Winning the Avacyn Restored Prerelease with vanilla 7/7s

I just got back from a midnight prerelease and figured I’d write up some thoughts on the AVR sealed format, on the off chance that I can grab a few hits from people who will be battling later this weekend. I’m not much of a Limited player, so it’s possible my evaluations are off, but I did win, so I guess I did something right! (Or at least got really lucky…)

Going in, I expected the format to be pretty slow, with an abundance of white flyers, but from my experience, the Soulbond creatures actually change that quite a bit. There are definitely some bad ones, but in general I thought that they were pretty powerful. Of the ones I played or saw played, the green uncommon that gives +2/+2 seemed quite strong, and the Lifelink 1W white guy was pretty annoying to play against. The soulbond creatures allow you to get some very aggressive starts, and there didn’t actually seem to be *that* much removal in the format. The fact that they can pair with creatures that are played after them is pretty important, but usually they’re coming in and “hasting” in an extra few points of damage by making your guy too big to profitably block.

That having been said, I felt like this was a relatively awkward set to play in sealed. I feel like a lot of the cards synergize well together, but can be less exciting if you only a have a few. Soulbond is great since you’re basically always going to be playing creatures, but blink tricks, or the “if you control only one creature” theme in black for example, are a lot harder to build around. You can definitely do some very cool things if you do happen to get enough blue/white creatures to build around their ETB triggers. The 2UU flyer in particular seemed excellent, especially if you consider most people will have relatively slow decks. I know I said that you can build “aggressive” decks with Soulbond creatures, but that actually just means building a deck that reliably curves that goes from 3 to 6 (although having the 2 drop can certainly help!).

There are a decent number of silly bombs in the format, but I don’t know that there are any more than usual. Sigarda being basically unkillable is kind of frowny face though.

Miracle cards seemed…underwhelming? Obviously if you miracle them, they’re a huge blowout, and in general they aren’t so crazy overcosted that you don’t mind paying full price for them, so they’re fine, but it *does* suck to draw your miracle when you can’t cast it for whatever reason (which happened to me every time, so maybe that’s why I’m less excited about them). Something to keep in mind are the green wolves that can’t be blocked by creatures with less power – I saw someone miracle the green spell that puts 4 +1/+1 counters onto the 2/1 for 1G, and the game basically ended on turn three.

As far as my personal deck, I played a GB deck with a decent curve, a solid amount of removal, and six six drops. My game plan was to play a guy every turn, which would be bigger than their guy, and attack until they were dead. It wasn’t pretty, but it got the job done? In the interest of full disclosure, I actually drew in the final round, and we split the prizes – I happened to have better tie breakers so I ended up as “1st”, but if we’d played the games out he probably would have stomped me quite thoroughly (we played several games for fun, and I think I won one in three games on average?). It wasn’t an unwinnable match, but his cards in general were far better than mine (vanilla 5/3s and 7/7s vs Sigarda and her angelic friends).

Okay, I am about to pass out, so enough of this. I think I had more to say, but it’s probably all unimportant :P Good luck to everyone battling this weekend!

(I also happened to go 3-1 at FNM with Delver, losing to RB Zombies, which seems like a really tough matchup, but I assume no one cares about Standard at the moment)

Everyone loves Leonin Arbiter

This is a few weeks late, since it’s taken me a while to gather the cards, and because I’ve been busy with life, but I finally got to play Thalia in a few games at EDH night. I’m missing quite a few key cards, so this wasn’t anywhere close to my optimal build, but it let me get a better idea of how I’d like the deck to play out, and what cards would be good or bad.

When I previously wrote about the deck, without having done much research, I was debating between taking it in a Stax direction or a White Weenie direction – after looking at the cards available to me, it seemed like a combination of the two would be relatively straightforward – there are a lot of disruptive 2 and 3 drop White creatures, and although they’re all pretty dorky, I figured that I could counteract that with Crusade effects and, ideally, Crusades on legs.
As I was listing out potential card choices, I had a lot of Null Rod style effects that turned off activated abilities, which led to me choosing not to include any Equipment, very few Artifacts, and few Creatures with abilities. After going back and cutting down to 100 cards, most of those Null Rod effects were gone, which makes me think I can probably fit in at least a small Equipment package. If nothing else, I’d like to include Sword of Feast and Famine to counteract my Winter Orb effects and Quietus Spike, because if I’m going to be a jerk I might as well go all the way, right?
I also made a conscious decision not to run any Wraths at all – not even Sunblast Angel – on the basis that all of my lock pieces were creatures, so Wraths were the absolute last thing I wanted to happen. After losing to *another* White Weenie deck (basically handing him the win by taxing everyone else out of the game while he got an aggro nut draw) it occurred to me that I might want at least one. Few things in Magic make me happier than casting a Wrath of God… That having been said, getting Wrathed really *is* miserable for this deck. I need more ways to prevent that from happening, or else more ways to help mitigate the damage.
I’m also still trying to figure out a proper mana curve – if everything goes according to plan, no one (including you) should have more than 3 or 4 mana to work with at any given time, which means you don’t want many expensive spells. On the other hand, if things don’t work out, you are stuck drawing infinite two-drops (and only one per turn, ugh…) while your opponents are playing Avenger of Zendikar, Consecrated Sphinx, and Grave Titan. And they are probably super pissed at you.
Finally, I want to work in at least a bit more Artifact (and possibly Enchantment) destruction, since there are some pretty irritating permanents that people play. But again, that’s why you want them to just not play anything at all in the first place.

