How to: Play EDH

by NorthernWarlord on 02 January 2015

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Deck Description

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.)

How to Play

Here are links to the example EDH decks I promised:

http://www.mtgvault.com/northernwarlord/decks/example-edh-1-chromium/

http://www.mtgvault.com/northernwarlord/decks/example-edh-2-vaevictis/



If you got interested by those old Elder Dragons, you can find all of them right here:

http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&subtype=+[%22Elder%22]+[%22Dragon%22]

Deck Tags

  • Not an actual deck
  • Read the description
  • Article Deck

Deck at a Glance

Social Stats

45
Likes

This deck has been viewed 5,462 times.

Mana Curve

Mana Symbol Occurrence

00000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for How to: Play EDH

Anything left unsure? Something to ask?
Leave comment right here!

1
Posted 03 January 2015 at 10:54

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This looks great for people who want to start playing edh
Only thing is that you forgot to mention the 1-card playsets rule (there is one right?)

1
Posted 03 January 2015 at 14:30

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99 singles card deck with the commander being the 100th card.

I thought it was the singles or no duplicates rule.

0
Posted 03 January 2015 at 15:02

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Thank the god you reminded me Barracuda! How could I forget something that important?

1
Posted 03 January 2015 at 20:40

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I love edh. I mostly play it now. building edh decks does take a lot more creativity/thought since you can only run 1 of each card other then basic lands. edh is a social game it is generally casual multiplayer so politics are very important if you play something big everyone will go after you.
nice work northy

0
Posted 03 January 2015 at 14:19

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Thanks vaan. It was hard indeed, but guess it was worth it.

0
Posted 03 January 2015 at 20:41

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i made sure to mention the 1 card other then basic land rule lol I saw you missed it im glad you are getting a great response from this I really want to hear from other edh players about great edh staples/ cards and get more people into it

0
Posted 04 January 2015 at 08:56

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great work I could never have done this like you did

1
Posted 04 January 2015 at 09:49

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Vaan normally gets the board hate at my house most of the time lol ;p

1
Posted 04 January 2015 at 13:01

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Thanks for this, Northy.
Well written and detailed.

4
Posted 03 January 2015 at 16:24

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I'm glad that you like it Jessie.

1
Posted 03 January 2015 at 20:41

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Me and my friends are MTG players that only play EDH, and we dnt know many people that play but it is thanks to stuff like this that makes different formats more common everywhere so thank you for making this :)

1
Posted 03 January 2015 at 21:37

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Anytime mate!
: )

1
Posted 03 January 2015 at 22:10

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How to play Commander in 4 easy steps and yes it's Called Commander not EDH but that's besides the point now on to the steps!

Step One: Durdle. *Obviously*
Step Two: Durdle even harder. * Remember this step as it is crucial for maximum enjoyment of the Commander format*
Step Three: ????
Step Four: Profit.

And that ladies and gentlemen is how to play Commander!

-2
Posted 03 January 2015 at 22:54

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Damn. I wish I could have written it that easily.

1
Posted 03 January 2015 at 23:01

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Posted 03 January 2015 at 23:14

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Kinda like the Underpants Gnomes.

1
Posted 03 January 2015 at 23:27

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Also i almost forgot the most important unwritten rule for Commander.
You can build consistent decks or you can build powerful decks but you aren't allowed to build consistently powerful decks. That's a no no.

-2
Posted 03 January 2015 at 23:38

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No wonder why I suck at EDH...excuse me, Commander.
It is because all I make is consistently powerful decks.
That explains so much!!
I needed to hear that Aaron. You made my day.
All this time I thought I just sucked at making Commander decks!!!
:)
:)

1
Posted 03 January 2015 at 23:48

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Posted 03 January 2015 at 23:52

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I was joking, lol :)
I do get the idea though...if you are a huge threat, you will be targeted.

