Casual EDH: Beauties and the Beast

Casual EDH: Beauties and the Beast

This is, in my mind, what a casual EDH deck should look like; heavy on theme, low on mass-destruction, still capable of pulling out the occasional win.

In this case the theme is Beauty and the Beast, where Uril is the Mythic, Legendary Beast, and he’s backed by 26 beauties, all creatures depicted as women in the artwork. This restriction prevents other cards, probably more powerful in this deck, from being played (such as Thrun, Troll Asthetic, and Stonehewer Giant), while making it infinitely more interesting to play against.

The deck runs a metric tonne of enchantments. It’s kinda like the anti-Zur deck; where Zur wants to lock the board down, Uril just wants to smash face or have fun trying.

The heavy token theme (Captain of the Watch, Hero of Bladehold, Kazandu Tuskcaller, Mobilisation) allows for some internal synergies for card drawing and damage dealing with Goblin Bombardment and Fecundity, while providing bodies for the fairly broken equipment provided.

Here’s the decklist.

// General (The Beast)

1 Uril, the Miststalker

// 29 Creatures (The Beauties)

1 Mother of Runes
1 Argothian Enchantress
1 Fauna Shaman
1 Silhana Ledgewalker
1 Elvish Visionary
1 Sylvan Ranger
1 Kazandu Tuskcaller
1 Saffi Eriksdotter
1 Kor Spiritdancer
1 Mesa Enchantress
1 Yavimaya Enchantress
1 Elvish Champion
1 Auramancer
1 Jaya Ballard, Task Mage
1 Imperious Perfect
1 Azusa, Lost but Seeking
1 Stoneforge Mystic
1 Verduran Enchantress
1 Knight of the Reliquary
1 Nullmage Shepherd
1 Umbra Mystic
1 Eternal Witness
1 Farhaven Elf
1 Viridian Shaman
1 Wilt-Leaf Liege
1 Oracle of Mul Daya
1 Hero of Bladehold
1 Seedborn Muse
1 Captain of the Watch

// 25 Enchantments

1 Goblin Bombardment
1 Sterling Grove
1 Glory of Warfare
1 Aura Shards
1 Fecundity
1 Glare of Subdual
1 Flickerform
1 Shield of the Oversoul
1 Bear Umbra
1 Greater Auramancy
1 Greater Good
1 Pollenbright Wings
1 Doubling Season
1 Mirari’s Wake
1 Oblivion Ring
1 Sigil of the New Dawn
1 Gaea’s Anthem
1 Mobilization
1 Pyrohemia
1 Snake Umbra
1 Wheel of Sun and Moon
1 Beastmaster Ascension
1 Armadillo Cloak
1 Enchantress’s Presence
1 Privileged Position

// 5 Artifacts

1 Sword of Light and Shadow
1 Sword of Fire and Ice
1 Sword of Feast and Famine
1 Behemoth Sledge
1 Whispersilk Cloak

// 2 Spells

1 Worldly Tutor
1 Enlightened Tutor

// 2 Planeswalkers

1 Elspeth, Knight-Errant
1 Elspeth Tirel

// 36 Lands

1 Gaea’s Cradle
1 Taiga
1 Stomping Ground
1 Temple Garden
1 Savannah
1 Plateau
1 Sacred Foundry
1 Wooded Foothills
1 Windswept Heath
1 Arid Mesa
1 Windbrisk Heights
1 Terramorphic Expanse
1 Treetop Village
1 Jungle Shrine
1 Copperline Gorge
1 Evolving Wilds
1 Raging Ravine
1 Rootbound Crag
1 Strip Mine
1 Sunpetal Grove
1 Contested War Zone
1 Reflecting Pool

6 Forest
4 Plains
4 Mountain

Getting Into EDH: "But I only started playing at Llorwyn"

Getting Into EDH: “But I only started playing at Llorwyn”

After my last post, @sunbyrne on Twitter asked if I could put together an EDH list that also included Shards. I accepted the challenge then immediately cheated by adding Llorwn cards – the synergy with some of the -1/-1 abuse enchantments in Llorwn block were just too tempting.

Here’s a list that uses Glissa as a General, but pretty much tries to win using poison counters. Remember you still only need to get to 10 poison to win in EDH. I hope you enjoy it, mate.

All Will Be One Because There Can Be Only One
An Extended-Legal EDH deck by Neale Talbot

// 1 General

1 Glissa, the Traitor

// 19 Infect Cards

I’ve essentially tried to cut any vanilla Infect creature from the group, leaving 19 playable critters behind. Bearing in mind that these guys can come down pretty early, you can get your opponents onto one poison fairly quickly. From there it’s just a matter of proliferating away.

1 Phyrexian Hydra
1 Rot Wolf
1 Phyrexian Crusader
1 Phyrexian Vatmother
1 Blight Mamba
1 Core Prowler
1 Corpse Cur
1 Scourge Servant
1 Necropede
1 Ichorclaw Myr
1 Trigon of Infestation
1 Hand of the Praetors
1 Ichor Rats
1 Flesh-Eater Imp
1 Skithiryx, the Blight Dragon
1 Plague Stinger
1 Viridian Corrupter
1 Plague Myr
1 Tangle Angler

// 7 Utility Creatures (w/ Counter-Abuse)

Each of these utility creatures works great in the deck, especially with proliferate. Necroskitter gives you a surprise way of locking down the board (do you reaaallly want to block anymore?). Necrotic Ooze is a metagame choice, as is Hexmage. And Creakwood Liege helps you add bodies to your side of the field while pumping just about everyone else in the deck. Also he breaks Glissa.

1 Necroskitter
1 Carnifex Demon
1 Midnight Banshee
1 Soul Snuffers
1 Necrotic Ooze
1 Vampire Hexmage
1 Creakwood Liege

// 7 Removal spells

Prime removal spells in this deck. You can Sack the Spine of Ish Sah to Throne of Geth to return it to hand. Executioner’s Capsule + Glissa = Good Times. And Lux Cannon is a beast in the supporting category. Mortarpod is to give your Infect guys a little reach.

1 Black Sun’s Zenith
1 Lux Cannon
1 Doom Blade
1 Executioner’s Capsule
1 Spine of Ish Sah
1 Mortarpod
1 Maelstrom Pulse

// 7 Counter-Abuse Cards

I’d love to fit Culling Dias in here, but I don’t know what I’d cut. The rest just helps you wipe your opponents’ boards, as it’s highly unlikely they’ll be putting -1/-1 counters on your guys, just you on their guys.

1 Throne of Geth
1 Spread the Sickness
1 Contagion Clasp
1 Contagion Engine
1 Blowfly Infestation
1 Crumbling Ashes
1 Ratchet Bomb

// 7 Tutors

1 Beseech the Queen
1 Green Sun’s Zenith
1 Fauna Shaman
1 Primal Command
1 Liliana Vess
1 Genesis Wave
1 Crystal Ball

// 6 Seems-Good Cards

Bonehoard is broken when combined with infect. Sylvok Replica plays double-time with Glissa. Scarecrone + Corpse Cur/Core Prowler seems busted in this deck. Whispersilk Cloak means your guys are true threats, while Livewire Lash gives your opponents only bad options when it comes to removing your creatures off the board.