As far as how the deck plays out, I’m fairly certain that drawing an Armageddon, or even a Winter Orb, would be enough to close out quite a few games. Considering most people don’t start to do anything particularly relevant before turn 4, you should in theory be able to drop 3-4 guys, hopefully a Crusade effect, and then just lock out their lands as you kill the most threatening players first.
Playing Thalia on turn 2 every game is pretty awesome, since no one is ready for it, and so you basically Time Walk.
The title of today’s entry comes from the hilarity that ensues when you slam down either Leonin Arbiter or Aven Mindcensor (in response to Vampiric Tutor, obviously). And by “hilarity” I mean how you cackle with glee and everyone else cries inside.

If you’re curious, here is the deck as it currently stands:
Thalia, Guardian of Thraben

There is a lot of filler at the moment, and a few land choices (Ancient Den?) that make basically no sense at all. Off the top of my head I know I want to add Glowrider, Elesh Norn, Grand Abolisher, Spelltithe Enforcer, and Sphere of Resistance. I’ll probably end up proxying a Ravages of War at some point as well…

In any case, that is where I am at the moment. Any suggestions would be very welcome!
As always, thanks for reading!

@dr8sides

I feel like I should begin by saying that I know Jerry Freas / @dr8sides – he plays at my local store, though usually on different days. I’ve interacted with him a handful of times, so we are acquaintances at best, and certainly not friends. I personally think he’s a bit abrasive, although he seems like the type of abrasive that you would get used to after a while, rather than the type that you just never want to be around. There are certainly other people at my store that I find far more offensive than Jerry, so I think it’s safe to assume that there are many people in the Magic community (and society as a whole) that I would find more offensive.

If anyone is unfamiliar with the situation, Jerry took pictures of random players at two recent GPs and posted them with captions on twitter. He thought they were funny, other people thought they were offensive, mean-spirited, and called him a bully. While I don’t have any examples to show you, one would basically be something along the lines of: [Picture of fat person] “When my arms get tired, I just rest them on my stomach.” If you would like to see something similar, go to http://www.peopleofwalmart.com/. It is that type of humor, and clearly there is a big “market” for it.

Regarding Jerry’s “crime”, and the community reaction, I honestly think that things have gotten out of hand. When I first saw the tweets, I actually didn’t realize it was Jerry posting them, and I admit to laughing at some of the pictures. It is less about the people themselves, and more about the comments. Some weren’t funny, some were definitely mean, but in the end, I didn’t really see anything wrong with it, and didn’t think much of it. If I’d had my picture taken, sure, I probably would have felt embarrassed, and possibly mad (depending on what was said), but I don’t think that Jerry actually expected these people to see their pictures on the Internet, which I think is honestly a big distinction. Have you really never pointed at someone that you thought looked ridiculous and said, “Wow, look at that guy,” and made some funny/mean comment to your friends? Granted, Jerry did tag the photos with the GP hashtag, but I still think that these tweets were meant for friends, or for random people, and that they were done in the spirit of humor rather than to be a bully. There is a lot of mean-spirited humor, and you can argue over whether it’s “right” or not, but Jerry wasn’t just walking up to these people and telling them these things to their faces, and I think that’s important to remember. If his intent was to hurt or offend them, there are far more direct ways he could have gone about it.

Another thing I’d like to address – Jerry tweeted at one point, “If you smell, you get your picture taken.” I might be taking a “blame the victim” viewpoint here, but I also think it’s not entirely unwarranted – is it too much to ask that people take showers, wear clean clothes, and use deodorant? I’ve been in plenty of conference halls and crowded areas, and Magic/geek gatherings tend to “smell worse” than other events. I don’t think it’s too much to ask that people try to look (and smell) decent in public. This isn’t to say that I think they deserve to be made fun of for showing up to the event site looking and smelling like trolls, but if Wizards of the Coast is going to issue an announcement about “Maintaining a great environment at events” (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/other/03232012a), I would personally like part of that environment to be “Not have to sit next to a guy that smells like rotten feet every other round”. I’m using hyperbole here – honestly, most Magic players are fine (and it annoys me that they get the stereotype of being unwashed basement dwellers) – but let’s be honest, when you go to a store for FNM or a Prerelease, there is a palpable odor in the air.

Jerry got an 18 month ban, which I feel is entirely too extreme. I can understand that Wizards wants to make an example out of him, because they don’t want to encourage “bullying”, but I also feel like he was sacrificed to the mob because they were calling for his blood. There are terrible things said on MODO, in scglive chat, and on forums every day – is Wizards going to start taking a hard line against all of these people as well? Or is it only because there was such a community outcry over what Jerry did? As far as an 18-month ban, that isn’t a “think about what you did” ban, that’s a “we don’t want you playing our game anymore” ban. Cheaters often get shorter bans, and honestly, I’d much rather have someone that makes mean jokes but plays clean in my game than someone that’s trying to scumbag me any chance he gets, but is polite while doing it.