1
Posted 04 January 2015 at 00:00

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Aaron you don't know what you're talking about, WotC Named it "Commander" when they started creating pre-made decks, The people created EDH however named it Elder Dragon Highlander. By the way, The people who created EDH aren't WotC employees.

2
Posted 04 January 2015 at 00:10

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Posted 04 January 2015 at 00:13

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Posted 04 January 2015 at 00:21

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If a tree falls in the woods and no one is around to hear it, did a giant knock it down?

1
Posted 04 January 2015 at 05:15

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Aaron, the original name is EDH, WotC named it Commander so they can sell it. Also the WotC has put the power in the stores hands, if the store wishes to do 1v1 then do 1v1, if the store wishes to do 4 player FFA, sure, if the store wishes to run a sanctioned Legacy tourney, then sure. (reminder they legalized all formats that currently exist. including Standard, 2 headed giant, Modern, EDH, Legacy, Vintage, so on)

1
Posted 04 January 2015 at 05:45

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I am not sure it works like that now...they just changed the rules a few months ago.

1
Posted 04 January 2015 at 05:56

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I do have to add my say. the format is edh its only commander when you are playing a wotc premade deck lol a lot of the fun is building your own deck and seeing how it works. my group is casual/fun and we don't use the commander damage rule and we just do 1 free mulligan not the exile cards thing. we like long social games and we drink during them so some rules get bent/broken but its a good time.

2
Posted 04 January 2015 at 09:05

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I really like your style vaan! I wish more people could take MTG as casually as you!
: D

2
Posted 04 January 2015 at 09:37

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ty im glad you made this article im not a great writer and if id have done it it would have never made the hot pg I want to talk to more edh players and learn/teach im kind of the big dog in my group but I try to teach them so they can get better. I know you can never fully know magic in any format because it always changes and that's why I like it it keeps it interesting. so I know there are still many things I can learn to and id love to hear from players with other perspectives then mine.

2
Posted 04 January 2015 at 09:47

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THANK YOU VAAN YOU BACKED ME UP. IT'S ONLY COMMANDER WHEN WOTC MAKES THE PREMADE DECKS. THE ORIGINAL FORMAT IS EDH.

2
Posted 04 January 2015 at 18:32

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Posted 04 January 2015 at 21:07

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Commander or EDH. It doesn't matter cause it is one in the same. WotC has no power in the rules or banlist of the format. WotC just sells a product with the name "Commander" on it.

1
Posted 05 January 2015 at 00:34

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Posted 05 January 2015 at 00:41

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I still don't see it any where. The Committee still make the banlist not WotC. If you show me proof that WotC has power of the banlist of Commander I will agree.

0
Posted 05 January 2015 at 01:02

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Posted 05 January 2015 at 01:18

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So you can't prove anything and instead bash me. Don't get so butthurt over it when I only asked you to give proof.
I'm not here to fight and I'm going to drop it.

0
Posted 05 January 2015 at 01:33

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Posted 05 January 2015 at 21:14

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Guys, guys...
Let's just end this conversation right here.

1
Posted 05 January 2015 at 21:16

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It's not a sanctioned format. It's a FNM sanctionable format. There's a big difference. ...and they made EVERY IMAGINABLE FORMAT FNM sanctionable so that doesn't mean anything. The EDH Rules Committee still controls the banned list and EDH rules. Wizards has no intentions of taking it over.

1
Posted 07 January 2015 at 01:12

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id like to add a list of edh staple cards:
mind's eye is probably the best multiplayer any color card draw available
strip mine to get rid of any pesky non basic lands
cavern of souls if you are running a creature theme
command tower for all multicolor deck
nevinyrral's disk as board clear for any color but all colors have there own to except I cant think of a green 1 classics are damnation, plague wind, in garruk's wake, wrath of god, day of judgement, cyclonic rift, apocalypse, and many more
urborg, tomb of yawgmoth is great if you have any black in the deck
every color has its removal cards that are to numerous to list but an edh deck needs to be able to deal with threats most edh deck types are not fast/ agro style you need to have removal for any/all threats
expedition map is great to get you your sweet non basic land into your hand in any color deck
tutors are great in edh any of them can be a game winner but ring of three wishes can be a perfect edh card to help you pull a combo
mana/land ramp every color has some and an edh should have it
volrath's stronghold is another great land for black
nykthos, shrine to nyx is a land every mono deck should have
there are lots more staples that I can't think of atm so please add anything you can think of

