What are the tips that you can share when playing your commander/general?
TILT Jhoira of the Ghitu's CMC is 5, NOT 3. Why? because she is such a lightning rod, you need to open two mana to counter a removal spell or suspend right away. Never ever cast Jhoira for its 3 CMC when playing against a removal heavy deck.
What are your tips? Share with the rest of us!
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GMR21=OYS, I know you.
Salt is part of the game. Deal with it.
One doesn't always draw greaves. Also, savvy opponents can respond to a greaves equip activation with their removal spell. That wouldn't stop me from slamming T3 Jhoira if I had a T2 Greaves, but it's at least something to pay attention to and think about.
I am soon dismantling them or no longer have them, but I've found that Darian, King of Kjeldor and Rakdos, the Defiler are also instant hate sinks and pseudo-cost more since you should always cast them when you have the ability to immediately benefit from them OR have some way to protect them. I've lost a lot of games due to going "turn 4 swing, cast rakdos, go", only for opponents to immediately respond with hellfire and destruction on my entire board. Likewise with Darian I typically played "draw, go" until I had enough mana to csst Darian and immediately make tokens or protect him with a Greaves or Brave the Elements. My playgroup is funny about picking on a guy with only plains, but felt justified in unloading if I curved out since "we have to burn you low before you have your Commander". Obviously YMMV for the Darian example.
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Sufferer of EDHD
Commander - Currently Playing: RCRDaretti: Superfriends Forever RCR WGBDoran: Ent-mootWBG GGGMultani: Group Bear HugGGG GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G) RGWGahiji, the Honored Group Hug MonsterRGW UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B) WUBRGAtogatog: Assembling a OHKOWUBRG
I guess I'm not sure how obvious these tips should be. Maybe something like...
tip: Thraximundar's CMC is 7. Just play 'im and swing.
tip: eminence is an ability word that indicates an ability which works from the command zone.
tip: The return-to-battlefield part of Roon of the Hidden Realm's blinking ability is a delayed trigger ability that you can Stifle.
tip:
Riku of Two Reflections had two passions: the study of spellcraft and the study of life. The mage could never choose, but had no time to master both. Through an ancient illusionist's spell, he found the solution: he secretly split himself into two reflections, and each Riku trained and studied for years in its chosen field. Today Riku is hailed as a master of both disciplines, and few know his secrets. The reflections never stray far from each other, and when danger threatens, enemies face the power of both Rikus.
tip: Ayesha Tanaka has banding, which allows you to assign the combat damage of creatures you block with her. This means that if you block a large trample creature with Ayesha and a 1/1, you can choose to assign all of that trampler's damage to the 1/1.
tip: hold 'A' to jump higher
tip: even though you have fun playing your Zur the Enchanter stax deck, everyone else is slowly dying inside.
tip: Eight-and-a-Half-Tails and Blind Seer can make lands colored so that they are affected by All is Dust or Ugin, the Spirit Dragon's second loyalty ability.
tip: Mizzix of the Izmagnus synergizes with instant and sorcery spells.
tip: Gaddock Teeg synergizes with a deep loathing for other human beings.
tip: Ruhan of the Fomori works better if you use a die with skull faces to determine the victim of your bloodlust recepient of your love.
tip: Opal-Eye, Konda's Yojimbo's tap ability does not target, and allows you to choose a source that is hexproof.
tip: Opal-Eye's tap ability is a redirection effect, and works against damage that can't be prevented like Urza's Rage.
tip: Opal-Eye's tap ability can choose a permanent spell still on the stack. In that case, it then applies to the permanent that spell becomes. This may be relevant if, for example, your opponent casts Linvala, Keeper of Silence and has a way to give her haste.
tip: Opal-Eye's tap ability can redirect to Opal-Eye damage that would have been dealt to Opal-Eye.
tip: Opal-Eye has seen some *****.
Tip: Azor's revelation ability is optional, and you do not need to use it with big mana, so leave enough resource for defense. If you suffer from a X = 5+ investment, you have your own greed to blame.
Tip: Your deck should be constructed with your commander out of the equation in mind.
Tip: Azor's revelation ability is optional, and you do not need to use it with big mana, so leave enough resource for defense. If you suffer from a X = 5+ investment, you have your own greed to blame.
Tip: Your deck should be constructed with your commander out of the equation in mind.
Cyber, but but, that is the whole purpose of EDH. To build a deck around a general.
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GMR21=OYS, I know you.
Salt is part of the game. Deal with it.
Tip: Your deck should be constructed with your commander out of the equation in mind.