Countless individuals have cursed Jerry out and insulted him, or told him he was a worthless human being – without ever having met him in person. How is what they’re doing any different from what Jerry did? Why is it acceptable to insult him? Because he did something that the authority-on-high said was wrong? Someone tweeted a photo of Jerry, in the same style as the pictures he had tweeted – is that person going to be punished?

I don’t really like the precedent that this (or honestly, the Saito and Bertoncini bannings) sets, since to me, they’ve all felt like they were made to appease the Internet mob. I’m not saying that any or all were unwarranted, and it’s entirely possible that Wizards would have banned all three individuals regardless of any Internet outcry, but each of these cases has felt like a witch hunt, and that isn’t something I’m comfortable with.

*Edit:
Chris Mascioli pointed out to me that, “How is what they’re doing any different from what Jerry did?” is a dumb line. He’s right; Jerry was making a joke, whereas these people aren’t (although I hope/assume that when they tell him to die, they’re speaking in hyperbole). Chris didn’t like this post, and I responded facetiously with the above, but I do think that people are being very hypocritical. Much like “blaming the victim”, you can say that this is a “tone argument”, but if you want people to listen to you, treat them politely. If you act like an obnoxious teenager, people are going to dismiss your message.

Building Thalia, Guardian of Thraben (part one)

Hi everyone! After a two month break, I’m (hopefully) back with some new things to talk about. I’ve been fairly busy and haven’t had a chance to play much Commander lately, but there’s a new deck I want to build, so I figured I’d write about the process! Also, I made a guest appearance on the latest CommanderCast Call-Inferno (http://www.commandercast.com/commandercast-s5e12-call-inferno-mk-4) and figured there was a decent chance I’d pick up a few readers from there, so I wanted something somewhat timely for them to see! If this is your first time here, welcome!

Moving on, the latest general I have my eye on is Thalia, Guardian of Thraben. Normally, when I pick out a general, it’s because they have an ability that really excites me, but in Thalia’s case it’s actually just because I like her background in the story, and I really like her art. I also have a soft spot in my heart for Mono-White – White cards consistently have my favorite art style and creatures, and Elspeth, Knight Errant and Wrath of God are two of my all-time favorites. When I returned to Magic during Shards block, one of the first decks I built was Mono White Control (and wow did you have all the tools you could want – Path to Exile, Wrath, Martial Coup, Elspeth, Story Circle, Mistveil Plains, and so many other sweet cards…). Unfortunately, there was this little deck called Faeries that just ate you alive, but it was still a blast to play. I’ve since added blue to my control decks, and been quite happy with the color combination, but I think it might be time for a return to the mono-Plains life.

Actually, my very first Commander deck was a short-lived Eight-and-a-Half-Tails control build, but people in my local group didn’t like that I played Armageddon, and there was already another mono-White player, so I ended up taking it apart for a (very bad) Kresh, the Bloodbraided deck. Kresh is not so good when someone else is playing Akroma, Angel of Wrath, let me tell you. I’ve learned a lot about Commander since then, and most of my decks have been very dramatically different from one another, and Thalia seems like she’ll be continuing that trend.

To me, there are two different directions I can take her – an aggressive White Weenie build, or a disruptive Stax version. She doesn’t really provide White Weenie with much benefit – unlike in two-player formats where your opponent has twenty life, and her tax ability can be the extra turn between winning before a Wrath and losing, when people have forty life, and you have to kill THREE of them, that situation isn’t going to come up. Instead, she’s actively hurting you by making you pay more for your Crusade effects. You have basically the same problem if you try to Voltron her up with equipment. I suppose I could go for a mono-creature, soldier-themed deck, but I enjoy actually winning games, so…Stax it is?

She has an interesting tension in that most Stax pieces are noncreature spells, which are exactly what she taxes, so I’m looking forward to figuring out how to build around that (rather than just, you know, playing all of my other lock pieces first, and then casting her).

If you have other suggestions, feel free to leave them in the comments!

I’ve actually never played or built a Stax deck before, and most of my generals tend to be rather unfair – and Thalia seems extremely fair – so this should be a pretty interesting challenge – even my Grand Arbiter deck was a straight-up UW control build. Stax does have the unfortunate drawback of being relatively socially unacceptable, and I don’t own many of the cards, so building and tuning Thalia will be a work in progress over the next several weeks, but I hope you’ll stick around for the trip!

EDH night is Thursday, so expect an update later in the week! Thanks for reading!

(Actually, as much as I like Thalia’s ability, I find myself wishing she was more like Grand Arbiter Augustin IV…who in turn makes me remember how much I love Animar. I guess I just have an affinity for generals with colorless 1′s in their rules text!)

Having all the answers

Something I noticed about a lot of Commander players is that they seem to think it’s really important to have answers to everything. Oblivion Stone and Disk are ‘must plays’ since they give every color access to wrath effects. Oftentimes you hear, “People don’t play enough graveyard hate” or “No one packs enough enchantment removal in their EDH decks.” Some pretty ridiculous things can happen in Commander, and it’s nice to have a few outs in case those things actually happen, right?

