No cards found.
There's no cards here. Maybe it's a budget deck?
Inspired by vaan104.
(This article is meant for people who are unfamiliar with the EDH game mode, want to remind themselves about the game mode, or simply bothers to read this.)
Lately I've discovered this strange, exciting game mode: Commander.
In the mouths of players it has found its own form simply as "EDH", which is short of "Elder Dragon Highlander". Where does this name come from? Before I explain more about this strange game mode, lets go through a little bit of the game mode's history.
EDH was originally a non-competive, player-designed game mode, which was a modification of the traditional Highlander. It is said that it was very popular way to kill time among MTG Pro Judges as a side-game. Its name is based on the traditional general cards, which were usually those Elder Dragons back from the Legends-series.
All of them were multi-colored, had big power and toughness, and were hard to cast
in normal 1v1 game mode. That's why they made for great EDH Generals.
Now that you know something about the game mode's history, we can move on. How about we chat a little about the basic rules and basic deckcrafting?
I can also create a couple of example EDHs to the How to Play -section to make easier for you to understand what do I mean in different parts of this article.
Elder Dragon Highlander is a game mode which can be played as 1v1, but it is primarily a multiplayer based format.
Unlike normal deck size rulings, an EDH deck must contain EXACTLY 100 cards, general included. No more, no less. Maximum playset size is 1 instead of the normal 4. (This means you can have only one of each card basic lands excluded.)
(Note: Since it is suggested that about 40% of each deck's cards should be land cards, I suggest that your EDH contains 36-40 lands. Also notice that different kinds of decks need different amounts of lands.)
In EDH, each player starts at 40 life.
In EDH, player mulligan with so-called "Partial Paris" mulligan ruling. This mulligan is divided into four parts:
-Step 1: Player draws seven cards.
-Step 2: Player exiles any amount of cards from his or her hand face down. (Exile only the cards you don't want to keep.)
-Step 3: Player who exiled cards from his or her hand draws that many cards minus one. (Any player may go through the steps 2 and 3 as many times he or she wants, but he or she gets one card less every time doing so.)
-Step 4: Players who exiled cards from their hands shuffle the exiled cards into their libraries.
Before crafting an EDH deck, you must choose a general for your deck. General has few special rulings:
-The General must be a legendary creature.
-Your deck is allowed to contain ONLY the colors in your general's mana and ability costs. As example, if you have Oloro, Ageless Ascetic as your General, your deck can contain white, blue and black. If your general is Bosh, Iron Golem, your deck is allowed to contain only red.
(Remember that artifacts are colorless. They are allowed in all kinds of EDH decks.)
(Note: The rulings of EDH say that your mana pool can contain only the colors of your general's color identity. This means that you can't get colors to your mana pool outside your general's colors. As example, if an effect adds black mana to your mana pool while playing Selvala EDH (Selvala is green and white), it adds that much colorless mana instead.)
-Your general starts the game in a special "Command Zone". You may cast your general from the commander zone as though it were in your hand. Whenever your general dies or becomes exiled, you may put your general back to the command zone. If you do, its mana cost rises with 2 colorless mana.
-If same general deals 21 or more combat damage to same player during the same game, that player loses the game.
See? Elder Dragon Highlander is pretty easy bunch when you get used to it. You just need to remember those few rulings and everything is fine.
Because now you know the basics of deckbuilding and rulings, we can move to the next step: advanced deckbuilding and strategic card choices. We will also compare the basic land colors a bit in the game mode of EDH.
There are few strategy rules that I always obey while creating an EDH deck. You don't have to obey all of them, but you should at least think about them while crafting a deck. Have a look.
Rule 1: DON'T GET STUCK.
-In EDH, you can easily get stuck in the early game unless your deck is shuffled and constructed properly. Try to add some cards that make your early game more easier. Some card draw spells are always a good choice. Use land ramp if possible. Remember to add few early-gamer creatures to your deck.
Rule 2: DON'T BE AFRAID OF BIGGER MANA COSTS.
