specifically, I dislike the ones whose use cases are too narrow, whose effect is too limited, or which cost too much mana, and there are about a quarter of these that I would cut right off the bat.
From there, I think it's up to the player to some extent; I opted to cut an additional six for my final deck list.
In their place, there are a number of things that could be added, and I think a good option to somewhat fill the same role is cards that grant haste.
If Nelly dies on the declare combat step, well, that sucks for us, but if she dies any other time we want to be able to play her again and keep her wall of goad up.
I'd also add a bit of board protection in; if Nelly gets destroyed we're vulnerable to attacks, and if the board gets wiped we lose basically all momentum.

Next up, let's talk mana base.
The goal here is simple: we want several more symbols of each color, and to get there we cut colorless lands and rocks for ones that produce colored mana.
I like a lot of the utility lands in principle, evasion is good, graveyard hate is good, draw is good, so I'm going to start with the ones I see as adding basically nothing to the deck.
Temple of the False God is weird and very bad if you're running less than like 43 other lands.
Reliquary Tower and Thought Vessel are next up on my list; this deck doesn't draw insane numbers of cards, and it also doesn't need to hold up a bunch of interaction and niche tech pieces.
I'd also cut Kher Keep, and I'd consider cutting some number of Scavenger Grounds, Throne of the High City, and Sunhome if the deck was going to stay at the same land count, though these cards at least have some identifiable purpose here.
Speaking of land count, I think there are two options for this deck with regard to mana curve.
Option A would be to keep the higher curve at a couple lands and add four to five two-cost rocks in order to make sure that we're able to swing with the commander on turn four as often as possible; I'd also fill out the deck with a few more beaters in order to guarantee that we'll have the raw power to finish off the final player.
Option B would be to drop the curve and add a bunch of two- and three-drop creatures that could lead to us having a more aggressive game plan.
I think either of these two game plans would be valid, but in my list I went for Option A, as it seemed more in line with the original plan of the deck.
Though you could certainly make a much better deck with this commander, my goal here was to only swap out 20 cards to scrape out a bit of the precon jank factor and make the deck play more smoothly.

Closing Thoughts

I posted the original deck as well as the improved version I made in the description, so you can check out the changes I made and let me know in the comments if you think I utterly bastardized the entire point of the deck.
This is also a bit different than most of my other videos, so you can let me know if this sort of content is something you want to see more of in the future.
All right, bye now.

Catalog coverage

The catalog lists 84 videos. This index holds 75 public transcripts and turns the 74 substantial ones into the cards above. Of the 60 most recent uploads, 51 are held.

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