Results for tag: Commander
Posted by: DrWorm on Jun 4, 2011 at 03:36:35 AM
Posted by: DrWorm on May 29, 2011 at 04:49:01 AM
The basic idea of this deck is to attach a bunch of equipment to a general and swing for the win with 21+ general damage. That is the popular goal, at least. Either because of my meta, or because of my style, I tend not to play that way. Much like my Uril deck I prefer getting a few creatures out, establishing board position with some control creatures, then move in for the attack with whatever I have. The reasult is I run less tutors, and more equipment than most lists I have seen.
Posted by: DrWorm on May 28, 2011 at 05:14:03 PM
Posted by: DrWorm on May 28, 2011 at 04:19:52 PM
I threw together a Thrun deck just because I wanted a mono green beatdown deck, and quickly realized that there was no point in having Thrun as a general. I am still not sold on the general to use in this deck. I want it to be simple, with very little in the way of shenanigans, so some of the cray green combo generals don't interest me; and I am not a big fan of creatures bigger than 6 cmc as generals for the most part. I tried Ayumi, the Last Visitor , but put it back in the deck before play-testing due to it being too situational. I think I am going to go for Dosan the Falling Leaf next.
Posted by: Danrax on May 26, 2011 at 07:04:01 AM
With the unveiling of cards like Skullbriar, the Walking Grave, I'd like to take a few moments and thank WOTC for taking Commander/EDH to the next level of casual fun.
Commander features a bunch of creatures that, while we don't know their stats, can only be described as "fun compilations" of creature types, stuff that makes for cool legends but probably would seem out of place and a little too humorous for a "real" set.
Cards like the aforementioned Skullbriar let players/designers highlight and explore the very different components of the Commander format, with the Commander zone being incredibly relevant for our new black/green undead friend.
Because Commander cards are only legal in Vintage/Legacy play outside of the Commander format (and obviously casual formats), it really...
Posted by: DrWorm on May 8, 2011 at 11:09:36 PM
Nothing too surprising here. I tend to play this deck a bit different than a lot of people. I don't race to get a bunch of enchantments on Uril, and swing for General damage. I like a more careful game, getting [c]Kitsune Mystic[/c] flipped and move enchantments around to instigate shenanigans.
Posted by: DrWorm on May 8, 2011 at 02:13:48 AM
When I first started playing EDH I always had a hard time deciding what theft cards to take out of my control decks, so I decided to put them all in one deck. I wanted to use blue, black, and red, but the generals for those colors did not really synergize as well as I wanted to. It came down to Sedris- to use it's unearth ability as a poor man's reanimate, or [c]Thraximundar[/c] because it is a great card. I went with Sedris for a while, but I never played the deck. A friend of my son's used it a lot and won a lot of games, and when I switched out Sedris for Thraximundar, he was disappointed. Now I keep both cards with the deck, so I have my choice.
Posted by: DrWorm on May 6, 2011 at 01:24:33 AM
I tossed this deck together fairly quickly. I just threw in a lot of big black creatures that I had wanted to play, found some control spells and some mana boost, and in the end it was pretty dangerous. The General was originally [c]Korlash, Heir to Blackblade[/c], but then I fell in love with [c]Balthor, the Defiled[/c] and made that the general for a while. It became clear that I had a lot of reanimation spells already in place, and I needed Balthor in another deck, so I switched it out. I have a lot of good black legendary creatures, and they all can work well as generals- so I can switch them out as I like no matter what my opponent is playing.
Posted by: DrWorm on Apr 20, 2011 at 12:34:36 AM
This is a my version of the traditional Group Hugs EDH deck that has served me well. A deck like this is a control freak's best friend, and is frequently passed around to people that want a chance to control the game. The intention of a Group Hugs deck is not to win, it is to help other players to do some crazy things, and try to balance out deck interactions. After playing this deck I discoverd that it is actually capable of winning a few ways, and in a large multiplayer game it can be possible to sneak in a win when the last player is already down. The problem with that is that next time you try to be a benevolent hugger you may run in to suspiscion making people target you more.
Posted by: fozzy989 on Apr 16, 2011 at 11:29:38 AM
originally posted at: www.wizards.com/Magic/Magazine/Article.a...
Pre-Orders are now open for this item at Collector's Corner Inc and we will be hosting a massive multiplayer event with the winner walking away with a complete set of the new decks on June 18th at Noon!
As you may perhaps remember, Magic: The Gathering Commander is going to be on sale on June 17, and it will consist of five different 100-card singleton decks, each with a suggested retail price of $29.99. You may also remember that between the five decks, there are a total of 51 new Magic cards. But what you do not remember is what each of the decks will look like! To be fair, this is probably because we haven't shown them to you. Until now!
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