-Let your inner Timmy free! You know you want to add that sweet Terra Stomper to your green EDH and that huge demon to your black EDH. Do so! EDH games are slow-paced and rarely end up before turn 10. You have plenty of time to think and ponder your next move. You almost always survive long enough to play some big late game bombs, so your deck really should contain some. If not, your general should be a big beatstick.
(Before anyone asks, nope. This rule does not deny the rule 1. You must have cards that let you advance in the early game and cards that let you take control of the situation in the late game.)
Rule 3: TRY TO TAKE ALL OUT OF YOUR CARDS.
-"If it doesn't clutch, it ain't much." Try to add cards to your deck that are worthwhile. Your cards should contain several profits at the same time or be otherwise effective. As example, you should replace Unsummon from your blue EDH with either Repulse or AEther Adept. With just a bit more mana you'll get an extra card draw or a 2/2 creature.
(Notice the connection between the rule 2 and rule 3.)
Also multiple-choice cards like charms are handy in EDH. Situations differ from game to game, so it is clever to have one card that is usable in different situations.
Rule 4: MAKE SURE TO GET CORRECT COLORS OF MANA.
-What good is Violent Ultimatum if you have only two red mana? What good is Empyrial Archangel if you drew three forests, four islands and just one plains? It is common that EDH decks contain more than one color. It is even suggested so you get cards for multiple different situations. When running several colors, you really need to get the rights colors as soon as possible. Remember to run as many special land cards as possible. Also you can use some handy artifacts like Darksteel Ingot or Armillary Sphere to get the colors you need.
Rule 5: PREPARE FOR ANYTHING AND EVERYTHING.
-EDH is a game mode full of trickery, backstabbing, plans and surprises. The game might look a whole different after a couple of turns. Surprising Wrath of God here and sudden AEtherize there can turn the tables instantly. Your deck should contain cards that allow you to get past control, horde, enchantment and artifact decks, for example. Few artifact/enchantment destroyers along with a couple of board wipers can handle most of the problems. Also artifacts that grant cover from killing spells and control are always nice. Swiftfoot Boots and Whispersilk Cloak are good options.
Different colors give you different possibilities in EDH. Here are some of my opinions. Some may disagree with them, but opinions are opinions.
White:
+Lots of board wipers
+Lots of life gain
+Effective enchantment removal
+Effective artifact removal
+Can handle big threats with paralyzing spells or killing spells
+Can create big hordes easily
+Powerful enchantments
-Doesn't have too many good game starters for EDH
-Lacks card draw
-No mana ramp
-Lacks big beatsticks
Blue:
+Can deny your opponent's plans
+Lots of evasive creatures
+Pretty big late game spells and creatures
+Lots of card draw
+Lots of good early-gamers
+Can handle almost any situation with right cards
-Possesses only a few good board wipers
-Green and red have a lot of blue-hate
-Can't destroy artifacts/enchantments effectively
-No mana ramp
-Gets easily overrun by a horde deck
Black:
+Can destroy creatures very effectively
+Lots of evasive creatures
+Lots of life gain
+Some card draw
+Library searching
+Big late game bombs
+A bit of mana ramp
+Annoying enchantments
-Difficulties dealing with enchantments and artifacts
-May have difficulties against horde decks
-May have difficulties against control decks
Red:
+Early game burn to deal with your opponent's early gamers
+Effective artifact removal
+Swift early gamers
+A bit of mana ramp
+Can create big hordes easily
+Some big late game bombs
+Has a lot of land removal (Can be handy to remove your opponent's special lands.)
-Difficulties dealing with enchantments
-Difficulties dealing with big creatures
-Difficulties dealing with control
-May have difficulties against life gain decks
-Doesn't have too many good starters for EDH
-May have difficulties against evasive creatures
Green:
+Big(gest) late game bombs
+Can create big hordes easily
+Effective enchantment removal
+Effective artifact removal
+Lots of good early-gamers
+Possesses some powerful enchantments
+Some life gain
-Lacks board wipers
-Difficulties dealing with big creatures
-Difficulties dealing with evasive creatures
When you have chosen your general and you are crafting your deck and pondering about which cards you should add, you should use these 5 categories to divide your cards into. It'll help you think which cards you need and which you won't.