2
Posted 04 January 2015 at 09:36

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if anyone has edh ?s message me if anyone just wants to chat edh message me im going to create an edh chat deck ill post it here when I do I hope to hear from people to share ideas/learn/teach

2
Posted 04 January 2015 at 10:06

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Ohh, sounds good! I'm pretty new to the EDH myself, but I would love it!

1
Posted 04 January 2015 at 10:14

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http://www.mtgvault.com/vaan104/decks/edh-qachat/
ive been playing edh for about a year but I know I still can learn
on that note I love your budget series but maybe you should start another series or 2. $100 or so and maybe try a break the bank series where you can build decks that are more spendy and might even be budget breakers im sure im not the only one that wonders what your decks would look like w/o budget

1
Posted 04 January 2015 at 10:22

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Thank you for this great post, helps a lot of people out!

2
Posted 04 January 2015 at 13:02

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re white not having any good cheap generals, while this is true, they do have one of the BEST cheap EDH generals: Isamaru, Hound of Konda. I've seen some truly brutal white artifact decks based around him.

0
Posted 04 January 2015 at 13:22

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I know. Isamaru can be one helluva pain in the arse.

1
Posted 04 January 2015 at 13:50

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Once again, North, you've done it again! Well written and glad to see something like this out there. I've only been playing EDH/Commander for a bit now, but Absolutely love this format... my casual group has a huge following for EDH! Thanks again!

0
Posted 04 January 2015 at 18:41

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It was my pleasure.
: )

1
Posted 04 January 2015 at 21:38

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Nice initiative!

I would recommend you to talk and post the links to the multiplayer hall of fame:
http://magic.wizards.com/en/articles/archive/mhof/welcome-multiplayer-hall-fame-2014-10-13
http://magic.wizards.com/en/multiplayer-hall-of-fame

2
Posted 05 January 2015 at 00:12

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nice article ty for posting that

2
Posted 05 January 2015 at 03:16

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great article, very useful I thought. I really liked how you added the pro's and con's of each color, because i got stuck midway in making a temur EDH deck and a RU EDH artifact deck, but has helped a lot with what I was stuck with in each deck. Great article northy, you always make great stuff, has my +1. Seem's you nailed EDH spot on with this!

I was also wondering if you could take a look at the thing I am working on, and I'm trying to get more people to look at it, it's deck challenge with my personal collection of cards, love if you looked at it. :)

2
Posted 05 January 2015 at 02:59

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Thanks!

1
Posted 05 January 2015 at 15:55

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Good job, you just took with your article and said what the commander decks explain when people buy them. Half the fun of the format is forming and tweaking your deck so I really don't see the point of this. I've been playing EDH for over 3 years and I never needed a guide to a casual format lol maybe now you can spam this site with $20 EDH decks.

-2
Posted 05 January 2015 at 08:15

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Thank you for feedback.

1
Posted 05 January 2015 at 15:56

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It's great to see a "how to play" written out by someone everyone on this site loves and respects. Adds merit to his arguments and gets people excited about the format. Most players will hit the same pitfalls I did when trying out the format- bringing strong cards in other formats into EDH and getting completely smoked. This was a great way to help teach them before getting annihilated on EDH night!

Northern, great summary and glad to see more people getting involved in my favorite format!