This is probably my least favorite EDH-related aphorism (a narrow category, in fairness).
I mean I guess it's fair to say that your deck shouldn't be completely nonfunctional if your commander doesn't stick and dedicating a few slots to a backup plan isn't a bad idea (i.e. manlands as a backup voltron even if you don't want to dedicate any slots to real creatures), but being able to build around a specific legend that you think is cool is a big part of what makes commander great. Of course, if you're going to rely heavily on your commander's ability you should try to come prepared with ways to protect it, be prepared to recast it, play defensively, and also be prepared to lose sometimes if your opponents hate them off the table - but so what? You're going to lose some games. You shouldn't be beholden to diversifying strategies in a casual format. I'd much rather lose some games because my commander got killed 4 times than build a boring deck that doesn't do anything new because I focused cards that work well without him.
Oh right, a tip: don't rely on other peoples' tips to get better. Tips are tiny pieces of information that are trivial if you have a good understanding of the game as a whole. Play a lot, build a lot, think a lot. That's how you build a real understanding of the game. Then obvious things like "don't cast a powerful, easily-removed card in a meta where people are likely to have removal without getting value from it or keeping up a way to protect it" will just be second nature.
Gonti, Lord of Luxury: Your opponents' cards are like their girlfriends. Don't dare to touch them without asking politely, handle them with care and get them home safely and unharmed. Still, you're allowed to enjoy your time with them within those limits.
Ezuri, Renegade Leader: 2 plus 2 is 4, minus 1 that's 3, quick maths. Know your lines and know them very well, as you'll propably only get one fragile chance to swing for lethal. Squall Line eot before your final dance gets you there a lot faster.
Talrand, Sky Summoner: Your opponents won't like you - at all. Don't prolong their suffering. Be efficient, try to make the right calls concerning disruption and learn to bluff holding a Counterspell. Never ever sing "Blue" by Eifel 65 to taunt peasants.
Zada, Hedron Grinder: Prefer for annihilation, on one side of the table or the other. Don't hesitate to go all in, in fact, that's the right mentality. You're not playing midrange control, duh. Keep in mind, there's no plan b! (Otherworldly Outburst counts as a safety net, though)
Prossh, Skyraider of Kher: Don't shy away from being cutthroat. You're target #1, every beaten enemy is one step closer to victory. Do not feel remorse for taking someone out asap.
Alesha, Who Smiles at Death: Keep the lady safe and pick your swings wisely. Filth might be a better Entomb target than Master of Cruelties in the long run. Always keep a sac outlet floating around to dodge exile effects and some creature value in hand, if possible, as not to fold entirely to graveyard hate.
Edric, Spymaster of Trest:"You must be shapeless, formless, like water. ... Water can drip and it can crash. Become like water my friend." Swiftness is key. Watch your surroundings carefully and adapt accordingly. Your board state is fragile, don't risk it foolishly.
Brago, King Eternal: Don't be a d*ck by trying to downplay your threat level. People will expect infinites, MLD or Stax. If you're not running any of that, let people know in advance. If you do, you'll be targeted - for a good reason. Carefully plan your moves before you're up, because things will get messy, promise you that.
Omnath, Locus of Rage: Don't waste too much time on shuffling your deck, because you'll do that numerous times and people will get jaded. Only ping what's really necessary, because every one of them counts.
Mirri, Weatherlight Duelist: Turning creatures sideways is fun, so relax and just roll with it. You'll propably not win, so make the best of it and come up with a few witty turns. If you win nontheless, even better.
Glissa, the traitor: In 1v1 and 3 player games you should get her out onto the field because she knows how to fight. If you are in a larger more likely longer game you want to wait until you have a graveyard filled with artifacts and the enemy has built up a board state. When the wrath happens from you or anyone else you still get all your glissa triggers from the creatures dying.
Dragonlord Ojutai: Its a control deck so I typically don't play him until I feel like the game is under control. But do not wait too long to get him into play you need to close the game before your opponents start recurring threats. Sometimes you have to risk the attack without a way to untap him, just to draw a card for more answers. Deveri, empyrial tactician: While my deveri deck is super aggro I have used her defensively, flashing her in to tap a lethal attacker, Saccing her and doing it again every turn. Also I find people build their deveri decks that are tooo mid range and too similar to the precon, you really need creatures that are going to connect to make the best of her ability.
Zirilan of the claw: Cast Zirilan always. Mull hands without lands and ramp even if it means you go down to 4. Mountain mountain mind stone is better than a hand with lots of dragons. Card advantage doesn't matter just getting Zirilian into play and having him live (because its not too hard to 1 shot people).