The main points in them are partially the same with the Rules above, but you should still check them out:
1: YOUR VICTORY CONDITION.
-Every deck must have a way to win or even try winning. By its simplest, this can mean just 1 card, your general. Usually your EDH deck should be based around your general, so your general is either your main victory condition or a lethal part of it. Develop your victory plan while creating your deck. Try add some cards that allow you to win. As example, if your general is one of those classic Elder Dragons, Vaevictis Asmadi, you should focus on winning by dealing 21 combat damage with Vaevictis, since it is pretty easy thanks to Vaevictis's several buff up abilities.
2: CARDS THAT SUPPORT YOUR VICTORY CONDITION.
-Usually the line between these cards and your main victory condition cards can be flickering. These supporting cards are supposed to be cards that make your victory easier, but do not win you the game by themselves only. If compared to the earlier example above, you should add cards to your Vaevictis EDH which allow Vaevictis to become unblockable or give him trample. Or if your EDH is like horde stompy deck, you should focus on mass buff ups. You get the idea, right?
(Note: Also card draw and card tutoring can be count to this group.)
3: BIG BOMBS (BOARD WIPERS CAN BE COUNT TO THIS GROUP).
-As mentioned before, EDH games rarely end up early. Your deck should contain at least few late game drops which allow you to scare the crap out of your opponent. If you are playing green, this is going to be easy. Just add cards like Terra Stomper and Pelakka Wurm to scare your opponent for good. Also some noncreature spells can be count as big bombs. Cards like Violent Ultimatum can wipe a lot of your opponent's defenses away, while cards like Blatant Thievery make sure you are going to have some fun.
4: EARLY GAMERS.
-Though EDH is based on the late game, you are never going to make it there alive without some early gamers. As mentioned before, these cards should help you get onward with your game. Card draw and mana ramping are good choices. Also some small creatures with handy abilities are always nice. Best situation comes if you can combine few of those at the same time. As example, cards like Elvish Visionary and Sylvan Ranger are powerful in green EDH decks.
(Note: If your general costs just a couple of mana to cast, like Selvala, Explorer Returned or Rhys the Redeemed, you are going to get at least one early drop in your games.)
5: LANDS (YES, THIS WAS MENTIONED ABOVE TOO).
-According to the rule 4, if your deck is multiple colored, add a lot of special land cards. Also you can think how you could combine lands with the cards that support your victory condition. If you are running that Vaevictis EDH deck, lands like Rogue's Passage, Kessig Wolf Run and Skarrg, the Rage Pits are good choices.
(To know some other good additions to your EDH deck, check out commentary section below.)
When you have all the cards assembled into a deck and have everything all-set, you just need to shuffle your library well and take some test hands. I usually take 10 test hands and pay notice to how many of them are "good" and how many are "bad". In addition to these hands, you can also try checking out what would you have drawn next. It can help you understand what is well and what is poorly done in your deck.
(I classify "a good opening hand" to be one that contains at least one early drop and 2 or 3 land cards, but you can choose by yourself what a good opening hand looks like. Everyone has their own opinion.)
If 6 or more of the opening hands were good, your deck is most probably well constructed.
If not, think about how you could make the deck better. (Remember Rule 1) . What was wrong with most of the opening hands? Not enough lands? Not enough early drops? Think how you could fix this problem.
When you finally succeed on getting at least 6 out of 10 good opening hands, you can be proud of yourself. You are doing good.
Now you need just one more trial to pass through: your very first match with the deck. Usually the best way to know the deck's weaknesses and strengths is to use it in few matches. After that, you can always edit it to compensate the weaknesses in it.
Now I have taught you pretty much everything I know about playing EDH and crafting EDH decks. Craft few EDH decks, challenge your friends, make your decks more effective and most importantly, have a lot of fun.
: )
-Northy
(Note: Most of the information here are just Northy's opinions. An EDH deck can be well made without following Northy's suggestions.)