1
Posted 05 January 2015 at 18:11

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I'm glad I was able to help.
: )

1
Posted 05 January 2015 at 21:07

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"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." what does this mean in connection with quicksilver amulet? an 8-drop commander is hard to bring out in a deck full of 4-5 drops :(

0
Posted 05 January 2015 at 16:50

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Quicksilver only puts cards out from your hand, so since your commander is in the command zone and not your hand, they don't interact. Big bummer, I know.

Try putting in a bunch of mana rocks (sol ring, thran dynamo, mana vault, etc.) as means of bringing out the high CMC commanders quicker. I have a narset deck that fairly consistently brings her out turn three, all due to those mana rocks helping out.

2
Posted 05 January 2015 at 18:13

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Thank you eljefe for backing me up!

0
Posted 05 January 2015 at 21:08

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it says that it is cast AS THOUGH IT WERE in your hand, but no interaction? ah, man :(

0
Posted 06 January 2015 at 16:16

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Doesn't cast it, either. It just places it on the battlefield.

{4}, {T}: You may put a creature card from your hand onto the battlefield.

Trust me, mana rocks = huge help. Good luck!

0
Posted 06 January 2015 at 21:27

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Very well written article. I would mention that there is an actual ban list for EDH though.
http://mtgcommander.net/rules.php
It's under the Deck Construction tab.

2
Posted 05 January 2015 at 19:53

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Thanks a lot for this. I wasn't too familiar on the rules and such of EDH/Commander until I read this. I only play modern currently.

0
Posted 06 January 2015 at 03:13

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In that case I'm happy that I was able to help you! I hope you find this game mode amusing!

2
Posted 06 January 2015 at 20:52

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Awesome article it really helped me with some critical decisions. I just finished creating my first commander deck using Vorosh, the Hunter as commander, wouldn't mind some feedback/suggestions if anyone cares to check it out. Also if your playing with green check out defense of the heart.

1
Posted 06 January 2015 at 19:40

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Sure! I'll check out your deck right away.

1
Posted 06 January 2015 at 20:52

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Haza someone is teaching people EDH! My friend group and I have been playing EDH for around two years now and are glad it's finally getting some popularity. I agree with everything you say except i would like to say that EDH decks though they should always be themed around their commander doesn't necessarily mean they should always be reliant on them. A friend of mine plays a Damia, Sage of Stone EDH and rarely ever drops his commander unless he's behind. He instead wins with infinite turns into a temple bell mind over matter combo to mill everyone out using card draw and keeps himself safe with worldspine wurm always coming back to his library to make impossible for him to mill himself out. But sometimes having the deck based around the commander is good like wit Rakdos, Lord of Riots. Another friend of mine plays this deck and effectively drops free eldrazis like It that Betrays or Kozalak early game. So it's really all up to personal preference. Also the original "standard size" EDH game was an eight man game. Personally I think five is the lowest before things get really one sided and people start ganging up on one person. But with the new set Kans I think it could be alright in small game settings. Also being a person who is from a playgroup very based around infinite combo drop wins I can not stress enough how important the split second function is. If you don't have split second and someone is playing an infinite combo win you might as well not be playing. So cards like krozan grip, sudden spoilings, and angels grace are super important. Otherwise great job with the instructions on EDH. If you want EDH decks to look at I have a public Karador, Ghost Chieftain EDH and Zekley will be having a public EDH soon as well. I'll put a link at the bottom. If any other friends of mine start going public I'll let you know to check them out. Sorry for the long post!
http://www.mtgvault.com/third/decks/karadors-army-of-undead-edh/

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Posted 07 January 2015 at 21:25

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You are sorry for the long post? There's no need to!
I'm glad that you were able to empty your mouth (or in this case, fingers). I'm also glad that you liked this post, and I agree with what you said, playing/using your general is really up to the personal preference.

BTW, going to check out your EDH...

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Posted 07 January 2015 at 21:31

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I've just recently gotten back into commander thanks to khans and winning a lot of packs at fnm lol.....but by far the best game type ever it's never about who wins but what happens during the games that makes memories.... I've been playing Sharuum for about a month now and have just built tristoni elves with some fun and risky alt win conditions like epic struggle....this post is awesome though for every one to Beable to learn or relearn the game type good job!!!!

