I love how with the new 7 mana green-blue merfolk works great with token elves and card draw. Having access to blue in a main green commander deck improves my defense, control magic, and dirty instants and draws to overall improve the energy and draw of my deck. It may be a little slow though. The main objective of the green deck is to create tokens and elf tribal.
With red though I get access to artifact and enchantment removal. As well as burn effects with tokens, which is more damage, but may carry away from the main token strategy, even though I have access to goblins too. Should I even just do a goblin? I like elves, but I also like goblins. I problem with goblins though is they can be slow, need combos cards, and red lacks tutors. As well as the low-ish power and toughness weakness from most token decks. Making it easy to be overwhelmed by other players quickly. Even in multiplayer games.
Tribal is the main theme of this. I like the banners and enchantments that makes creatures draw, burn, and buff up with each other. I might be able to use either of the colors mono, even though some tribal artifacts make me draw, but the point is that I have lots of damage with lots of draw at the same time. While having ramp too. I was thinking about getting the 3 color Soul of Elements unto the battlefield, but I don't think that will be quick enough. It is hard in commander to get a 2 color deck that ramps, draws, and uses token tribal to the best of its ability.
My commander group is super competitive, so none of this fun deck stuff that would just be for casual play. Please help I am at a cross road here.
My understanding is that super competitive and tribal don't mix.
But if your dead set Krenko, Mob Boss and Purphoros, God of the Forge do work. And they can sub for each other in the command zone depending on who you need easy access to more(hint its probably Purph since there are tons of goblin tutors.)
Not sure how red is giving you artifact and enchantment removal when green has more than enough of both (Acidic Slime, Naturalize, Bane of Progress, etc). In fact, Monored only has Aura Barbs and Starfall as far as enchantment hate, the later is highly dependent on people running enchantment creatures to be deemed even possibly usable. You do however get Decimate, Destructive Revelry, and Hull Breach from the color union.
Blue has Boomerang and Counterspell tech to deal with enchantments.
My question for you is when you say competitive do you mean strictly dueling or a group setting with fast paced eliminations? If the latter here, are the early eliminations of just a single player or game ending? If they outright end the game in a group setting, playing avoid-me cards won't help you as much as a well placed Counterspell/Time Stop.
Regardless, if you are running token tribal w/green in commander, best start saving your money for Gaea's Cradle. It more than pays for itself in game, it will tap down your wallet for more than just a few global turns (days/paychecks in comparision to the cost of the brunt of your deck).
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With red though I get access to artifact and enchantment removal. As well as burn effects with tokens, which is more damage, but may carry away from the main token strategy, even though I have access to goblins too. Should I even just do a goblin? I like elves, but I also like goblins. I problem with goblins though is they can be slow, need combos cards, and red lacks tutors. As well as the low-ish power and toughness weakness from most token decks. Making it easy to be overwhelmed by other players quickly. Even in multiplayer games.
Tribal is the main theme of this. I like the banners and enchantments that makes creatures draw, burn, and buff up with each other. I might be able to use either of the colors mono, even though some tribal artifacts make me draw, but the point is that I have lots of damage with lots of draw at the same time. While having ramp too. I was thinking about getting the 3 color Soul of Elements unto the battlefield, but I don't think that will be quick enough. It is hard in commander to get a 2 color deck that ramps, draws, and uses token tribal to the best of its ability.
My commander group is super competitive, so none of this fun deck stuff that would just be for casual play. Please help I am at a cross road here.
But if your dead set Krenko, Mob Boss and Purphoros, God of the Forge do work. And they can sub for each other in the command zone depending on who you need easy access to more(hint its probably Purph since there are tons of goblin tutors.)
Blue has Boomerang and Counterspell tech to deal with enchantments.
Slow isn't all bad if you play your cards right: Propaganda, Seedborne Muse, Dawnstrider and other Fog effects, Illusionist's Gambit and Disrupt Decorum, etc. Cards like Ensnare and Blustersquall can be used defensively to steal away someone's combat step or offensively at the end of someone's turn to go wide like a budget Cyclonic Rift.
My question for you is when you say competitive do you mean strictly dueling or a group setting with fast paced eliminations? If the latter here, are the early eliminations of just a single player or game ending? If they outright end the game in a group setting, playing avoid-me cards won't help you as much as a well placed Counterspell/Time Stop.
Regardless, if you are running token tribal w/green in commander, best start saving your money for Gaea's Cradle. It more than pays for itself in game, it will tap down your wallet for more than just a few global turns (days/paychecks in comparision to the cost of the brunt of your deck).