1 Bonehoard
1 Sylvok Replica
1 Scarecrone
1 Whispersilk Cloak
1 Sign in Blood
1 Livewire Lash

// 10 Ramp Cards

1 Cultivate
1 Viridian Emissary
1 Garruk Wildspeaker
1 Horizon Spellbomb
1 Mana Reflection
1 Primeval Titan
1 Oracle of Mul Daya
1 Awakening Zone
1 Sylvan Ranger
1 Khalni Heart Expedition

// 36 Lands

1 Murmuring Bosk
1 Bojuka Bog
1 Reflecting Pool
1 Inkmoth Nexus
1 Oran-Rief, the Vastwood
1 Terramorphic Expanse
1 Tectonic Edge
1 Verdant Catacombs
1 Evolving Wilds
1 Twilight Mire
1 Gilt-Leaf Palace
1 Reliquary Tower
1 Mystifying Maze

10 Swamp
13 Forest

Getting Into EDH: But I Only Play Standard!

Getting Into EDH: “But I Only Play Standard!”

EDH is one of the singularly easy formats to get into for several reasons:

* Lack of lengthy banned/restricted list
* Four-of playsets of cards are unnecessary
* Power levels do no need to be absurd for casual play

As a result almost anyone can do it. Here, for example, is an almost Standard-legal decklist for casual EDH that will give a group of players a run for their money. If you’re a FNM player who’s never thought to give EDH a try due to a lack of back-logo of cards, try this one on for size (and let me know if you do).

I Assume an WUB General Will Arrive In “Action”
An Almost-Standard Legal EDH Deck by Neale Talbot

// General

Sharuum, The Hegemon (until a standard-legal General arrives)

// Mana Acceleration / Draw

1 Sphere of the Suns
1 Pilgrim’s Eye
1 Khalni Gem
1 Prophetic Prism
1 Dreamstone Hedron
1 Seer’s Sundial
1 Blue Sun’s Zenith

// Stoneforge Mystic Package

1 Stoneforge Mystic
1 Sword of Body and Mind
1 Sword of Feast and Famine
1 Sword of Vengeance
1 Whispersilk Cloak
1 Basilisk Collar
1 Bonehoard

// Trinket Mage Package

1 Trinket Mage
1 Chimeric Mass
1 Everflowing Chalice
1 Expedition Map
1 Mox Opal
1 Nihil Spellbomb
1 Brittle Effigy

// Treasure Mage Package

1 Treasure Mage
1 Contagion Engine
1 Wurmcoil Engine
1 Steel Hellkite
1 Mindslaver
1 Platinum Emperion
1 Spine of Ish Sah

// Utility Cards

1 Go For The Throat
1 Doom Blade
1 Dispense Justice
1 Jace’s Ingenuity
1 Sphinx of Lost Truths
1 Recurring Insight
1 Revoke Existence

// Creature Bombs

1 Wrexial, the Risen Deep
1 Drana, Kalastria Bloodchief
1 Carnifex Demon
1 Geth, Lord of the Vault
1 Thada Adel, Acquisitor
1 Massacre Wurm
1 Sunblast Angel

// Combo Pieces

1 Koldotha Forgemaster
1 Blightsteel Colossus
1 Thopter Assembly
1 Razor Hippogriff
1 Sun Titan
1 Cadaver Imp
1 Mimic Vat

// Planeswalker Package

1 Venser, the Sojourner
1 Jace Beleren
1 Jace, the Mindsculptor
1 Tezzeret, Agent of Bolas
1 Elspeth Tirel
1 Gideon Jura
1 Sorin Markov

// Control Package

1 Domestication
1 Corrupted Conscience
1 Mind Control
1 Volition Reins
1 Black Sun’s Zenith
1 Contagion Engine
1 Phyrexian Rebirth

// 37 Lands

1 Bojuka Bog
1 Halimar Depths
1 Celestial Colonnade
1 Creeping Tar Pit
1 Darkslick Shores
1 Seachrome Coast
1 Jwar Isle Refuge
1 Sejiri Refuge
1 Underground Cataombs
1 Glacial Fortress
1 Marsh Flats
1 Mystifying Maze
1 Reliquary Tower
10 Island
7 Swamp
7 Plains

EDH, Douchebags, And Me

EDH, Douchebags, And Me

Two nights ago I asked Twitter (TM) whether people thought EDH Douchebages existed, and why/why not? The discussion was interesting (and the answer seemed to be “yes, you douchebag”), and I was going to write a post about it, when last night I found myself in a strange situation in a Commander game on MtGO.

My two opponents, ForestFire0 and RowdyCowgirl were having an argument about the Social Contract. Rowdy, playing U/B BlackVise and Forest, playing Kresh, were having a bit of an argument about what constitutes Commander-appropriate decks, based on the Font of Mythos / Teferi’s Puzzle Box / Ebony Owl Netsuke that Rowdy had played. ForestFire0 was getting pretty aggressive at how Rowdy’s deck was some terrible combo, when she responded with the line that grabbed me (as shown in the screenshot above).

“pls don’t impose yr notions of casual on me” – RowdyCowgirl

I felt I had traveled backwards in time to University to relieve the months I spent in Feminism and Literature at Macquarie University (Yes I did a Bachelor of Arts, and yes I do have a job thank-you-very-much. Also, would you like fries with that?).

So there’s Rowdy, playing janky cards that are annoying but nothing I’d consider terribly powerful, getting beat over the head about it when ForestFire0 drops a Grave Pact and Spawning Pool to wipe the board of all creatures but his own.
Clearly the Social Contract means different things to different people.

Having built and played competitive Commander decks on MtGo, I have a pretty narrow view of which cards are truly overpowered in the format, and there aren’t many. The simple fact that at a four-person table, your chances of pushing through a gameplan unmolested is next to none. And although you occasionally get lucky and combo-ooze, off, more often than not your hand will be ripped apart, your best spells countered, your combo pieces exiled and your children strangled. So I figure, go ahead and play that combo and good fucking luck to you if you succeed. The next game on MtGO is just a click away.

Paper EDH, however, is another matter. On MtGO the anonymity and ability to quickly join a new game against total strangers is one thing. But paper play means sitting face to face against people you often know and like, and may just like you too. It’s also a format that encourages open discussion, bargaining, and political shenanigans, so working the room becomes incredibly important. So do the various political strategies I’ve discussed before. Playing obvious combos (and the best combos are obvious) breaks several strategies, including “Walk Softly and Carry A Big Stick” and “Tight-Rope Walking”.

But what makes a douchebag card? Take a look at this deck by Sheldon Menery himself. For a start, his General is Merieke Ri Berit, one of the all-time douchebag capable generals. He follows this up with Teferi, Mage of Zhalfir (totally douchey), Bribery (douchey as all get-out), Commandeer (I mean, really douchey), and… well, not much. And that’s the thing. Sheldon plays a few douchey cards, but the deck as a whole is not that over-powered. Four shitty cards out of 100? Who’s gonna complain about that?