Ayli, Eternal Pilgrim - There's never a reason not to play her on Turn 2. A 2/3 Deathtouch body that is a sac outlet is too good in the early game not to put on the board asap.
Hapatra, Vizier of Poisons - If no one has creatures out yet, don't be afraid to put a -1/-1 counter on Hapatra herself to get the train started. If she's going to die to removal, that one toughness difference as a 2/2 isn't going to matter. As long as she can steal deal combat damage. She's not the type you win with Commander damage with.
Inalla, Archmage Ritualist - Sure you can probably find a way to win with her activated ability, but the majority of the time you don't ever have to worry about casting her from the Command Zone. You can easily ride her Eminence triggers the victory without ever bringing her out.
Selvala, Explorer Returned - Try to be as fast as possible. With all the tapping, untapping and mana generation I put in my version, turns can take quite a while and the deck isn't very interactive - it's focused on your own turn and generating as much value as possible. So, try to plan out your next turn between each of your turns or you'll meander and can overextend really easily.
Volrath the Fallen - Most commanders like Volrath lend themselves to being Voltron builds, and Volrath can be that. But because he's in Black, he can also be reanimator. Volrath is one of the funnest Commanders to play for Voltron because if you can't get lethal Commander damage through with his ability, you can reanimate the fatties you discard to his ability to finish the job. Also, he may be the only Commander deck that it makes sense to play Draco
Jalira, Master Polymorphist - Remember that her ability says "non-Legendary", and yes she kinda looks like Pink. Endrek Sahr, Master Breeder - You should be in no hurry to play Endrek Sahr till you can play him and another creature on the same turn, and yes he looks a bit like the vampire from Blade 2. Bosh, Iron Golem - Don't think, know that one of your opponents is holding Vandalblast/Austere Command/Bane of Progress, etc., so play accordingly, and yes he looks like the bastard child of Groot and the Iron Giant. Ezuri, Renegade Leader - Since you are playing tribal you by definition have to overextend, but don't forget that Ezuri is not only an Overrun he can also regenerate your whole team. And yes, he looks almost exactly like Elrond to the point that Peter Jackson plans on suing WotC right after he's done counting all the money he made fro the LOTR and Hobbit movies (which should be around 2077). Brago, King Eternal - He look nothing like King Triton, and seriously the original Pirates fromMercadianMasques are actually pretty good. Oona, Queen of the Fae - You are never going to mill out multiple opponents, so focus on milling out one or two and use the fact that your commander is a 5/5 flyer that spits out a bunch of 1/1 flyers to kill the remaining player or two with damage. And Oona looks like the Lady in the Water posing for an Anne Geddes photoshoot. Wort, Boggart Auntie - Don't ever play Wort till after they Wrath, then use her to rebuild. And yes, he looks more like any of the non-Gizmo Gremlins than she looks like Whoopi Goldberg, but if it weren't for the ears it would be a lot closer. Wort, the Raidmother - Remember that Conspire cares that the color of the creatures you are tapping matches the color of the spell you want to copy, so you need to invest in generating red creatures to Conspire red spells. And she still looks like a freakin' Gremlin. Captain Sisay - She has a disproportionate amount of hate thrown at her so don't plan on her sticking around long; you ar ebetter off waiting till hands empty a bot and removal is spent before even trying to get her to stick. And she looks a bit like Laura Prepon (OITNB version, not That 70s Show) and a bit like Jo from Facts of Life. Rhys the Redeemed - There are almost zero reasons to running Rhys out on turn one, so don't do it. Also, the art is generic enough that Rhys can pretty much look like anyone, although what is going on with his horns? Hellboy and Rhys the Exiled had it right; just cut those darn things off. Trostani, Selesnya's Voice - To me, the lifegain part is much better than the populate ability so I wouldn't play her until I can play two spells in a turn. I have no idea who she looks like, but she obviously shops at the same store as Cocteau from Demolition Man. Gisela, Blade of Goldnight - Her second ability prevents half the damage done rounded up, not halves the damage rounded up (as some people will mistakenly read it); therefore if something deals 1 damage to you or a creature you control, Gisela will reduce it to zero. And she looks like a really pissed off Disney princess, but which one I cannot say. Obzedat, Ghost Council - Pictued from left to right: The dude from Tales from the Crypt, Darth Maul, Crovax, Grishnak, one of the Rankin-Bass Black Riders; oh and there is almost no reason to wait to play Obzedat since the deck rarely revolves around him actually being in play. Niv-Mizzet, the Firemind - Just plan on playing tons of mana rocks to keep on recasting him over and over, and your card draw spells need not be the best at generating card advantage as they are at generating Niv-Mizzet triggers. Vorel of the Hull Clade - Let Vorel sit in your command zone till you have enough mana to play him a few turns in a row if need be; he'll eat removal spells like skittles, so you need to wait, then take advanatge f the fact that he is cheap to play even going up a few commander tax brackets. Jarad, Golgari Lich Lord - Jarad costs 7 a lot like Jhiora costs 5; and you don't want to bother playing it till you have something juicy to sacrifice anyway. Uril, the Miststalker - Everyone will hate you for no good reason; don't take it personally.