Now, I love playing control, and I think it’s pretty important to have a Blue player at your table that you don’t just auto-kill because he has Islands in his deck. Someone has to play the role of policeman at your table for when the Tooth and Nail is cast, and the blue mage is the one best equipped to deal with that situation. Unfortunately he can also just suddenly Time Walk his way to victory, which some people don’t like, but if you were going to die to that Tooth and Nail anyway, I don’t really see what the big deal is. Someone has to win eventually, after all. Keep in mind what the blue player’s endgame is, and try to keep him from getting to that point, but also keep him alive so that he can stop your opponents from doing anything too ridiculous.

That having been said, while it is good to have one person policing the table, I don’t think it is necessary – or even fun – for every person to take that role. I can appreciate a control mirror in Standard or Legacy, but Commander control standoffs aren’t really my cup of tea. They tend to devolve into the non-control players being unable to do anything important, while the control players glare at each other through an uneasy truce, trying to find a way to gain an edge, while not letting the other players back into the game. When everyone is playing control, it is even worse, since no one’s threats resolve or live a full turn, and the games become four hour slogs that are won by the guy who manages to keep his Academy Ruins from being killed.

Maybe this is fun for some people, but for me, Commander endgames tend to be very boring. Everyone is either out of cards and topdecking, or they have their various value engines online, there are tons of permanents and things to keep track of, but no one wants to make an aggressive move for fear of being dogpiled out of the game. At this point there is little interaction going on; everyone is goldfishing their deck, but no one is actually doing anything to win.

Getting back to my original point, how important is it *really* to have all of those answers in your deck? Rather than using your answers to police other people, why not be aggressive and use your answers to ensure that your threats stick around? After all, who cares if someone has an insane graveyard recursion endgame if you just kill him before he can get it online?

This is a pretty basic principle that has been around in Magic formats for years. Aggressive decks don’t play Wrath of God, they play Gaddock Teeg to make that wrath uncastable! You don’t have Wasteland to turn off a guy’s Cabal Coffers in the endgame, you have it to keep him from getting to four mana so that you can time walk him and (hopefully) kill him. Now, aggressive decks in Commander have their work cut out for them, with everyone having double life, there being more people to kill, and land destruction being frowned upon (things I’ve mentioned before), but it is still very possible to build proactive decks that can put your opponents on the back foot very quickly.

I know Commander players are obsessed with ‘value’, which leads them to playing things like Relic Crush over Naturalize, but you really need to consider what you’re trying to do with your deck. Yes, you get to kill two things, but you’re also spending 5 mana. I realize that Commander is the format of big spells, but 5 is enough that it probably prevents you from casting something else in the same turn. Maybe you’d be better off with Nature’s Claim and a threat instead?

But the most important thing to consider is, if something is a threat to you, it’s probably a threat to two other people at the table as well. This won’t always be the case, but it’s a pretty safe assumption. This means that even if you can’t deal with it, someone else can. Sure, sometimes no one has an answer, but if it isn’t something that automatically wins him the game, the three of you can just start attacking him instead. When he’s dead, the problem is solved! But if someone else *does* have the answer, this is actually the best case scenario for you, since the threat is gone, it didn’t cost you anything, and one answer is also gone!

My point is, rather than packing your deck full of answers to everything, and diluting its effectiveness, just rely on the other people at the table to take care of things, and keep your deck focused. You probably still want a few ‘answer’ type cards, like Oblivion Ring or Counterspell, but keep them inexpensive and try to use them as disruption to advance your own game plan if at all possible.

General History: The basics

There are 482 Legendary creatures in Magic at the moment, according to Gatherer. Deciding which is right for you can be a daunting task. Many people choose their generals because they want to build around a theme, or their general has an ability that they find exciting. Of course, out of these 482 available legends, there are a lot of mediocre, weak, or straight-up terrible generals. Maybe they’re horribly overcosted, or have some ridiculous drawback, or both. There are a lot of bad cards that have been printed over Magic’s near 20 year history. The awesome thing about Magic is that even the terrible cards have been played by someone, somewhere. One of Mark Rosewater’s favorite lines is, “If you don’t understand why a card was printed, it probably wasn’t printed for you”. This is exemplified in Commander, where people can create some incredibly crazy concoctions that might not actually ever win, but they get to play with a deck of completely off-the-wall cards that  have some really neat interactions once everything gets going.

Me, I like winning more than making silly things happen, so my criteria for what makes a “good” general is going to be different from the guy with the Ramirez DePietro Pirate deck. I’m not going to go build an Ad Nauseum deck that can kill the table on turn two, the way Sean McKeown did in one of his articles, but I still want my decks to win more than they lose. One thing that is great about Commander, which you hear quite often, is that cards that were unplayable in any competitive environment can be total All-Stars in this format, or are amazing when paired with the right deck or general. Every Standard format has a few powerful cards that just never have the right supporting cast. Some of the most powerful Legends fall into this category, and I think it’s great that they finally get their chance to shine here, even if they do inevitably end up on many people’s “most hated generals” lists.