And that’s the thing. Playing Teferi is not a douche move, but maybe following it up with Knowledge Pool is. I don’t know. I’m not sure I can even tell any more. Perhaps I have to face up to an awful reality:

EDH Douchebags

After all, what’s douchey to me (expecting me to sit around for thirty minutes while you tutor up your deck in your main phase because you can’t decide what you want despite having six other people’s turns to make up your motherfucking mind) might not be to others, and the cards I like to play (the blue, white and black ones) seem to be ultra-insulting to those green-addicted EDH players I hang out with. I’ve witness someone quit a game because another player dared to destroy his Sword of Light and Shadow. Is destroying someone else’s permanents douchey? Fuck me, I hope not.

When I sit down with my friends and family to play a casual game of EDH, I know my friends are going to rain hell on me because they know I want to win, and I know they know I want to win, and we all know that they have to stop me by winning first. I’ve said it before and I’ll say it again, the problem with EDH is that someone has to win. And it doesn’t even matter if I’m being the fun guy with the Phelddagrif deck who’s in it for the laughs that night, someone has to win. That’s the nature of the game, and it is a game, sometimes that runs competitively with Commander, and sometimes casually with EDH.

The people who get labelled as douchebags are the ones who take the Commander deck to the EDH game, trampling all over the Social Contract as they go.
A wise friend said to me today, “There is no contract in a social contract.”, which my Dad would of expressed as “A social contract ain’t worth the paper it’s written on.” My playgroup kept pretty tight rules for casual EDH – no infinite combos, tutor before your turn, no-one but Matt can destroy lands – but I have no expectations that the social rules that were clearly communicated between my friends will be enforced when I play with anyone else.

I expect the broken decks, I expect the infinite combos, I expect the turn after turn after tutor after tutor, and when it doesn’t happen I’m pleasantly surprised, and when someone after my own heart plays a Hive Mind I get to laugh and cackle and enjoy the ride. And possibly make them cry when I follow it up with Teferi, followed by Knowledge Pool (you might want to check that screenshot at the top again).

I hear the first step is admitting you have a problem.

Modern Douchebag General

Modern Douchebag General

Zur’s the very model of a Modern Douchebag General
For players pathological, degenerate and criminal.
He’s the king of douches, coz he tutors Aristotical
And makes the Timmies weep with concessions categorical.
He fetches up enchantments Emyprial and Diplomatical.
And then protects his boardstate with a lot of counterspell.
He powers out so quickly coz he’s packing quite a lot of mox.
And then he stops your mana by dropping down the Stasis locks.
For mana ramp he’ll Mana Crypt and Mana Vault and Mana Drain
And if he dies he’ll Replenish to start it all back up again.
In short for players pathological, degenerate and criminal.
Zur is the very model of a Modern Douchebag General.

He runs tutors, Enlightened, Mystical and Imperial.
To dodge removal he’ll Vanish into mists that seem ethereal.
He finds just what he needs by spinning the Divining Top.
And as he doesn’t play cards he can wait for the Standstill to pop.
He’ll take your favourite creature and put them into a Prison Term,
Of Rings of Oblivion your best permanent is about to learn.
His power to draw cards has potence Necronomical,
With Coronet to regain life back to values astronomical.
He’ll Armaggedon to blow up lands, and Winds of Rath to sweep the board
And once he’s done opponents quit because they are so fucking bored.
In short for players pathological, degenerate and criminal.
Zur is the very model of a Modern Douchebag General.

Splitting Hairs

Splitting Hairs

Here’s one of my favourite things in the whole world, a game of EDH with close friends, literally around my kitchen table:

Nine Player EDH MtG

And here’s another one of my favourite things, taking down a Commander game on MtGO:

Ooze Combo Screenshot

You see, despite having (almost) the same rules, the same banned/restricted list, the same card pool, EDH and Commander are completely different games.

EDH is this brilliant little format created by Sheldon Menery and Duncan McGregor, amongst others. Based on Singleton, the brilliant move of adding a General, and then restricting the manabase to the colours of that General. IT was fun, casual, and played exclusively across dinner tables (behind the scenes by judges on the Pro-Tour).

I can’t remember when I heard about it, or started playing it, but my playgroup, a bunch of guys with cards dating back to Alpha, got on board almost immediately. That photo above is from the last of quite a few games we played before I headed off to Hong Kong. The crazy interactions, the multi-player politics, and the alcohol all added up to a stack of fun.

Of course, we imposed strict social rules. No infinite combos was the main one, but everyone got the hint that mass land destruction was frowned upon as well (curse you Matt!). People came with all sorts of decks – counter-blue, walls & pingers, green grow, everything you could imagine. We roped in all sorts of people to play, too, gathering players at the local stores we’d never met but were up for some hilarity at the house of a crazy guy they’d barely met (with a very forgiving wife, too).

Yes, people played to win, but with six to ten people at the table success was never guaranteed. With that many people we played a version called “Zombie EDH”, where, if you took someone out of the game, they shuffled up and started playing again to the benefit of their new Zombie Lord.

Once I moved to Hong Kong I started investigating Commander on MtGO, which Lee Sharpe had converted onto the digital medium. You could usually get a game, but there was a decidedly different feel to MtGO Commander than paper EDH. Players were more aggressive, pushing to win rather than just enjoy the game.

But the big difference occured when WotC finally endorsed EDH as a format, officially renaming it “Commander” offline as well as online. Once that happened the multiplayer room became far more cutthroat. Casual gaming turned into Stasis Locks and Infinite Turns and Mindslaver Locks.

Commander had forked EDH.

If you’ve ever read Anil Dash’s article on forking, you’ll understand what I mean. Suddenly we had two similar products that were generating different results the gaming-cultures they operated within.

Here’s why I think the forking occurred:

* MtGO Users Are Majority Spikes: Anyone willing to invest significant amounts of time and treasure into MtGO is bound to expect something out of it. The consistent competitive nature of the format (the queues, the tournament practice rooms, the PTQs, etc) breed a particular sort of person, the kind intent on winning. This is not a bad thing, but it is a thing nonetheless.

* Officially Endorsing EDH as Commander Spiked Spike’s Interest: Do you know what’s happened every time WotC had endorsed a format on MtGO? They’ve created queues for that format. You create a queue and Spikes want to break that queue. Now, while queues for Commander haven’t arrived yet, you can probably place a safe bet that they’ll turn up someday, and until that day arrives Spike wants to get a little practice in. So they’ve turned to the Multiplayer room to practice, and they’re practicing to win.

* EDH Is Ripe For Breaking: A best deck has not yet been discovered for Commander. The best Generals are generally known (Zur, Sharuum, Jhoira) but the single best deck? Not yet. But you give enough spikes with enough keyboards enough time, and they’ll eventually produce the works of Shakespeare find the deck that’s got game against every other (until the bannings occur).

* EDH Is Ripe For Tuning: Not a lot of deck-building theory has gone into EDH yet. Due to the high level of variance (oops I just drew 10 lands in a row damn) creating consistency and certainty that a Spike requires is difficult. But not impossible. MtGO, though the readily available games and ability to rapidly shift cards in and out of decks, encourages tuning and the discovery of the best build. Again, this is a system that Spike is all to ready to abuse.

