EDH

Unified Theory of Commander: Draw Part 2 – Tutors

There are ways around just about every rule ever made by mankind. We’ve all learned to push the boundaries and discover which rules really apply and which ones are not fully enforced. Kids learn which parent to ask to get that extra TV show before bed. Students figure out which teachers are pushovers that let…

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Unified Theory of Commander: Draw

Let’s continue our discussion of the Unified Theory of Commander with a simple question. Would you generally rather be the player at the table with zero cards in hand or the player with a full hand of seven cards? No, this isn’t a trick question. It’s a thought exercise to make sure you are in…

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C(ube) + C(ommander) Magic Factory #8: Disruption in EDH, Part 1

Play more spot removal. Play less spot removal. Play enchantment removal, some of which must exile or tuck. Play counters. Play mana ramp. Play wraths. Play enough threats. Don’t dilute your game plan. Play artifact removal. Play board wipes. Play enough lands (seriously, play enough lands.) Deckbuilding mantras for EDH come at us constantly.  If we…

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Unified Theory of Commander: Mana

Playing the biggest, splashiest, and most ridiculous spells in Magic is one of Commander’s best selling points. EDH isn’t called “Battlecruiser Magic” for nothing. But these format-defining spells won’t ever create incredible moments of gameplay if you don’t have the mana necessary to cast them. Having your favorite cards stuck in hand is no fun….

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A Unified Theory of Commander

Commander is a complicated game. Despite being a “casual” format, the massive pool of playable cards, multiplayer politics, and varied expectations of what constitutes the “Spirit of Commander” can make trying EDH for the first time quite intimidating. The trouble finding sound advice on how to build and play a deck online doesn’t help the…

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Financial Five: Sweepers

  Sweeper effects have been a long-lasting staple in Magic.  These effects make aggro players cry and control players gleam.  They can make or break a game and trigger the same “ooooh’s” and “ahhhhh’s” Wizards of the Coast (WotC) tried to accomplish with the Miracle mechanic from Avacyn Restored. These game-changers will continue to be…

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Funning For Your Playgroup: Silver-Bordered Cards in Gold and Artifacts Appropriate for Commander

This article is the final part in the Funning For Your Playgroup series, which explores silver-bordered cards appropriate for Commander. Un- cards offer a lot to a casual Commander playgroup with a strong social contract. Unfortunately, there is only one multicolored card suitable for a rules update in the Un- sets. There are quite a…

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Funning For Your Playgroup: Silver-Bordered Cards in Red and Green Appropriate for Commander

This article is the third part in the Funning For Your Playgroup series, which explores silver-bordered cards appropriate for Commander. Like with previous colors, red and green Un- cards offer a lot to a casual Commander playgroup with a strong social contract. Red [card]Blast from the Past[/card] 2R Instant Madness R, cycling 1R, kicker 2R, flashback 3R,…

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Funning For Your Playgroup: Silver-Bordered Cards in Blue and Black Appropriate for Commander

This article is the second part in the Funning For Your Playgroup series, which explores silver-bordered cards appropriate for Commander. Like white, blue and black Un- cards offer a lot to a casual Commander playgroup with a strong social contract. Blue [card]Carnivorous Death-Parrot[/card] 1U Creature — Bird Flying 2/2   [card]Checks and Balances[/card] 2U Enchantment…

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Funning For Your Playgroup: Silver-Bordered Cards in White Appropriate for Commander

In an interview on CommanderCast #137, during a rapid-fire question-and-answer session, the hosts asked Sheldon Menery, “Would [the Rules Committee] ever consider making the Un- sets legal?” Sheldon’s answer was an expectedly simple, “No.” Sheldon’s justification behind the answer was not explored, but it can be easily intuited. Mainly, many of the silver-bordered cards require…

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C+C Magic Factory #3 – Eternal Bargain Review

For the third installment of C+C, we’ll be reviewing the Eternal Bargain preconstructed deck, looking at the impact of new cards and notable reprints for Cube and Commander.  The first two installments can be found here and here. Here’s a review of the grading system we’ll be using.  I’m switching it up to match the…

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C(ube) + C(ommander) Magic Factory #2 – Mind Seize Review

Welcome to the second installment of C+C Magic Factory, where we’ll be reviewing the Mind Seize Commander 2013 deck with regards to its impact on the Cube and Commander formats.  So let’s get to it! Here’s a review of the grading system we’ll be using.  The first grade for each card is a Commander grade,…

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C(ube)+C(ommander) Magic Factory #1 – Power Hungry Review

Welcome to the first installment of C(ube)+C(ommander) Magic Factory, a series specific to these two popular casual formats.  The focus of C+C will be on card selection, strategy, and budgeting.  For the casual player, you will find lists, strategy, and a theme of optimizing on a budget.  For the non-casual player or financier, this series…

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Kirsin Koch – When Nukes Hit the Commander Playgroup: The Standard Commander Challenge

It is entirely likely that many a Commander playgroup is approaching the final stretch of the arms race to build increasingly powerful decks full of format staples. And why not? Thanks to Eternal players and speculators seeking to offload extra pieces of the Mind Seize deck, there is a massive influx of Commander 2013 product….

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Jim Casale – Long-Term Plans: The Mana

Welcome, ladies and gentlemen, to another installment of Long-Term Plans! Today, we’ll discuss the most important part of any Commander Deck: the mana!  But before that, I have a few Commander-related finance calls that I’d like to share with you. $$$ Commander 2013 was a set with only 51 new cards. Among them are [card]True-Name…

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