Cyber, but but, that is the whole purpose of EDH. To build a deck around a general.
Why would I ever suggest EDH players to build decks without thinking about their generals? What I meant was that your deck should not be completely useless without your commander, you need back up plans and alternative wincons to make it whole. One cannot enjoy the game if s/he remains a sitting duck due to the leader being taken out, it creates a gap in an otherwise connected dynamic.
This is probably my least favorite EDH-related aphorism (a narrow category, in fairness).
I mean I guess it's fair to say that your deck shouldn't be completely nonfunctional if your commander doesn't stick and dedicating a few slots to a backup plan isn't a bad idea (i.e. manlands as a backup voltron even if you don't want to dedicate any slots to real creatures), but being able to build around a specific legend that you think is cool is a big part of what makes commander great. Of course, if you're going to rely heavily on your commander's ability you should try to come prepared with ways to protect it, be prepared to recast it, play defensively, and also be prepared to lose sometimes if your opponents hate them off the table - but so what? You're going to lose some games. You shouldn't be beholden to diversifying strategies in a casual format. I'd much rather lose some games because my commander got killed 4 times than build a boring deck that doesn't do anything new because I focused cards that work well without him.
There are decks out there where the commander is merely a mascot, such as combo Jeleva, I'm against such genre, they create gaps in the circle.
I like to win with unique and deviant strategies, and being able to function without my general is one such way to surprise my opponents.
Just my $0.02 on the 'decks built around a commander' sub-topic:
This thought reached great prominence around the time that tuck(such as from Condemn) was a thing, as many of us know. We don't know the future; tuck may come back, either because Sheldon and the RC return it, or because cards come out with new mechanics(I know it's a bit more complicated than that, bear with my basicness). It's still a good plan to have back-ups, and back-ups for your back-ups. If I can cripple your deck by removing the general from the equation, we need to talk.
Tips? Why waste your time with tips, when you can have...PROTIPS! lmao
PROTIP: Captain Sisay - Understand that once people realize what she can tutor for, she will get a lot of hate. No one will think twice of you tutoring legendary lands or creatures, but when you drop an enchantment, artifact, or Dominaria forbid, a planeswalker, you're in trouble. Plan early locks, and/or lots of answers to the hate.
PROTIP: Merieke Ri Berit - Nobody likes having their creatures stolen. Even fewer like having their creatures blown up during a rescue op. She needs protection ASAP, even if it's just a Crab Umbra. If no one has removal early game, and you curve right into casting her early, also expect a lot of 'Draw, go' from your opponents.
PROTIP: Niv-Mizzet, the Firemind - Don't get attached to your hand. Your opponents will be more attached to theirs anyway, particularly the combo players. Don't always wait for an obvious combo setup("I tutor twice, then semi-tutor to the top of my deck for my next draw..."), but when it DOES happen, burn the rubber right off that wheel.
PROTIP: Thraximundar - His CMC may be 7, but expect it to not stay there; no one likes saccing. But since he's a zombie, think outside the command zone, too...
PROTIP: Edgar Markov - Even a swing that he will die into has value. Your weenies are suddenly not-so-weeny, and your threats just got bigger. Be aggressive with summons and combat.
Heartless Hidetsugu: Make sure your deck can slow down or debilitate the rest of the table because people tend to go nuts when they see their life totals start halving. Make sure he has haste because he will die almost immediately to removal. He's not there to close out a game by himself (though he can get there after a large destruction spell like Obliterate) but to get people within reach of your other creatures' damage output. He costs quite a lot at 5 cmc at his lowest amount, so make every cast of him count.
Liliana, Heretical Healer: You're the villain, accept that. No one likes hand destruction. No one likes working hard for a boardstate that's annihilated by Death Cloud while Liliana emerges unscathed. Accept you will be hated while you're working towards getting her emblem or abusing her reanimation ability to recover without needing mana.