Many of Commander’s most exciting spells are simply too slow to be viable in competitive sixty card formats. Fortunately, because Commander isn’t a tournament format, you have a bit more wiggle room. Most groups aren’t trying to kill each other within the first four turns of the game, so you’ll have time to execute your deck’s plan, whatever it is. If we’re “guaranteed” enough time to get up and running, the next thing to do is figure out what it is you want to do, and why. While you can build decks that only use the general for colors, since the general is the defining characteristic of this format, why not take advantage of it? If you always have access to your deck’s centerpiece, your consistency skyrockets, despite being a singleton format. While I understand the desire to play “good stuff” decks that just happen to cast their general whenever it is convenient, and agree that it can be fun to just throw together every card that you always wanted to play, always having access to your general can be such a powerful thing, if you build your deck with that in mind.

So we know we have time to execute our plan, and we know we want our general to be a major part of it – now what? Most creatures fall into one of a few categories:

The most basic generals don’t have any abilities besides maybe a keyword like “flying”. They are relatively unexciting, although there are some slight tweaks to the theme that can make them more valuable. Dakkon Blackblade, for example, has a power/toughness equal to the number of lands you control. He doesn’t do anything super impressive, but he can be huge later in the game. His colors are traditionally very controlling, and once you’ve managed to get the game on lockdown, you can summon him up to finish your opponents in short order. With Dakkon, you always have access to a huge threat, so you don’t need to worry about having control of the game, but no way to actually win it. This doesn’t mean you should build your deck without threats, but Dakkon provides you with a useful option that most control decks don’t have. Generals like Dakkon, Multani, and Vorosh are decent “good stuff” generals – you can play all of your favorite cards, and don’t really need to worry about adhering to a theme, and will always have a powerful attacker to summon when necessary.

Next you get generals that do something when they enter the battlefield, like Godo, Bandit Warlord. These are nice, since you get your value up front, and most of them have a pretty impressive ability. In Godo’s case, you’re getting a 3/3, plus tutoring the best equipment out of your deck and putting it into play. Six mana for a guy plus a sword, and he gets to attack twice? Sounds pretty good! Sure, he has to die before you get to tutor again, but his ability does good work, and saves you a decent amount of mana.

Finally you have the generals with recurring abilities. These can be hit or miss, since you get some amazing ones, and a lot of really terrible ones. As a basic rule, I think generals with tap abilities are pretty suspect. If they require mana also, that’s even worse. I have a whole hand full of spells I want to cast! I don’t want to waste a turn casting a general, and then another half-turn’s worth of mana to use his ability! And that’s assuming he’s even lived a whole cycle around the table, which is an awful lot to be asking of a creature. And then, since he’s got a tap ability, you can’t even attack with him if you want to use his ability! An exception would be a general like Captain Sisay who has a powerful enough ability to make up for the drawback of needing to survive a turn to do anything for me. Some generals have repeatable effects; just pay the mana, and the effect happens. Karn, Silver Golem is a good example. If you have ten mana, you can turn ten artifacts into creatures! There’s no ‘once per turn’ limit, like with tap generals. And then there are the generals with static abilities. All they ask is that you spend the mana to cast them, and then they sit in play and constantly exert their positive effect for you. Azusa, Lost But Seeking lets you play three lands per turn, all for the low cost of three mana. While you probably need these generals to live a few turns to really get the benefits from their abilities, they can be worth it. And if they die, at least you got some use out of their ability, unlike the tap generals. In Azusa’s case, even if she doesn’t survive the turn, you still paid three mana for an Explosive Vegetation, which isn’t bad at all.

Which brings me to my next point. Creatures die a lot in Commander. Consider that carefully when picking your general. Yes, you can rebuy him for two more mana, but how long until he’s too expensive to justify recasting? Kaalia is great at four mana. At six, she’s still acceptable. At eight or ten you have to really start questioning if it wouldn’t just be better to cast the dragons right from your hand. And Kaalia is a cheap general that provides massive mana savings if she survives. What if we’re talking about a 7+ cost general, like Kalitas, Bloodchief of Ghet? Sure, his ability is nice. But if he’s died twice, do you really want to spend 11 mana, plus 3 more the next turn, just to kill one creature, and get a token copy? I’m not saying that expensive generals are bad, but keep in mind that you have to wait longer, and get less uses from them. Cheap generals come down early to help, and can be recast several times before becoming too expensive – in other words, if you’re building around a general, and want him or her in play as much as possible, a low cost general is probably the way to go. If you are considering an expensive general, make sure that there isn’t a cheaper one with a similar but slightly “weaker” effect.  Drana, Kalastria Bloodchief costs two less than Kalitas, is slightly smaller but flies, and while you might spend a bit more mana to kill a creature, and you don’t get the token, she’s able to kill things Kalitas can’t, and makes herself larger while doing so, which is very relevant if you’re trying to kill someone with general damage. Also, Kalitas has to tap for his ability, whereas Drana can kill multiple creatures in one turn if you have the mana, and still attack. They’re even both Vampires, if that’s important to you.

  vs.  