* MtGO’s Anonymity Lessons The Social Contract: When you’re staring at your friends across a kitchen table while you lay down that Stasis, chances are you’re getting verbally abused by your mates (or a beer can thrown at your head). Online, however, no-one knows you’re a dog. Play that Stasis, or Necropotence, or Winter’s Orb. Why not? There repercussions might be a block, or a hastily conceded game by your opponent, but there’s no skin off your nose. The Social Contract of EDH cannot survive the shift to an online medium, and this allows people to run whatever the hell they want without any fear of social repercussions. This is probably the key reason why EDH and Commander have forked.

Already, online, we’ve seen a massive jump in the “ramp” decks in Commander (possibly due to the importance that ramp had in Standard over the past season). Decks that aim to combo out on Turn 4/5 if possible are overplayed, and when someone discovers the deck that consistently goes off Turn 3, then that’ll be overplayed too. Spike doesn’t necessarily care for the “fun” of EDH

I’ve been preparing for an upcoming Commander tournament here in Hong Kong. It’s not sanctioned but it has prizes, which makes taking it down pretty sweet. Hong Kong is a funny place; there was very little interest in EDH due to the competitive nature of the locals and the shallow card pools of most locals. However, once WotC turned EDH into an official format, the locals suddenly got there Generals On and came out swinging. These are, of course, the same guys who play MtGO, the very same Spikes who are only out to win. I guess I shouldn’t be surprised. Formality breeds competitiveness. And once you start throwing competitions into the mix, people are going to search for what wins and seek out a medium to test it.

So what can keep Commander in the spirit of EDH? Nothing. They’ve forked, and Sheldon has, for better or worse, let the format get away from him. Banning cards online won’t help – there’s always a best deck, and Spike will always run it. My suggestion is to let both paths of the fork thrive. Play EDH with your friends with paper cards. But be aware that when you play Commander online, you’re playing a different game.

I’m Playing 40 Cards Less Than You

I’m Playing 40 Cards Less Than You

When building a 60 card deck, the conventional deck-building theory is to look for consistency. Essentially pick nine cards, use four of each of them and you have a fundamentally consistent deck.

So what if one was to apply this deckbuilding theory to EDH? The difficulty with EDH is that all the singletons mean that consistency is very difficult to achieve as you can only add a singleton of each card.

The thing about Magic, however, is that each card represents a particular piece of utility. With a cardpool of over 14,000 cards available to us duplicate utility is easy to come by. The only question is how many would we need in order to hit the same level of consistency?

The maths is pretty easy. Where a 60 card deck runs 4 x 9 cards, a 100 card deck needs to run 7 x 9 cards. The 37 lands then equates to about 21 lands which feels a little light, but with all the tutors and ramp spells it’s probably ok to run with.

With that in mind, here’s a concept deck that is built around have the idea of only having nine different cards in the deck.

I’ve Got 60 Cards In My 110 Card Deck
A Concept Commander/EDH Decklist

7 Manarampers

The Signets could easily be Grim Monolith, Felware Stone and Mind Stone, but I’m a little addicted to the fixing. I’m going to test both, but here’s a basic set. The Voltaic Key has further utility in the deck than making the ramp artifacts busted.

Mana Crypt
Mana Vault
Sol Ring
Orzov Signet
Azorius Signet
Dimir Signet
Voltaic Key

7 Planeswalkers

The ‘walkers are selected on their broad utility. They bring a range of tutoring, card advantage, defence, offence and alternate win conditions that is unparalleled. The Agent of Bolas may be better replaced by Liliana Vess, but I’m not convinced either way yet.

Tezzeret, The Seeker
Elspeth, Knight-Errant
Jace, The Mindsculptor
Venser, The Sojourner
Gideon Jura
Sorin Markov
Tezzeret, Agent of Bolas

7 Pinpoint Removal Spells

The premier removal spells in the format, I’ve gone for being as broad as possible with a suite able to kill lands, artifacts, enchantments, creatures and planeswalkers and send them either to the graveyard or from the game as required. The Pithing Needle and Brittle Effigy are tutorable by the Trinket Mage.

Sword to Plowshares
Diabolic Edict
Revoke Existence
Mortify
Vindicate
Pithing Needle
Brittle Effigy

7 Sweepers

Running planeswalkers also allows us to run Sweepers within impunity. Note the Relic of Progenitus, which is a sweeper for graveyards (and is also tutorable by Trinket Mage).

Damnation
Wrath of God
Nevinyrral’s Disk
Hallowed Burial
Austere Command
Black Sun’s Zenith
Relic of Progenitus

7 Counter/Control Spells

These are the best counter/control cards in the format. I generally frown upon soft counters such as Mana Leak or Daze in EDH as mana is terribly easy to come by, so having hard counters is very important. The Bribery / Acquire package is great as you pro-actively prevent your opponents from playing their best creature or artifact.

Counterspell
Cancel
Hinder
Cryptic Command
Force of Will
Bribery
Acquire

7 Card Draw / Library Manipulation

It’s very tempting to add an Ivory Tower (or even an Elixir of Immortality) to the deck instead of the Thirst or Compulsive Research in order to further abuse Necropotence, but I’m not sure I can fit one in anywhere. Regardless, these cards are pretty brilliant at ensuring your deck is full. If I were playing multiplayer I’d add higher-cast cards such as Rhystic Study, Mystic Remora, Mind’s Eye or Concentrated Sphinx instead of the 3-mana draw spells. 1 on 1, however, probably requires a slightly slimmer casting cost approach.

Necropotence
Senei’s Divining Top
Esper Charm
Fact or Fiction
Blue Sun’s Zenith
Thirst for Knowledge
Compulsive Research

7 Combo Pieces

These cards essentially try to do one thing; stop your opponent from playing the game. Thopter Foundry + Sword of the Meek is a great win condition, but add Time Sieve and you win the game at five mana. Teferi + Knowledge Pool creates a situation where your opponent can’t cast spells anymore. And Mindslaver + Scarecrone = no more turns for your opponent.

Thopter Foundry
Sword of the Meek
Time Sieve
Teferi, Mage of Zhalfir
Knowledge Pool
Mindslaver
Scarecrone Hanna, Ship’s Navigator (Scarecrone only returns Artifact Creatures)

7 Aggro/Control Pieces

These are a mix of control / beatdown elements that help you take over the game in the long run. The five ETB effects are abusable through Master Transmuter, and the Lightning Greaves is important to ensure you can get them turned on as quickly as possible.

Lightning Greaves
Master Transmuter
Duplicant
Magister Sphinx
Sundering Titan
Solemn Simulacrum
Sharuum The Hegemon (COMMANDER)

7 Tutors

The Cunning Wish aims to grab the necessary card from the ten card sideboard, but if sideboards aren’t allowed in your play group then swap it out for something else, possibly Treasure Mage. The Call to Mind means every instant and sorcery in your deck suddenly becomes a two-of. If you wanted to get cute you could turn the Call to Mind into a Mnemonic Wall, add a Time Warp somewhere and take infinite turns with Venser.