Play Etali, Primal Storm, it is more manly than you. More than most off a cascade, that god-damn gorgeous golden dino-boy.
If a hand can't count to eight with minimal help, you will mulligan. This is not optional. Two cascades is better than literally any two cards in your opener that aren't ramp or lands or crystal shard, and you will lose if you can not do the one thing this dumb deck does.
Don't split your damage with Xenagos, God of Revels unless you have to, or unless you want to attack a defenseless player so that you can get your card draw or other stupid board advantage going. You're built to snipe people from what would normally be considered high life totals, and the fewer people that are scared of you, the fewer people that can stop you. Hexproof is the best keyword.
If you aren't in a 3v1 with The Gitrog Monster, I don't know what is going on unless the other decks are equally as busted.
When playing Edric, Spymaster of Trest, cast your weenies first and then only cast Edric because you want to draw cards in a burst. If you cast Edric and then only your weenies, your card draws will be spread out in the course of a few turns.
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GMR21=OYS, I know you.
Salt is part of the game. Deal with it.
Heartless Hidetsugu: Make sure your deck can slow down or debilitate the rest of the table because people tend to go nuts when they see their life totals start halving. Make sure he has haste because he will die almost immediately to removal. He's not there to close out a game by himself (though he can get there after a large destruction spell like Obliterate) but to get people within reach of your other creatures' damage output. He costs quite a lot at 5 cmc at his lowest amount, so make every cast of him count.
Liliana, Heretical Healer: You're the villain, accept that. No one likes hand destruction. No one likes working hard for a boardstate that's annihilated by Death Cloud while Liliana emerges unscathed. Accept you will be hated while you're working towards getting her emblem or abusing her reanimation ability to recover without needing mana.
No mention of damage doubling combos with heartless?
No mention of damage doubling combos with heartless?
I haven't seen any build ever that doesn't run those, but they are huge removal targets so nothing you should base the entire game plan around. I find the steady life loss after a mass removal spell to be very effective. Apocalypse is amazing with enough mana to also cast Hidetsugu.
TILT Jhoira of the Ghitu's CMC is 5, NOT 3. Why? because she is such a lightning rod, you need to open two mana to counter a removal spell or suspend right away. Never ever cast Jhoira for its 3 CMC when playing against a removal heavy deck.
What are your tips? Share with the rest of us!
Salt is part of the game. Deal with it.
Salt is part of the game. Deal with it.
I am soon dismantling them or no longer have them, but I've found that Darian, King of Kjeldor and Rakdos, the Defiler are also instant hate sinks and pseudo-cost more since you should always cast them when you have the ability to immediately benefit from them OR have some way to protect them. I've lost a lot of games due to going "turn 4 swing, cast rakdos, go", only for opponents to immediately respond with hellfire and destruction on my entire board. Likewise with Darian I typically played "draw, go" until I had enough mana to csst Darian and immediately make tokens or protect him with a Greaves or Brave the Elements. My playgroup is funny about picking on a guy with only plains, but felt justified in unloading if I curved out since "we have to burn you low before you have your Commander". Obviously YMMV for the Darian example.
RCRDaretti: Superfriends Forever RCR
WGBDoran: Ent-mootWBG
GGGMultani: Group Bear HugGGG
GB(B/G)The Gitrog Monster: Dredgefall DurdleGB(B/G)
RGWGahiji, the Honored Group Hug MonsterRGW
UB(U/B)Yuriko, Ninja Trinket AggroUB(U/B)
WUBRGAtogatog: Assembling a OHKOWUBRG
tip: Thraximundar's CMC is 7. Just play 'im and swing.
tip: eminence is an ability word that indicates an ability which works from the command zone.
tip: The return-to-battlefield part of Roon of the Hidden Realm's blinking ability is a delayed trigger ability that you can Stifle.
tip:
tip: hold 'A' to jump higher
tip: even though you have fun playing your Zur the Enchanter stax deck, everyone else is slowly dying inside.
tip: Eight-and-a-Half-Tails and Blind Seer can make lands colored so that they are affected by All is Dust or Ugin, the Spirit Dragon's second loyalty ability.
tip: Mizzix of the Izmagnus synergizes with instant and sorcery spells.
tip: Gaddock Teeg synergizes with a deep loathing for other human beings.
tip: Ruhan of the Fomori works better if you use a die with skull faces to determine the
victim of your bloodlustrecepient of your love.tip: Opal-Eye, Konda's Yojimbo's tap ability does not target, and allows you to choose a source that is hexproof.
tip: Opal-Eye's tap ability is a redirection effect, and works against damage that can't be prevented like Urza's Rage.
tip: Opal-Eye's tap ability can choose a permanent spell still on the stack. In that case, it then applies to the permanent that spell becomes. This may be relevant if, for example, your opponent casts Linvala, Keeper of Silence and has a way to give her haste.
tip: Opal-Eye's tap ability can redirect to Opal-Eye damage that would have been dealt to Opal-Eye.
tip: Opal-Eye has seen some *****.