Obviously, what people want from their general is going to vary, but for me the key thing to remember is that you have three people you need to beat, not one. Each person is taking one turn, which means that you’re all on an even field…except that if two or three of them decide that you need to be dealt with, it is like your “opponent” is taking three turns to your one. Suddenly he has three times the answers to your threats, three times the attack steps, and three times the life. This means that you want a way to break parity. Since you always have access to your general, if it allows you to do so, you can consistently get ahead of the table, and if what you’re doing is powerful enough, you should be able to stay ahead of your opponents, hopefully even through their combined disruption. This means you don’t want your plan to collapse to a single Wrath. If your board is wiped, you want to be able to quickly rebuild again, not just be a sitting duck.

 

I realize this post probably had a lot of information that readers were already familiar with, but I wanted to give some background information before explaining tomorrow what it is I personally look for in a general. If you’re an EDH veteran and found this to be totally useless, sorry! If you’re relatively new to Commander, hopefully this was helpful!

Choose your weapon: Conclusion

To wrap up my series on the five swords, I just want to add a few final thoughts. I began by stating that Sword of Feast and Famine was the single best sword to run in Commander, and I still believe that. Hopefully, if you weren’t a believer before, these articles have convinced you. While I agree that the other swords have niche utilities, in most cases you are better off just using the mana from the Feast trigger to cast an actual spell instead. Why go through the trouble of playing Sword of Light and Shadow and attack someone so that you can return one creature to your hand when you could play Sword of Feast and Famine, attack someone, untap your lands, and cast Creeping Renaissance to return all of your creatures at once?

When discussing Sword of War and Peace, I argued that it might be the best sword in Kaalia. This is true, but it is also a very niche example. Kaalia exerts tremendous pressure on her own, but because of the deckbuilding restraints her ability imposes, you don’t really want to be paying mana to cast more of your creatures. Sure, with Feast and Famine you could ideally play three dragons in one turn, but it is such a blowout if your opponent has the wrath. On the other hand, War and Peace is good for essentially an extra dragon hit, so you are applying similar pressure, but aren’t nearly as committed to the board. If you are looking for something to supplement your aggressive commander, Sword of War and Peace could be it.

If you think that your commander is one of those rare few that can take particular advantage of the other swords’ abilities, then by all means, give them a shot. But ask yourself if you wouldn’t be better served with an additional turn’s worth of mana instead. Your deck is full of awesome spells – wouldn’t you rather cast another one of those?

Choose your weapon: Part 5

Finally, we’ve arrived at the conclusion! Let’s jump right in!

Hotly anticipated because of its two very relevant protections in Standard, Sword of War and Peace failed to really excite people when it was at last revealed to the public. Conditional damage and lifegain made it feel like Wizards had phoned the final sword in, particularly because the previous Red and White swords had similar abilities. To be fair, given how Stoneforge Mystic was already dominating Standard, we’re probably all very lucky that War and Peace wasn’t “better”. As it was, this sword became extremely important in the mirror match, since it let you hit past Squadron Hawks and could take out opposing planeswalkers while still hitting your opponent, rather than forcing you to choose. Personally, I would have loved if it made your guy into a Trygon Predator, but I recognize that would have been a little too good. But enough of what it did, or could have done, let’s look at what it actually does:

Protection from Red and White:
As White is the other big creature color, this is a pretty nice protection to have when you’re trying to connect. You also get to dodge things like Swords to Plowshares and Oblation, which is certainly nice. Granted, White decks do tend to lean on Wrath of God effects more than targeted removal, but it is still a solid bonus. For the Red side, targeted creature burn isn’t all that common in Commander, but on the plus side, you do dodge basically all Red removal – including mass removal, which is always damage based (like Blasphemous Act). On the flip side, Red is going to be more likely to be able to kill your artifact, but you can’t win *everything*.

Deal damage to the player equal to the number of cards in their hand, and gain life equal to the number of cards in yours:
In one way, this is the most “unreliable” of the swords, since you aren’t actually guaranteed anything. You don’t get a set amount of damage or life gain, you aren’t drawing a card, or getting a free creature – it is entirely possible that you hit them and absolutely nothing happens. Actually, people made the same argument against Sword of Feast and Famine – in a topdeck war, you aren’t getting any value from your triggers. When you hit someone with War and Peace, you might get an extra 14 point life swing…but you might get absolutely nothing, or anything in between.

But while there’s more variance here than any of the other swords’ abilities, I’m inclined to feel that Sword of War and Peace is actually a pretty good sword to have. For one thing, almost every Commander deck runs Reliquary Tower, which says something about the format. Yes, the opportunity cost of including the land is very low, but it tells you that they also have a reasonable expectation of going over seven cards at some point or another, and don’t want to discard them. Most Commander decks pack a few draw engines, as being stuck in topdeck mode in a Commander game is pretty miserable since you are drawing one card to a collective 3+ by the table. Given how expensive spells are, your opponents usually aren’t dumping their hands quickly, so even in the late game you’re bound to have at least a few people with 4+ cards in hand, which means you’re going to get a decent amount of extra damage out of the red half of your sword. Since you probably want draw engines of your own for the above reasons, you should be able to expect to gain some life with each swing as well.