Vampiric Tutor
Demonic Tutor
Enlightened Tutor
Cunning Wish
Mystical Teachings
Call to Mind
Trinket Mage

37 Lands

One of the most consistent mana-bases available, it allows for graveyard recursion, graveyard removal, land destruction, mana ramp, the works.

Scrubland
Tundra
Underground Sea
Godless Shrine
Hallowed Fountain
Watery Grave
Flooded Strand
Polluted Delta
Marsh Flats
Glacial Fortress
Drowned Catacomb
Arcane Sanctum
Celestial Colonnade
Creeping Tar Pit
Reflecting Pool
Wasteland
Tectonic Edge
Strip Mine
Ancient Tomb
Temple of the False Gods
Boseiju, Who Shelters All
Maze of Ith
Rishidan Port
Bojuka Bog
Volroth’s Stronghold
Academy Ruins
Reliquary Tower
Urborg, Tomb of Yawgmoth
Cabal Coffers
Vesuva
Island
Plains
Swamp
Island
Plains
Swamp

10 Card Utility Sideboard

These spells essentially turn Cunning Wish into its own silver bullet. Call to Mind doubles the utility of either the grabbed spell or Cunning Wish.

Momentary Blink
Path to Exile
Pongify
Pull From Eternity
Pact of Negation
Slaughter Pact
Disenchant
Twincast
Echoing Truth
White Sun’s Zenith

Ok, so this is not a friendly deck. It’s absolutely the opposite of a friendly deck. It’s a deck designed to be very, very consistent, unlike virtually every other EDH deck. I’m going to give it a run for it’s money and see how it goes.

A Bad Case Of The Ramps

A Bad Case Of The Ramps

Lately on MtGO Commander has degenerated into a race for who can ramp highest, fastest, in order to slam down the game winning card/combo first.
In order to compete you will likely want to pack enough ramp of your own. The difficulty is often choosing what ramp is right for you. Let’s take a look at some options and where they might be played.
Before I begin, I should note I cover here both Ramp and Fixing. I consider Ramp to be anything that provides more mana than you would usually have by playing a single land each turn, while fixing is not necessarily have more mana, but having the right mana necessary to cast your spells.
I’ll also add right now I play about 36 land cards in my EDH decks, plus between 5-10 spells that either ramp or fix, depending on the deck. I have no idea if that’s correct, but it’s working for me.

Green Creatures

Green gets the best of both ramping and fixing, but not all ramp and fixing is equal. Here are some of the best:
* Oracle of Mul Daya: Splashable in any Commander deck due it’s high-velocity ramp abilities, it has some other key benefits. Firstly, it allows you to retain cards in hand while burning through land-pockets in your library. This significantly improves draws over the long term. Secondly, combined with shuffling effects and hand manipulation effects such as Jace the Mindsculptor or Sensei’s Divining Top it allows you to shuffle away cards you don’t necessarily want to have sitting either in your hand or on top of your library. And thirdly it is an Elf, a very relevant creature type in Commander, and is tutorable with Elvish Harbinger or Skyshroud Poacher.
* Azusa, Lost provides a similar benefit to the Oracle, but is unfortunately not and Elf and can’t provide the same type of card advantage by abusing the top of your deck. However, her status as a Legendary Creature makes her an ideal General in ramp decks.
* Omnath, Locus of Mana: A Rofellos substitute, his low casting cost means he can get out fast and start hoarding mana quickly. However his lack of Shroud, and the fact he only stores Green mana, relegates him to mono-green decks that can play to use him as a beat-down option, not just for mana ramp.
* Sakura Tribe Elder / Yavimaya Elder: While not Elves, these two both provide a body (great for carrying game changing equipment) and a sac ability that negates Control-Magic style effects for benefit. Yavimaya Elder is particularly powerful as the 3-for-1 effect is unparalled, however the double green cost makes him slightly less splashable. See also Viridian Emissary, who has the benefit of being an Elf, but without the sac ability benefit.
* Farhaven Elf / Hermione Granger / Borderland Ranger / Sylvan Ranger : Farhaven Elf stands well above the others as it’s ETB ability sends the land straight onto the battlefield, which Hermione does but with the additional Echo cost. Both Borderland and Sylvan send the card to hand, meaning they should be treated more like mana-fixing rather than mana-ramping.
* Primeval Titan / Centaur Rootcaster: Titan is head-and-shoulders better than Rootcaster, but usually it’s the guy you want to ramp into, not the one you want to do the ramping for you. With any sort of evasion Rootcaster is a beating that doesn’t turn the entire table instantly against you, unlike the Titan.
* Krosan Tusker: Essentially allows you to draw a land and a random card for an uncounterable 2G, which is pretty good by any standard. Only grabs basic lands though.

Green Non-Creature Spells

* Burgeoning / Exploration: The T1 green ramp drop of choice, both can easily lead to having four lands in play on T2. Burgeoning allows for some very strange interactions while Exploration is more a harder-to-kill Azusa. Both, however, are excellent.
* Cultivate / Kodama’s Reach: For most purposes the same card, like cycling Krosan Tusker they provide both ramp and card advantage, but unlike Tusker they always grab two lands and can be countered.
* Realms Uncharted: I really, really like this card. The ability to go grab Strip Mine, Wasteland, Ghost Quarter and Tectonic Edge and give your opponent a terrible choice can really screw over some decks, especially if you’re running Crucible of Worlds, which almost certainly are if you’re running Strip Mine, Wasteland, Ghost Quarter and Tectonic Edge.
* Explosive Vegetation / Journey of Discovery / Far Wanderings: Each great in their own way; Explosive Vegetation is a mana more expensive than Cultivate and Kodama’s Reach, but the lands go directly into play. Journey of Discover is great for it’s flexibility both early and late game, and flexibility is pretty powerful in Commander. Far Wanderings is much more narrow, but the cost is well worth it in any deck that abuses the graveyard (such as Commander Dredge). I probably wouldn’t play it in any archtype not planning on keeping a full graveyard.
* Mwonvuli Acid-Moss / Reap and Sow: Essentially provide you with ramp while taking care of a troublesome land on the other side of the battlefield. They won’t make you many friends, but they are pretty damn good regardless. I’d probably play Acid-Moss over Reap and Sow as there will almost always be something you want to kill on the table.
* Shard Convergence: Only really useful in decks with 5-colour Generals, it is the ultimate mana fixer, allowing you do grab five dual-lands of any specification. If you’re playing Slivers or Five Colour Control it’s a must-have. If you’re playing three or less colours, give it a miss. At four colours it’s ok, because you can still grab five lands by intelligently choosing which half of various dual lands to get.
* Heartbeat of Spring / Venereal Bloom / Mirari’s Wake / Mana Reflection: The mana-ramp enchantments differ in cost depending on whether the effect is symmetrical or one sided. Clearly the extra white mana for Mirari’s Wake is worth it if you can play it, otherwise Mana Reflection is usually the way to go. Heartbeat of Springs sees a lot of play in Group Hug decks due to the crazy game states it encourages.
* Into the North: Gets Dark Depths. ‘Nuff said.