- Rabid Wombat
Tip: Your deck should be constructed with your commander out of the equation in mind.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Cyber, but but, that is the whole purpose of EDH. To build a deck around a general.
Salt is part of the game. Deal with it.
I mean I guess it's fair to say that your deck shouldn't be completely nonfunctional if your commander doesn't stick and dedicating a few slots to a backup plan isn't a bad idea (i.e. manlands as a backup voltron even if you don't want to dedicate any slots to real creatures), but being able to build around a specific legend that you think is cool is a big part of what makes commander great. Of course, if you're going to rely heavily on your commander's ability you should try to come prepared with ways to protect it, be prepared to recast it, play defensively, and also be prepared to lose sometimes if your opponents hate them off the table - but so what? You're going to lose some games. You shouldn't be beholden to diversifying strategies in a casual format. I'd much rather lose some games because my commander got killed 4 times than build a boring deck that doesn't do anything new because I focused cards that work well without him.
Oh right, a tip: don't rely on other peoples' tips to get better. Tips are tiny pieces of information that are trivial if you have a good understanding of the game as a whole. Play a lot, build a lot, think a lot. That's how you build a real understanding of the game. Then obvious things like "don't cast a powerful, easily-removed card in a meta where people are likely to have removal without getting value from it or keeping up a way to protect it" will just be second nature.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Ezuri, Renegade Leader: 2 plus 2 is 4, minus 1 that's 3, quick maths. Know your lines and know them very well, as you'll propably only get one fragile chance to swing for lethal. Squall Line eot before your final dance gets you there a lot faster.
Talrand, Sky Summoner: Your opponents won't like you - at all. Don't prolong their suffering. Be efficient, try to make the right calls concerning disruption and learn to bluff holding a Counterspell. Never ever sing "Blue" by Eifel 65 to taunt peasants.
Zada, Hedron Grinder: Prefer for annihilation, on one side of the table or the other. Don't hesitate to go all in, in fact, that's the right mentality. You're not playing midrange control, duh. Keep in mind, there's no plan b! (Otherworldly Outburst counts as a safety net, though)
Odric, Master Tactician: People will not expect you to win ever. Embrace the role of the underdog (Fly, Eagles, fly!) and stay low key as long as you can. Entrapment Maneuver, a cycled Decree of Justice, Secure the Wastes or White Sun's Zenith best combined with a Cathars' Crusade or Mirror Entity are your best friends.
Prossh, Skyraider of Kher: Don't shy away from being cutthroat. You're target #1, every beaten enemy is one step closer to victory. Do not feel remorse for taking someone out asap.
Alesha, Who Smiles at Death: Keep the lady safe and pick your swings wisely. Filth might be a better Entomb target than Master of Cruelties in the long run. Always keep a sac outlet floating around to dodge exile effects and some creature value in hand, if possible, as not to fold entirely to graveyard hate.
Edric, Spymaster of Trest: "You must be shapeless, formless, like water. ... Water can drip and it can crash. Become like water my friend." Swiftness is key. Watch your surroundings carefully and adapt accordingly. Your board state is fragile, don't risk it foolishly.
Brago, King Eternal: Don't be a d*ck by trying to downplay your threat level. People will expect infinites, MLD or Stax. If you're not running any of that, let people know in advance. If you do, you'll be targeted - for a good reason. Carefully plan your moves before you're up, because things will get messy, promise you that.
Omnath, Locus of Rage: Don't waste too much time on shuffling your deck, because you'll do that numerous times and people will get jaded. Only ping what's really necessary, because every one of them counts.
Mirri, Weatherlight Duelist: Turning creatures sideways is fun, so relax and just roll with it. You'll propably not win, so make the best of it and come up with a few witty turns. If you win nontheless, even better.
Dragonlord Ojutai: Its a control deck so I typically don't play him until I feel like the game is under control. But do not wait too long to get him into play you need to close the game before your opponents start recurring threats. Sometimes you have to risk the attack without a way to untap him, just to draw a card for more answers.