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Posted 07 January 2015 at 21:55

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sorry, but everytime people i know play edh, it looks confusing, unorganized, and kind of boring. its a 4 person game of 100 card singleton, with mostly bad cards. and it isnt competitive. just a weird way to play magic

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Posted 08 January 2015 at 00:45

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Find a better playgroup, boring players play boring games. Decks can be extremely competitive/cutthroat if that's what you're looking for. The best decks can still combo off before turn 3 which is just as strong as legacy/modern. "Bad cards" are entirely meta and format specific... What's good in Standard is terrible in Modern and what's good in Modern is terrible in Vintage. It's a SLIGHTLY slower format but you still have access to the entire history of magic and 5-6x as many different cards in every deck (instead of 10-15 unique nonland cards you've got 60+). What's not quite good enough for one format is a powerhouse in a format with so many additional options and 2-3 extra turns before shit hits the fan.

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Posted 08 January 2015 at 01:25

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it can get competitive but is mostly supposed to be about casual fun. decks can have whatever you put in them so I wouldn't say bad cards tho the mana curve is different so you can use some 6+ drops you wouldn't normally use

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Posted 08 January 2015 at 01:27

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I'd suggest you just go play Legacy instead. Commander is a format for people who want to get the legacy feel but on a pauper budget.

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Posted 09 January 2015 at 23:03

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Already on it. Have two built

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Posted 11 January 2015 at 00:26

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What I like the most about Commander is in line with what Episolon said. Some cards are just not effective in Modern or Standard, or incredibly situational, or I have one copy of an awesome card that is way out of my price range and I wouldn't be able to use competitively. Commander is an outlet for more of my cards to get played, and I have a chance to do some really incredible plays, like sudden spoiling an artifact deck with darksteel forge out and then cycling decree of pain. That is really fun.

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Posted 14 January 2015 at 02:58

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I just can't grasp much of a strategy in 100 card singleton. I'm involved in modern, standard, legacy (in that order) and its like a different game.

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Posted 14 January 2015 at 03:29

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Posted 14 January 2015 at 09:15

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I always played that the first mulligan where if you exiled 2 cards face down you get to draw 2 cards from your deck then shuffle the exiled cards into your deck. then if a player wants to do another mulligan its a 2 for 1 trade. so they exile 2 and only draw 1. and then exile 3 then only draw 1 and so on so on.

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Posted 08 January 2015 at 03:07

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You can always make decisions in your playgroup about the mulliganing. Whatever fits the best in your group.

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Posted 08 January 2015 at 18:15

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Some quick notes that I didn't notice in your explanation (which is great by the way):

Your general's color identity determines the cards you can have in your deck, i.e. If Rhys the Exiled is your commander, you can use green and black cards in your deck, because even though the black isn't in his cost it is in his "Color Identity". If your commander is Rofellos, you would not be able to use Rhys, the Exiled in your deck.

You cannot create mana that is not in your commanders Color Identity, if an effect would allow you too, for example if someone else played an Urborg, Tomb of Yawgmoth, your lands would be swamps tap for colorless mana unless your commander had black in its color identity. Same with mana rocks that allow you to produce any color of mana. Any color that is not in your commanders identity will be colorless.

Whenever your commander dies or is exiled, you are allowed to return it to your command zone as a replacement effect. Because it is a replacement effect, your opponents cannot respond to or interfere with this action because it doesn't use the stack. If your commander is returned to your hand, you play it without the 2 mana penalty. If your commander is put in your deck, you cannot choose to put it into the command zone, it must be placed in your deck as the effect specifies. If you choose not to return your commander to the command zone, for example if you have Jarad, Golgari Lich Lord as your commander, then your commander would go to whichever zone it was headed to in the first place.