White Spells

White doesn’t get a lot of ramp, per se, but it has a heck of a lot of mana fixing for a colour that isn’t green. Here are some of the best.
* Land Tax: Basically a recurring Ancestral Recall on for Basic Lands, It’s best in mono-White decks. I’ve tried it in non-mono-white decks but it never works out how you want it due to the low number of basics you run, and Land Tax only grabs basic lands. However if you’re playing mono-white it’s an auto-include.
* Weathered Wayfarer: This guy is, simply put, amazing, as he can grab any land. Maze of Ith. Strip Mine. Temple of the False God. Whatever. He’s the best mana-fixing White has to offer. He’s pretty vulnerable however, so don’t expect him to last more than a few turns.
* Gift of Estates / Tithe: A fantastic card for multiplayer and perfect for floating 6 mana, casting, then following up with Armageddon. The fact it allows you to grab the original duals is icing on the cake and makes it easily splashable in non-mono decks.
* Safewright Quest: Allows you to grab dual-land cards for 1 mana. An okay card in Green that’s great in White.
* Oath of Lieges: A much trickier card than it looks, I’d be happier running it in a Group Hug deck or alongside a deck running mana advantage through Artifacts, thereby preventing my opponents from gaining from its benefits. The fact it only tutors for basics makes it a little disappointing.
* Eternal Dragon: An excellent mana-fixing card that just happens to have a 5/5 recurring flying dragon upside. A must for any mono-white deck as it’s relevant both early and late game.
* Knight of the White Orchid / Kor Cartographer: The only two white dudes with ETB effects that get a land into play, neither are that great in the long run. White Weenie has never been a powerhouse in Commander, but you never know.
* Endless Horizons: It’s an option. Probably a terrible one if your opponent is playing a great deal of enchantment removal, but equally fine if your opponent is mono-black and will have a hard time dealing with it. I’ve not seen it being played, but the side-bonus of never drawing into a land again when you don’t want to is just waiting to be abused.

Black Spells

* Absorb Vis: It’s not great, but might win a corner-case game by itself every so often. However it can grab what you need when you need it, so it’s not terrible in a mono-black deck.
* Demonic Tutor / Imperial Seal / Grim Tutor / Vampiric Tutor: Yes, they can all go fetch a land. People forget that but it just happens to be true. Moreover, they can go fetch Cabal Coffers, which almost any mono-black deck wants to do.
* Twisted Abomination / Jhessian Zombies / Igneous Pouncer: Twister Abomination is in a different league to the other Swampcyclers, as it comes with a regenerating body you might actually want to play. Both Abomonination and Jhessian are zombies, however, so they could play well together in some sort of U/B Zombie theme deck.

Red Spells

Red is a great deal better at destroying lands than playing them. That said, there are a couple of cards to consider.
* Fiery Fall: It doesn’t burn face, which is something Red likes to do, but it can remove most 5-mana-or-less creatures. Hey, you take what you can get.
* Chartooth Cougar / Igneous Pouncer / Valley Rannet: The Mountaincycling creatures. Not much better than Fiery Fall, really, and only Chartooth Cougar is playable in a mono-red deck.
* Exploding Borders (R/G): Note the green mana – you’re not playing this in a mono-red deck. However in some sort of Wort the Raid Mother deck it can provide some killer turns by abusing Conspire.
* Warp World: Like Primeval Titan you usually want to be ramping to this card, not using it to ramp. However in the right deck it can provide considerable mana advantage, especially combined with cards such as Ulasht, the Hate Seed.

Blue Spells

Blue is in pretty short supply of mana-ramping spells, and generally relies on artifacts to get the job done. There’s really only one spell that matters:
* High Tide: If you’re playing this you’re probably combo-ing out anyway. Otherwise you’re getting a one-off mana doubling effect that might just get you out of a jam by drawing twice as many cards from that Mind Spring or hitting that Time Stretch just at the right time to get you out of a jam.
* Trinket Mage: Allows you to go grab the artifact lands from Mirrodin. I’ve used him to fix my colours many times and although you feel bad not grabbing Sol Ring or Divining Top, sometimes you just want to turn on your Black Tutors or your General. As you’re already running Trinket Mage in every Blue deck anyway, why not run a couple of Artifact Lands as well?

Colourless Ramp

There are many colourless options that allow the non-green colours to compete on-par with Green (and are the reason why Green should pack a metric tonne of Artifact removal). Here are the best.
* Sol Ring: Allows you to hit four mana on Turn 2 with zero problems. The best non-green ramp spell available, and almost certainly the best mana-ramp spell available to green as well. An auto-include in any Commander deck.
* Mana Crypt / Mana Vault / Grim Monolith: Very popular on MtGO right now, a combination of any of these allow for some very broken T2 plays (Sundering Titan, anyone?). With Voltaic Key or Power Artifact the downsides are rarely downsides, and can actually be turned into infinite mana combinations (eg. Power Artifact + Grim Monolith).
* Extraplanar Lens: Best in mono-colour decks and often abused in Mono-Blue or Black, who want it most, it runs best if backed by Snow Lands as your opponents can’t get a symetrical effect. Generally better than Gauntlet of Power which only works for Basic Lands, it’s only downside is the need to Imprint it, which can you leave open to a sudden Sinkhole or Krosan Grip if played too early.
* Felwar Stone / Ravnica Signets: Having the advantage of both providing fixing and ramp, these are an auto-include in most decks. 1v1 I’d go with the Signets over the Stone as they’re always on-colour despite the activation cost, but in Multiplayer the Felwar Stone is almost certainly the stronger card.
* Darksteel Ingot: At three mana it may seem expensive (especially compared to Sol Ring and Mana Crypt/Vault), it has the advantage of both providing colored mana and surviving wrath effects. I don’t usually run it, but there are many that do.

Colourless Land Fixing

* Expedition Map / Armiliary Sphere / Horizon Spellbomb / Wanderer’s Twig / Wayfarer’s Bauble: There’s a wide range of land fetching effects here. Expedition Map allows you to grab any land in your deck, which makes it the most powerful effect available. Armiliary sphere provdes minor card advantage, as does Horizon Spellbomb in Green, although most other ramp spells in Green are better. Wayfarer’s Bauble is preferable over Wanderer’s Twig as the land comes directly into play.
* Journeyer’s Kite: For winning long, drawn-out attrition wars, there are few better cards for thinning your deck and ensuring Ramp Happens. It can fit in any deck and loves decks that are ramping anyway, as it can be resource hungry. In multiplayer it’s not a frightening as Mind’s Eye, or scary as Oracle of Mul Daya, but it is a powerful workhorse that’s not to be underestimated. I’m not sure I’d play it in 1v1 Commander, however.
* Pilgrim’s Eye: It’s an ETB effect on a 1/1 flyer, which means it’s more than likely to be abusable in the right deck.