Deveri, empyrial tactician: While my deveri deck is super aggro I have used her defensively, flashing her in to tap a lethal attacker, Saccing her and doing it again every turn. Also I find people build their deveri decks that are tooo mid range and too similar to the precon, you really need creatures that are going to connect to make the best of her ability.
Zirilan of the claw: Cast Zirilan always. Mull hands without lands and ramp even if it means you go down to 4. Mountain mountain mind stone is better than a hand with lots of dragons. Card advantage doesn't matter just getting Zirilian into play and having him live (because its not too hard to 1 shot people).
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Hapatra, Vizier of Poisons - If no one has creatures out yet, don't be afraid to put a -1/-1 counter on Hapatra herself to get the train started. If she's going to die to removal, that one toughness difference as a 2/2 isn't going to matter. As long as she can steal deal combat damage. She's not the type you win with Commander damage with.
Inalla, Archmage Ritualist - Sure you can probably find a way to win with her activated ability, but the majority of the time you don't ever have to worry about casting her from the Command Zone. You can easily ride her Eminence triggers the victory without ever bringing her out.
Selvala, Explorer Returned - Try to be as fast as possible. With all the tapping, untapping and mana generation I put in my version, turns can take quite a while and the deck isn't very interactive - it's focused on your own turn and generating as much value as possible. So, try to plan out your next turn between each of your turns or you'll meander and can overextend really easily.
Volrath the Fallen - Most commanders like Volrath lend themselves to being Voltron builds, and Volrath can be that. But because he's in Black, he can also be reanimator. Volrath is one of the funnest Commanders to play for Voltron because if you can't get lethal Commander damage through with his ability, you can reanimate the fatties you discard to his ability to finish the job. Also, he may be the only Commander deck that it makes sense to play Draco
(Also known as Xenphire)
Endrek Sahr, Master Breeder - You should be in no hurry to play Endrek Sahr till you can play him and another creature on the same turn, and yes he looks a bit like the vampire from Blade 2.
Bosh, Iron Golem - Don't think, know that one of your opponents is holding Vandalblast/Austere Command/Bane of Progress, etc., so play accordingly, and yes he looks like the bastard child of Groot and the Iron Giant.
Ezuri, Renegade Leader - Since you are playing tribal you by definition have to overextend, but don't forget that Ezuri is not only an Overrun he can also regenerate your whole team. And yes, he looks almost exactly like Elrond to the point that Peter Jackson plans on suing WotC right after he's done counting all the money he made fro the LOTR and Hobbit movies (which should be around 2077).
Brago, King Eternal - He look nothing like King Triton, and seriously the original Pirates from Mercadian Masques are actually pretty good.
Oona, Queen of the Fae - You are never going to mill out multiple opponents, so focus on milling out one or two and use the fact that your commander is a 5/5 flyer that spits out a bunch of 1/1 flyers to kill the remaining player or two with damage. And Oona looks like the Lady in the Water posing for an Anne Geddes photoshoot.
Wort, Boggart Auntie - Don't ever play Wort till after they Wrath, then use her to rebuild. And yes, he looks more like any of the non-Gizmo Gremlins than she looks like Whoopi Goldberg, but if it weren't for the ears it would be a lot closer.
Wort, the Raidmother - Remember that Conspire cares that the color of the creatures you are tapping matches the color of the spell you want to copy, so you need to invest in generating red creatures to Conspire red spells. And she still looks like a freakin' Gremlin.
Captain Sisay - She has a disproportionate amount of hate thrown at her so don't plan on her sticking around long; you ar ebetter off waiting till hands empty a bot and removal is spent before even trying to get her to stick. And she looks a bit like Laura Prepon (OITNB version, not That 70s Show) and a bit like Jo from Facts of Life.
Rhys the Redeemed - There are almost zero reasons to running Rhys out on turn one, so don't do it. Also, the art is generic enough that Rhys can pretty much look like anyone, although what is going on with his horns? Hellboy and Rhys the Exiled had it right; just cut those darn things off.
Trostani, Selesnya's Voice - To me, the lifegain part is much better than the populate ability so I wouldn't play her until I can play two spells in a turn. I have no idea who she looks like, but she obviously shops at the same store as Cocteau from Demolition Man.
Gisela, Blade of Goldnight - Her second ability prevents half the damage done rounded up, not halves the damage rounded up (as some people will mistakenly read it); therefore if something deals 1 damage to you or a creature you control, Gisela will reduce it to zero. And she looks like a really pissed off Disney princess, but which one I cannot say.