I know that these rules are a little advanced, however they can be helpful to keep in mind when building a deck and also to solve conflicts during games.

http://mtgcommander.net/rules.php This link also goes into detail about other special circumstances and rules.

However, as mentioned by Northern Warlord, Commander is a format that was created for fun. Because Commander as a format is not sanctioned, there are no official "rules", they are suggestions decided by the community to keep the game fun for everyone.



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Posted 09 January 2015 at 02:37

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rofellos as commander is a bad example since its a banned commander but I get what you are saying

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Posted 09 January 2015 at 02:43

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Thank you, I fixed the error.

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Posted 09 January 2015 at 03:09

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Posted 09 January 2015 at 23:11

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Thank you IrishJohn for bringing this up.
Though I already had mentioned that an EDH deck is allowed to contain only the colors of the general, I didn't mention about the other colors that come or may come to your mana pool.
Fixing it now.

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Posted 10 January 2015 at 20:24

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im about to build a new edh but what 1 to do 1st I have narset, enlightened master, sidisi, brood tyrant, and surrak dragonclaw ive already built an anafenza, the foremost deck and I don't have a zurgo yet but ill build 1 for every kahns legend

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Posted 09 January 2015 at 04:08

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I would build a Surrak deck. Narset is tough unless you have a lot of useful enchantments, or a super friends type build. Sidisi requires a specific type of build to really shine, a dredge or reanimator plus token buffs. Lots of cheap creatures and sac outlets, plus an elixir of immortality to keep from decking yourself. Surrak is a straightforward beat stick. Lots of creatures with enters the battlefield effects and big stuff for the win.

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Posted 09 January 2015 at 16:39

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Yeah, I agree with John. I would do Surrak next.

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Posted 10 January 2015 at 20:25

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Narset is very easy. She's just stupidly broken and incredibly unfun. Just play extra turns, extra combat steps and board wipes that miss her or land destruction. Throw in some ramp to push her out faster and some top manipulation to make sure she doesn't whiff.

I would just build Sidisi. She's powerful but not broken. She's an awesome zombie deck commander by adding green for some extra shenanigans with Parallel Lives, Doubling Season, Life from the Loam, Regrowth effects, etc. Elixir of Immortality is for defending against a GY exile effect, not to keep from decking yourself. If you can dump your whole deck in the yard 3-6 cards at a time and haven't won yet, you've done something wrong.

If you can wait a week, Fate Reforged has 10 or so new legends that are all far more interesting to build around than any of the KTK options.

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Posted 11 January 2015 at 05:58

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Posted 11 January 2015 at 06:45

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...really? That sounds like a pretty weak deck in all honesty. There's a reason people choose GAAIV, Zur, or other multicolor generals to play that type of deck. Control/stax requires consistency and/or the ability to defend your lock which mono white cannot do.

It is a safe assessment to say that watching someone else "decksturbate" in one long 20+ minute turn is not fun for the average player. It might be interesting to see the first time a new deck combos off but it gets old quick. I play magic to play magic, not watch someone else take an hour trying to combo off. I don't care if I lose but if you're gonna combo, do it quickly. "Infinite combat/turns" is not a quick way to combo off.

EDH is a casual format for mutual enjoyment. There are plenty of groups that like a more cutthroat style of play which is perfectly fine. (I'm probably in that group myself.) However, even those groups don't generally like waiting forever for their next turn, or the next game. She's not unfun because she's just too powerful or unstoppable. She's unfun because to maximize her ability you have to play the types of cards that double or triple your turn length and play those types of cards en masse. She's unfun because the first time you pop an extra turn or extra combat off her trigger, you will be the first player killed in that game if you don't win and then you'll be sitting around twiddling your thumbs as the game goes on without you for another hour or two.

You're right, fun is subjective. However, if we're playing magic to have fun; then not playing magic is not having fun.

