I’m reversing the schedule this week because this article is done and the other one isn’t. Deal widdit.
Is your deck having a hard time drawing cards? For the most part, card drawing is limited to blue and black, with a little bit sprinkled here and there in other colors. White in particular has a very difficult time drawing cards, and Red tends to have to discard as many cards as they draw (though that’s not necessarily a bad thing). Well, there is help out there, but it can be hard to come by. There aren’t a lot of card advantage cards with brown (or grey) borders, but here is a list of all of them I can find with my pearls of wisdom scattered throughout. Enjoy!
Last time I said I was making a conscious effort not to talk about only blue cards, but this one’s caught my eye after it worked its way into my new Bruna, Light of Alabaster deck. I also happen to think this format suffers from the use of too many tutors, and this card is a tutor, but it’s definitely a tutor with a twist. It’s a strange rare from Scourge called Long-Term Plans.
This Friday’s CotW is a bonus feature covering ALL the sweeper removal in Magic! Well, most of it, anyway. It’s a pretty broad category, and some cards can only be considered a sweeper if you stretch the definition somewhat. The definition I intend to use for this article is that a sweeper is a card that removes (destroys, exiles, bounces, etc.) all permanents of a certain type, even if there is a condition attached, and that does so by not targetting them or dealing damage. The condition is often based on converted mana cost (e.g. Pernicious Deed). As such, Mutilate is a sweeper, but Violent Ultimatum is not. The definition is pretty fuzzy, as Overwhelming Forces can either be a sweeper or not by these criteria, but you get the idea. It’s mostly a “feel” thing.
I’m going to go in categories based on what card type the sweeper removes. The goal is to give everybody an idea of all the options they have in certain colors to get rid of all kinds of permanents at the same time, which is obviously a great thing to do. Using one card to get rid of a whole bunch is just Good Magic. I’m also going to leave out Planeswalker ultimates, because, well, they never happen.
Monday’s column will be a strategy article on just how many of these type of cards to include, to tie in with this one. With that said, here we go!
Hey everybody. After taking last week off for a little vacation and to spend some time with my folks after a loss in the family, I’m back! While on my long drive out and back, I immersed myself in the world of Magic podcasts (specifically, the Eh Team and CommanderCast, both of which are fantastic.) I have volumes of upcoming new material for you guys, so pull up your sleeves and dig in!
This article stems largely from a conversation I had with my longest-running Magic buddy and fellow Thwomper Brad. He was over at my place after some time at the driving range and hadn’t brought his decks, so he was shuffling up my decks against me. He immediately reached for my Captain Sisay stax build and said something along the lines of, “I need to know what makes this thing work.” He told me that of all my decks, he most loathed to play against that one, which I was certainly surprised to learn. He then qualified that and said, it’s not the least fun to play against — that honor belonged to the U/B Dralnu infinite-turns monstrosity that I built here — just the scariest. I was surprised to learn that what I thought was my best deck, Arcum Dagsson, is neither the scariest or the least fun.
I wanted to understand why he felt this way about these two decks, and the ensuing conversation ties very much into the long-running casual vs. competitive Commander debate that rages on still to this day. It was particularly interesting to me as I consider Brad more toward the “competitive” side of the Commander coin than just about anybody else we play with, save yours truly.
There are certain playgroups that make use of the optional sideboarding rule as outlined on mtgcommander.net, which reads as follows:
Rather than filling every deck with banal responses, it is preferable to allow some flexibility in the composition of a deck.
- Players may bring a 10 card sideboard in addition to their 99 cards and 1 Commander.
- After Commanders are announced, players have 3 minutes to make 1-for-1 substitutions to their deck.
- Any cards not played as part of the deck may be retrieved by “wishes”.
Highly tuned threats piloted by skilled opponents mandate efficient answers. The minimum number of response cards required to ensure they are available in the early turns can easily overwhelm the majority of an EDH deck’s building space.
Sideboards allow players to respond to the “best” strategies in a timely fashion . They should be strongly considered as a necessary defense against brokenness and degeneracy in an environment where no gentlemans agreement on style of play exists.
Sir, I disagree. Here’s why.
This will be a broad, high-level overview of the graveyard as a resource vis-a-vis the hand and the library. Some of the points may seem obvious but understanding the crucial differences between the three areas will improve your deck design and card selection skillz*.
(* The ‘z’ is an indicator of an informal, conversational style. We’re having fun here, after all.)