While I’ve yet to try Sword of War and Peace in a deck of my own yet, I’m inclined to think that it will function quite well in an aggressive deck. The fact that the sword itself deals the damage rather than the equipped creature doesn’t play particularly well with Voltron generals, but if you’re strictly looking to reduce your opponent’s life total as quickly as possible, War is very good at that. Granted, Rafiq of the Many will kill in two swings with any of the swords, but if he’s killed between attacks, one of your other creatures can pick it up and go back to work, and you’ll appreciate the additional 12-18 damage from the War triggers.

The general I’m personally interested in pairing with Sword of War and Peace is Kaalia of the Vast. Flying increases her likelihood of connecting, and her ability combines very well with (a careful number of) non-creature spells, as most of your creatures should be getting “played” for free. Being a partially black creature, and now having protection from red and white, she will be resistant to almost all forms of spot removal. If you hit an opponent with six cards in hand, her first attack should average 15 points of damage, with 20 more on the next turn. If one of the dragons you dropped into play was Bogarden Hellkite, your opponent is just dead. Additionally, because Kaalia rarely leaves back defenders, the life provided by Peace is actually very relevant, and will help ensure that you win races.

Since Kaalia is already playing my threats for free, I don’t really want to be tapping mana for them as well, and walking into a Wrath. Thus, my mana is best used on enchantments and other non-creature spells, but I can’t run too many, or I risk not having a creature to play off of her trigger. This means Kaalia is actually one instance where I’m not certain that Feast and Famine is my first choice. Sure, that sword still works nicely with every other creature in the deck, but Kaalia saves me enough mana on her own that I’m more interested in other effects. Decent card draw is difficult to find in RBW, which makes me like Sword of Fire and Ice, but War and Peace fits best into your gameplan. It is fighting for a very limited number of spots, however, and the most vital equipment are Lightning Greaves and Swiftfoot Boots, so I am not sure War and Peace is actually good enough, but I wanted to illustrate an example of where Feast and Famine wasn’t just head and shoulders above the competition.

In my opinion, War and Peace is probably at a similar level with Fire and Ice, but Fire and Ice has broader applications. If you are looking for a second sword, either will probably work quite well, but consider what your deck is trying to do, whether you are more in need of additional card draw or additional reach, and make your decision from there. Or, you know, just play whichever you have a foil of ;)

Choose your weapon: Part 4

Today I’ll talk about the third sword to be released, Sword of Body and Mind:

Originally released and featured in From the Vault: Relics, this sword’s biggest impact is probably that it finally promised to complete the cycle of swords that was begun in Darksteel, something that fans had been waiting many years for. Unfortunately, it didn’t really wow people with its abilities, and sat mostly unused until the Channelfireball crew reminded the world that Stoneforge Mystic really *was* totally awesome at Pro Tour: Paris, and this sword was paired up with its more broken brother to crush Valakut by milling the mountains right out of their deck. Actually, long before Caw-Blade was a thing, I remember playing against people at my local store that had either Stoneforge Mystic for Body and Mind, or the set of Squadron Hawks, in their UW control decks, but no one had thought to combine the two. Secret tech is right in front of you, if you remain open-minded!

In any case, we’re here to discuss Sword of Body and Mind in Commander, so let’s get to it!

Protection from Green and Blue:
I firmly believe that for the sole purpose of getting your triggers, Green is the best color to have protection from. As I said when discussing Sword of Feast and Famine, Green decks are very popular, and tend to be filled with a bunch of dorky utility creatures, and this will let you march right past the Sakura-Tribe Elders of the world. Protection from Blue is significantly less exciting, but at least your guy can’t be bounced back to your hand mid-attack I suppose.

Put a 2/2 green wolf token into play, and mill 10 cards from the damaged player’s library:
The free wolf isn’t bad, but there are a multitude of token generators available in Commander, and most of them require significantly less work. Still, there are plenty of ways to get uses out of these wolf tokens, and they are “free” outside the cost of playing this sword in your deck, so I can’t really hate on them, even if they should be 2/2 bears. The blue side of this sword was apparently originally supposed to bounce a creature, but (un)fortunately Wizards realized that would have been completely broken. So, how good is milling 10 cards? It really depends on the focus of your deck, and is unfortunately an extremely high-variance ability.

On the one hand, if you aren’t actively trying to mill them to death, the ability is pretty worthless. Sure, in one way you are taking “options” away from them, but unlike with Feast and Famine, where you are taking away a card that they’ve already drawn, Body and Mind is stripping cards that they *haven’t* drawn – those cards could have been at the bottom of their deck for all they knew, so the relevance of them no longer having access to those cards is suspect. If there is something that they were planning on tutoring for, and no longer can do so, then your sword did good work. But what if they are playing a reanimator deck? Then you just made their job that much easier! Worse, many decks now pack an Eldrazi or two, meaning that everything shuffles back in again and your sword has been doing nothing except making you a wolf each turn.