Lands

* Thawing Glaciers: A multi-player card only, it makes you think you’re ramping when you’re really fixing and ensuring you hit that land drop each turn. The more basic lands you play the better it gets, but due to it’s relative slowness it’s more a multiplayer card than a 1v1 card.
* Terrain Generator: A ramp card that requires some thinking about how to support it before you throw it in your deck. The “from your hand” clause means it’s not as good with Crucible of Worlds as you’d like to think, and the “basic land card” clause means your expensive duals get a frowny face as you have nothing to slip into play. However you can still tap it for mana, which is a bonus, and never goes astray in a Memnarch deck.
* Temple of the False Gods: The 5-land clause is not much of a hinderance as it counts itself towards that threshold, and hitting six mana first is a big deal in Commander as most of the most broken effect occur once you get to six. I’d play it in just about any Commander deck.
* Ancient Tomb: An excellent card in 1v1, it loses some shine in Multiplayer as the life-loss effects do add up. But if you can play Ancient Tomb, Mana Crypt, Sol Ring T1 in 1v1 then you’ve probably won the game. Or asking to get blown out of the water through colour screw. But that’s the format.
* Cabal Coffers: Fantastic in any mono-black deck, it also combos with Urborg, Tomb of Yawgmoth, which is allowable in any colour deck on MtGO Commander, so you can run it in your mono-white deck for laughs.
* Gaea’s Cradle: Another card abusable in an Elf or Ulash deck, it’s perfect to ensure you hit that Genesis Wave mana. Just remember to tap it before you sac those Eldrazi tokens.

A Tale of Two Decks

A TALE OF TWO DECKS

I’ve been playing a lot of 4-man EDH Commander (I’ll never get used to that) on the MtG:O. Here’s two decks, on I played, one I asked for from an opponent.

Don’t Fear The Reaper
General: Reaper King
1 Fact or Fiction
1 Animate Dead
1 Solemn Simulacrum
1 Rupture Spire
1 Kiki-Jiki, Mirror Breaker
1 Executioner’s Capsule
1 Flagstones of Trokair
1 Sword of Fire and Ice
1 Underground Sea
1 Nevinyrral’s Disk
1 Tundra
1 War Priest of Thune
1 Angel of Despair
1 Scalding Tarn
1 Savannah
1 Fellwar Stone
1 Grim Poppet
1 Academy Ruins
1 Badlands
1 Forest
1 Mirror Entity
1 Swamp
1 Austere Command
1 Horizon Canopy
1 Consuming Vapors
1 Island
1 Mind’s Eye
1 Taiga
1 Skullclamp
1 Sol Ring
1 Temple Garden
1 Overgrown Tomb
1 Sacred Foundry
1 Verdant Catacombs
1 Demonic Tutor
1 Plains
1 Trygon Predator
1 Future Sight
1 Changeling Berserker
1 Mindslaver
1 Brittle Effigy
1 Heap Doll
1 Swords to Plowshares
1 Oracle of Mul Daya
1 Pernicious Deed
1 Tolaria West
1 Lightning Greaves
1 Shapesharer
1 Sensei’s Divining Top
1 Beacon of Unrest
1 Decree of Justice
1 Tooth and Nail
1 Crucible of Worlds
1 Sun Titan
1 Mountain
1 Eternal Witness
1 Wayfarer’s Bauble
1 Stomping Ground
1 Swamp
1 Sharuum the Hegemon
1 Blatant Thievery
1 Vesuva
1 Scuttlemutt
1 Reflecting Pool
1 Wrath of God
1 Volcanic Island
1 Aeon Chronicler
1 Tropical Island
1 Krosan Tusker
1 Scarecrone
1 Scrubland
1 Plateau
1 Forest
1 Leyline of Anticipation
1 Hallowed Fountain
1 Darksteel Ingot
1 Clearwater Goblet
1 Steam Vents
1 Ancestral Vision
1 Reveillark
1 Bayou
1 Coalition Relic
1 Pilgrim’s Eye
1 Pili-Pala
1 Taurean Mauler
1 Krosan Verge
1 Chameleon Colossus
1 Arid Mesa
1 Strip Mine
1 Trinket Mage
1 Reliquary Tower
1 Sculpting Steel
1 Breeding Pool
1 Debtors’ Knell
1 Etched Oracle
1 Borderland Ranger
1 Puppeteer Clique
1 Duplicant
1 Sword of Light and Shadow

The Man From Specter
General: Nicol Bolas
1 Dreadship Reef
1 Grim Tutor
1 Doom Blade
1 Sedraxis Specter
1 Strip Mine
1 Needle Specter
1 Consult the Necrosages
1 Nezumi Shortfang
1 Nihil Spellbomb
1 Nezumi Graverobber
1 Terror
1 Necrogen Spellbomb
1 Temple of the False God
1 Mystifying Maze
1 Dimir Signet
1 Liliana Vess
1 Relic of Progenitus
1 Terramorphic Expanse
1 Darksteel Ingot
1 Crystal Ball
1 Shadowmage Infiltrator
1 Armillary Sphere
1 Thada Adel, Acquisitor
1 Reliquary Tower
1 Cruel Ultimatum
1 Izzet Signet
1 Darkslick Shores
5 Swamp
1 Mind Stone
1 Sorin Markov
1 Scalding Tarn
1 Tectonic Edge
1 Lightning Greaves
1 Pain Magnification
1 Mask of Riddles
1 Diabolic Edict
1 Blizzard Specter
1 Hellhole Rats
1 Journeyer’s Kite
1 Hollow Specter
1 Cloak and Dagger
1 Augur of Skulls
1 Abyssal Specter
1 Okiba-Gang Shinobi
1 Earthquake
1 Academy Ruins
1 Guul Draz Specter
1 Darksteel Citadel
1 Disintegrate
1 Demonfire
1 Blightning
3 Mountain
1 Hypnotic Specter
1 Sarkhan the Mad
1 Banefire
1 Thieving Magpie
1 Sol Ring
4 Island
1 Nevinyrral’s Disk
1 Rakdos Signet
1 Darksteel Pendant
1 Blackcleave Cliffs
1 Mind Shatter
1 Pongify
1 Doomsday Specter
1 Drowned Catacomb
1 Nicol Bolas, Planeswalker
1 Lavaclaw Reaches
1 Silent Specter
1 Evolving Wilds
1 Sanity Gnawers
1 Molten Slagheap
1 Oona’s Blackguard
1 Reflecting Pool
1 Oona, Queen of the Fae
1 Dragonskull Summit
1 Scroll Thief
1 Trinket Mage
1 Jace Beleren
1 Liliana’s Specter
1 Blazing Specter
1 Scepter of Fugue
1 Bojuka Bog
1 Sensei’s Divining Top
1 Grixis Charm
1 Shimian Specter
1 Crumbling Necropolis
1 Beseech the Queen
1 Sunken Ruins
1 Wasteland

Okay, neither of these decks are mucking about, but there’s only one with a ultra-high power level, the Reaper King Deck. It has all the greatest hits: Mindslaver + Scarecrone/Academy Ruins, Crucible of Worlds + Strip Mine, Sun Titan + Eternal Witness + Reveilark, Tooth and Nail + Kiki-Jiki/Angel of Despair/Duplicant, Sculpting Steel + Sharuum the Hegemon.
What of the Specter deck? Sure, it’s got a lot of discard creatures – 12 Specters in all – and a light Trinket Mage package, but there are no hard or soft locks, no weapons of mass-player destruction, so Jitte’s or Swords, and a bunch of terrible X spells.
So it should come as no surprise that the Reaper King deck got crushed while the Specter deck took it down.
But why?
Well, 4-Player Commander is fundamentally different to 1v1 due to an aspect ignored by too many competitors – politics.