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Posted 11 January 2015 at 08:09

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I believe that an extra turns/ board wipe combo is very easy for Narset to pull off, however even "broken" commanders, like Arcum Dasson, can have fair decks. It depends on the player. To make a blanket statement like "that's a bad idea" or "unfun", what you are saying is you wouldn't make that deck or want to play against it. Those are different concepts. Using more first person language might help you communicate your points effectively without the judgement implied by a universal statement.

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Posted 11 January 2015 at 21:00

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I have played the deck, even tried to be "fair" with it. Up to four or more free spells a turn is just insane value that tacks a target on your head from the first swing. It's also foolish not to try to maximize abilities of your general. Her ability leads you into those types of spells as well as top of library tutors and vanishing. Sure, you can build an Arcum deck with no (or bad) artifacts to be more "fair" but optimal builds will want a nev's disk combo. Even if you make a "fair" deck with an unfair general, you have to overcome the stigma of playing an unfair general. "Fair" decks can't win a 3vs1 battle. Which, again, is generally unfun.

You don't suggest to the new guy (with no meta information provided) to build the most broken deck imaginable or to use a general that has kill on sight threat reputation. You suggest something interesting to build around and fun to play with and against. Eventually they might try the broken stuff but starting with them will usually not keep them in the format for long. They'll either draw aggro and lose or play the top deck poorly and lose giving them a poor first impression of the format and the top tier decks of the format.

Universal statements still apply a vast majority of the time and for the times they don't work, it's usually for people that aren't needing to ask for advice in the first place. In which case, there's nothing wrong with using them. Ignorant comments like "are you the fun police?" really aren't helpful when a statement is true 90%+ of the time and obviously an opinion. It's a social format, fun for more than just you is relevant. If someone is needing to ask for advice on which deck to play, they are new enough that they should be steered away from the "unfun" decks.

If the question is "how do I make this stronger?" or "help me break this general" it's entirely a different situation from "which of these should I build?" and the advice should be adjusted accordingly.

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Posted 12 January 2015 at 07:40

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well im not new at playing. the ? really was just what deck to build next and im going to build it w/o spending $ so im not going to break any of them I can improve the decks later but the holidays left me poor. ive been playing magic for about 13 years only been into edh for about a year tho

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Posted 12 January 2015 at 20:56

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a friend of mine says that you should just use child of alara to make sure that you can use any color, then fill it with the same cheap power-cards that you use in modern/legacy. use alara for boardwipes and nothing else, and use a bunch of op cards. so far, his idea has beten me every game.

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Posted 13 January 2015 at 15:57

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Hmph... That's one helluva hard problem. Which colors do you run in your EDH?

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Posted 13 January 2015 at 20:24

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The problem with using all the same power cards as legacy is that multiplayer has a different tempo than those formats. Yes, you will still have a strong deck with some of those decks. Yes, you still want to keep your curve down when you can. However, one for one trades are actually fairly bad in EDH. Assuming a four player game, every card you draw you're opponents are drawing three cards. Some of that is mitigated by multiple players interacting but if you become the primary threat like a deck that always wins will do, you can't keep up with that much card advantage. If you just play a lot of the tempo plays that are so good in legacy, you will be out of cards long before the table is dead.

A lot of the cards are still powerful but there are generally better options for EDH. Good stuff decks like your friend's are very strong but they certainly aren't the best or unbeatable.

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Posted 14 January 2015 at 00:28

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What I do in the face of decks with value card after value card is turtle up. By that, I mean I play a slow deck with ghostly prison, hushwing gryff, eidolon of rhetoric, spirit of the labyrinth, etc. A basic tenet of effective deckbuilding in any format is that if you know your opponent, you can do one of three things: Play more value (most likely), go underneath (small, hyper agressive, tough in EDH due to the nature of the format) or go over their strategy (tough with the Child of Alara Threat). No deck is unbeatable, and if you play the same person or people often, you can make a deck that will beat them. Then, they will be forced to change, and soon you will too. This way not every game is the exact same.

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Posted 14 January 2015 at 02:51

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