If you *are* trying to mill them, then this ability is more valuable, since you’re getting 1/10th of their ‘life total’ with each hit (which you’re doing anyway, if you’ve got the sword strapped to one of your random 2/2 wolves…), without spending any mana, so that is pretty nice. Except that the same drawbacks of milling your opponents in Commander still apply, but now if you randomly flip an Eldrazi you’ve just completely undone your whole game plan. Sure, you can have things like Leyline of the Void and Cranial Extraction to help prevent this, but it is just so much work to pull off.

For me, the big problem with Sword of Body and Mind is that it pulls you in two different directions. The green half wants you to win with combat damage, by giving you a constant stream of fresh attackers, while the blue half encourages winning without touching their life total. Given that the triggers requires you to hit them in the first place, 2/3 of this sword wants you to kill them through damage, so that seems like the better way to go. In Commander, this sword is probably worse than Sword of Light and Shadow, which is a tall order. If you really need to make tokens, Green, Black, White, and Red all have better in-color options. Blue is the color best set up to take advantage of the mill trigger, and probably appreciates the extra bodies, but mill is a fundamentally flawed strategy always in Commander, and Blue can get similar wins by forcing opponents to draw their decks. If you are playing a mill deck, or really want additional wolf-token generators, then this is the second-best sword for you, but otherwise, stay far away.

Choose your weapon: Part 3

Continuing the series, let’s take a look at Sword of Light and Shadow.

One of the two original Mirrodin block swords, Sword of Light and Shadow was always outshone by its Blue and Red brother. While its abilities aren’t unimpressive, they are much more narrow, and do less to affect the board. Light and Shadow provides a unique effect, but it is much more niche in my opinion. Since I like the format I used to review Sword of Fire and Ice, I’ll be using it again here:

Protection from White and Black:
The two colors with the most targeted removal, this sword will do a decent job of protecting your guy from harm. If you’re strictly looking to make your guy difficult to kill, something like Lightning Greaves will probably serve you better, but these two protections will take you a long way. Granted, both colors also tend to pack a good deal of mass removal, but none of the swords would help you there.* Additionally, there are a large number of white token decks, and you’ll be able to slip right through their defenses for the hit. So once you’ve scored your hit, what do you get?

Gain 3 life and return target creature from your graveyard to your hand:
Depending how much you like minor value plays will probably make or break this card for you. The three life is unexciting, even more so in a format where you begin with a hefty forty life buffer, but is a nice “freebie”. The second ability, however, is what you’ll be playing this sword for. The graveyard recursion is a nice effect to make available to non-black decks, but how useful is it really? First, in order for it to do anything at all, it asks that you have a creature in your graveyard. While that doesn’t seem like much, it means that the sword is probably a very unexciting early play. Unlike Sword of Feast and Famine, which can let you run away with the game if you connect early, or Fire and Ice, which will provide solid value at all points in the game, Light and Shadow is going to be most useful in the late game, when tutoring up the best creature in your graveyard each turn can be quite solid, and the three point life boost is more likely to matter. Fortunately for the Black and White sword, many Commander games tend to go quite long, so that should certainly be a point in its favor, shouldn’t it?

Well, yes and no. Every black deck packs Bojuka Bog, and other graveyard hate isn’t uncommon. So it is entirely possible that you return one or two creatures, and then your graveyard vanishes, making your sword do an awkward Loxodon Warhammer impression. Additionally, while the sword is best in the late game, Commander is a format full of excellent late-game plays. Do you really want to spend five mana in order to get a conditional Healing Salve + Raise Dead? Or would you rather always be guaranteed two damage to an opponent, and a card off the top of your deck?

Returning creatures is quite good, but most colors that care already have access to this effect, or don’t care about it. Both Black and White have a variety of ways to return dead creatures directly to play, while Green is packed with Regrowth effects, and in recent sets has gotten spells like Praetor’s Counsel and Creeping Renaissance that can return everything at once to hand. Blue and Red are the colors lacking these effects, but are also the colors least concerned with them. Most mono-blue decks will be control or combo oriented, not creature oriented, while most mono-red decks are going to be hyper aggressive, or possibly some form of red/artifact control. In either case, they aren’t really in the market for a way to return value creatures over and over.

This means that the decks that want Sword of Light and Shadow are going to be very niche. Maybe in your meta, the protections are super relevant. Or perhaps you *are* playing a midrange mono blue creature deck. I could see trying this sword out in Sun Quan, Lord of Wu, for example, possibly over Sword of Fire and Ice, since his ability means I’ll always be returning a creature from my graveyard. But if I’m playing mono Blue I have to ask myself if I wouldn’t rather just have another card draw spell in the sword’s spot, which I could cast before hitting them with Sword of Feast and Famine, and then I can play a creature and keep two mana open for the Counterspell that I just drew.

Sword of Light and Shadow, in my opinion, is the biggest trap of the five swords. It provides good value, but you can probably find a better replacement. Considering its expensive price, I would leave this sword to the antique collectors, and go for more modern weaponry.

*Mostly true, since none of the swords make your guy indestructible, but Feast and Famine does a decent impression of that in the above example ;)