Tall Poppy Syndrome
There’s a term, Tall Poppy Syndrome, that neatly describes on of the key interactions of the politics of 4-Player Commander. The person that sticks their head up first will get it neatly chopped off. Just like a long-distance marathon it is very, very difficult to get a head start and maintain it over the entire race. Sure, it must feel nice to drop a Turn One Sol Ring -> Felwar Stone into a T2 Mind’s Eye, but that’s the type of thing that’s going to immediately turn three people against you. Even a Mind’s Eye usually won’t generate enough card advantage to beat being wailed upon by three powerful decks.
Here’s an instance from last night. I was playing the Specter deck against a B/G Powered Deck, a U/B Powered Deck, and a U/G Graft deck. I had played a fast Hypnotic Specter, followed by a Silent Specter, which I had used to strip the U/B guy out of hand. Normally, this would have made me Enemy #1. However, the B/G guy had dropped a Journeyer’s Kite, a Defence of the Heart, and a Mind’s Eye. Suddenly my little Specters didn’t seem so bad against a mana and card advantage machine.
Instead of sitting contently behind his Heart, the U/G player had to face having their hand stripped of cards, his deck stripped of artifacts via the U/B player’s Thada Adel and his life total picked at by the U/G player’s flyers. Suddenly he was on 11 life and under attack from all sides.

Blood In The Water
The difficulty is, just as getting ahead too quickly can make you a target, so can perceived weakness. As I mentioned, in the first few turns I effectively stripped the U/B player of his entire hand while beating him down to 30-odd life. My opponents suddenly had a choice – take out the guy with no defences, no creatures, and no hand, or attack the guy who will strip your entire hand away.
No contest, take down the easy prey.
I have to add, mad props the the U/B guy. He had a Mimic Vat with a Thada Adel underneath it. Even as his hand was stripped away he continued to make drops – they just happened to be other people’s drops! Mimic Vat is a fantastic card in Commander and I’m certainly adding one to my Artifact deck. He mercilessly chipped back at myself and the B/G player, taking Sol Rings, a Sword of Light and Shadow, Armilliary Spheres, to stay in the game. His problem was he was taking artifacts from a guy who wouldn’t be around much longer.

Tight-rope Walking
The mid-game became a tight-rope of politics. The B/G player had a massive advantage in terms of mana and card advantage, but was having problems retaining any type of control, as I kept his hand as low as possible.
The U/B player was struggling with building a board, and quickly realised that if the B/G player died, his board presence of stolen artifacts would disappear as well.
The U/G player was making some small drops, but nothing that would be easily stolen/killed/wasted.
And I sat in the middle. Trying to carefully make sure no-one had more cards in hand than myself.
I decided I could basically ignore the U/G guy until later, and that as long as I made no more permanents until I was sure I could take control of the game, I could play off the B/G and U/B players against each other.
So turn by turn I hit them alternatively. The B/G player dropped a Crypt Rats, so I hit the U/B player. The B/G player then tried to swing into the U/B player, but I Mazed the attacker, asking that he not Thada me the next turn. I was both friend and foe, but relentlessly chipping life totals away.
My lack of board presence, combined with my unilateral aggression, allowed the B/G and U/B player to focus on each other. The Bloodied vs The Bombs, a classic Commander scenario.
So what of the U/G player?

Walk Softly and Carry A Big Stick
Mr. U/G was sitting by the sidelines, waiting. A full grip, a few creatures for protection, clearly waiting for the dust to settle before getting into the full swing.
It’s not a bad tactic, especially with highly visible warfare on the battlefield. I remember one paper-EDH game with 9 players where the quietest, most unassuming player at the table crushed everyone late game by simply never becoming a target.
Card advantage is one thing, but having cards to actually play is another thing entirely. You can’t underestimate the power of picking your moment to take over the game, which is clearly what the U/G player was waiting for. Waiting for the moment to lay down the Big Stick.
That’s when the end-game came into sight.

Picking Your Moment
The Scenario – Mr B/G with a Kalistas, Bloodchief of Ghet equipped with a Sword of Body and Mind, sitting on 7 life. Mr U/G with a Helium Squirter and an Advanced Hoverguard, sitting on 38. Mr U/B with a Mimic Vat w/ Thada Adel, Lightning Greaves, Sword of Body and Mind and some Sol Rings on 19. And yours truly, with a Guul Draz Specter, Sarkhan the Mad, and a Dragon Token on 30.
Mr B/G gets to untap with Kalistas. His hand is basically land, but he rips a Primeval Titan. He tries to play it, but Mr. U/B has the Counterspell. Mr. B/G leaves Kalistas mana up and ships the turn.
Mr U/G sends his Advanced Hoverguard in to take B/G guy down to 5. In response, for some forever unknown reason, Mr B/G responds by activating Kalistas targettng the Hoverguard, who is simply shrouded in response. B/G is tapped out and falls to 5. U/G ships the turn.
Mr B/G makes his Thada Adel as per usual, equips the Greaves so I can’t Maze it, sends the Islandwalker into me (rather than Sarkhan the Not-quite-sane) to steal another artifact, as he’s a little light on cards. He takes an Armiliary Sphere to get mana he can keep should the stolen Sol Rings disappear once an opponent dies. He plays it, fetches the land, and is tapped out.
With two players tapped out and one waiting until it’s a one-on-one battle, it’s clearly time to make my move.
I send my Dragon Token into Mr B/G and the Specter into Mr U/B. That kills off Mr B/G and drops Mr U/B to 17. I send in my General then activate Sarkhan’s ultimate targeting Mr. U/B, dropping him to 5 life and eliminating the rest of his hand.
It was a mopping up operation after that.

General Apathy
It appears my opponents had forgotten I had a General, or that they had one either. This is a criminal offence in EDH. If Mr. U/B had remember his General, he could of run in his Wrexial, given it haste, swung into me and doom bladed my token, and then happily raced me with General Damage. I think that once he saw my General he kinda remembered his own, because that’s what he did the next turn – a turn too late, and Mr. U/G dropped his own General a turn after as well.
Most people hide their General in the MtGO window. I never do. I keep it open in a little box either where my hand shows, or just above it, as a constant reminded that it’s an option. Generals are easy to forget so having a visual reminder is another way of staying ahead of the game.

Ok, I’ll admit, The Man From Specter deck is one that some would consider a Douchebag deck, just for the fact it’s got dedicated discard. Even so, it’s no running overtly offensive dedicated discard, such as Mind Twist or Syphon Mind, and there’s only a couple of cards that take advantage of an opponent’s graveyard. As such, it’s not so offensive as to piss all over the Social Contract, which is what allows it to thrive. People just assume they’ll be able to grow their hand back over time once they’ve taken board control.
The point is, with a little work, you’ll make sure they’ll never get board control in the first place. No need to fear the reaper.