11/16/2023 0 Comments Mtg standard meta sucksReading articles like this one is just the beginning, a launch point to a heightened understanding of the meta. It takes months of practice and a dedicated effort learning about cards. If not, time to build a new deck!ĭeck building is equal parts science and art, and with eighteen thousand unique Magic cards it would take six times the age of the universe to play every possible deck combination.īuilding a deck that is playable and has a chance to win tournaments is hard. Those decks are built around synergies, and if you draw well you can win. I was lucky to win against a 10-year-old in my first match and that was the highlight! If you played the tribal Soldiers deck from last month’s article you probably split your matches or came up just shy on a couple you could have won with better luck. I went into a local Vintage event thinking I might actually have a decent deck. How was your first tournament? Exhilarating and frustrating, if it was anything like mine. The only time this isn't quite true is when the win condition is your something your commander does, then you have some leeway in getting a few different possible combos and synergistic effects in there.For definitions on formats and archetypes referenced in this article, go to Issue 1, The Mana Curve – Magic: The Gathering for Casual Players The chances of specific things happening can be slim. Eldrazi are right at home in this format and can give almost any deck a relatively efficiently-costed beatstick.Īlso try to avoid getting hung up on specific combos and win conditions unless you splurge on loads and loads of tutor effects and draw power. Hell, every time it comes out, the bloated Myojin of Night's Reach basically wins me the game no matter what I have (it is bad to not have a hand left in Commander, you almost never top-deck a solution you need). Oh, and aim for having 40 land (this is basically like having 24 land in a 60 card deck), especially if you are fielding a lot of higher cost stuff.Īnd don't be afraid to stick a few 6-9 cost creatures in there. Instead of Doom Blade you want things like the Avatar of Woe, basically. Standard removal solutions are less useful in Commander and it is better to find reusable solutions. Creatures with comes-into-play effects, removal that wipes the board or hits multiple things, dredge (of all kinds and types), cards with the ability to rebound from the graveyard, and anything else that does a few things when it comes out.Īvoid cards that basically let you trade one card for one card. My basic strategy is to almost never field a card that does just one thing unless I can easily repeat it or it does that one thing really well. I just need some advice on strategy, as well as on must-have cards and on cards that'll probably appeal to me but that should be left because while they're good in regular Magic, they're suboptimal in Commander. Any suggestions? I don't need anyone to give me a 99-card list or anything. I've been trying to build a decent R/U/W deck with Numot, the Devastator, as my commander. I need to have a deck with enchantment removal, and I need to have a deck that can stand up to a swarm of synergistic dudes that get boosted by counters. Regarding my meta, I'm basically playing two-player games (me vs. This doesn't really seem to work so well in Commander, at least not if I want to actually win. My normal playstyle is to come out fast, rush with small creatures, and win with maybe 5 or 6 life left. However, my Commander deckbuilding skills are pretty subpar, I gotta say. I don't think I'm a deckbuilding master or anything, but I think that I can build a decent casual 60-card deck. I got back into magic this summer, and it's fun to be building decks again.
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