Obzedat, Ghost Council - Pictued from left to right: The dude from Tales from the Crypt, Darth Maul, Crovax, Grishnak, one of the Rankin-Bass Black Riders; oh and there is almost no reason to wait to play Obzedat since the deck rarely revolves around him actually being in play.
Niv-Mizzet, the Firemind - Just plan on playing tons of mana rocks to keep on recasting him over and over, and your card draw spells need not be the best at generating card advantage as they are at generating Niv-Mizzet triggers.
Vorel of the Hull Clade - Let Vorel sit in your command zone till you have enough mana to play him a few turns in a row if need be; he'll eat removal spells like skittles, so you need to wait, then take advanatge f the fact that he is cheap to play even going up a few commander tax brackets.
Jarad, Golgari Lich Lord - Jarad costs 7 a lot like Jhiora costs 5; and you don't want to bother playing it till you have something juicy to sacrifice anyway.
Uril, the Miststalker - Everyone will hate you for no good reason; don't take it personally.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Why would I ever suggest EDH players to build decks without thinking about their generals? What I meant was that your deck should not be completely useless without your commander, you need back up plans and alternative wincons to make it whole. One cannot enjoy the game if s/he remains a sitting duck due to the leader being taken out, it creates a gap in an otherwise connected dynamic.
There are decks out there where the commander is merely a mascot, such as combo Jeleva, I'm against such genre, they create gaps in the circle.
I like to win with unique and deviant strategies, and being able to function without my general is one such way to surprise my opponents.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
This thought reached great prominence around the time that tuck(such as from Condemn) was a thing, as many of us know. We don't know the future; tuck may come back, either because Sheldon and the RC return it, or because cards come out with new mechanics(I know it's a bit more complicated than that, bear with my basicness). It's still a good plan to have back-ups, and back-ups for your back-ups. If I can cripple your deck by removing the general from the equation, we need to talk.
Tips? Why waste your time with tips, when you can have...PROTIPS! lmao
PROTIP: Captain Sisay - Understand that once people realize what she can tutor for, she will get a lot of hate. No one will think twice of you tutoring legendary lands or creatures, but when you drop an enchantment, artifact, or Dominaria forbid, a planeswalker, you're in trouble. Plan early locks, and/or lots of answers to the hate.
PROTIP: Merieke Ri Berit - Nobody likes having their creatures stolen. Even fewer like having their creatures blown up during a rescue op. She needs protection ASAP, even if it's just a Crab Umbra. If no one has removal early game, and you curve right into casting her early, also expect a lot of 'Draw, go' from your opponents.
PROTIP: Niv-Mizzet, the Firemind - Don't get attached to your hand. Your opponents will be more attached to theirs anyway, particularly the combo players. Don't always wait for an obvious combo setup("I tutor twice, then semi-tutor to the top of my deck for my next draw..."), but when it DOES happen, burn the rubber right off that wheel.
PROTIP: Thraximundar - His CMC may be 7, but expect it to not stay there; no one likes saccing. But since he's a zombie, think outside the command zone, too...
PROTIP: Edgar Markov - Even a swing that he will die into has value. Your weenies are suddenly not-so-weeny, and your threats just got bigger. Be aggressive with summons and combat.
EDH decks: 1. RGWMayael's Big BeatsRETIRED!
2. BUWMerieke Ri Berit and the 40 Thieves
3. URNiv's Wheeling and Dealing!
4. BURThe Walking Dead
5. GWSisay's Legends of Tomorrow
6. RWBRise of Markov
7. GElvez and stuffz(W)
8. RCrush your enemies(W)
9. BSign right here...(W)
Liliana, Heretical Healer: You're the villain, accept that. No one likes hand destruction. No one likes working hard for a boardstate that's annihilated by Death Cloud while Liliana emerges unscathed. Accept you will be hated while you're working towards getting her emblem or abusing her reanimation ability to recover without needing mana.
Beating Face with Bane
Beatrice, the Golden Witch
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I thought having to sack permanents is a downside.
Salt is part of the game. Deal with it.
If you aren't in a 3v1 with The Gitrog Monster, I don't know what is going on unless the other decks are equally as busted.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
Salt is part of the game. Deal with it.
No, that's a false sense of security prior to dismemberment.
No mention of damage doubling combos with heartless?
I haven't seen any build ever that doesn't run those, but they are huge removal targets so nothing you should base the entire game plan around. I find the steady life loss after a mass removal spell to be very effective. Apocalypse is amazing with enough mana to also cast Hidetsugu.
Beating Face with Bane
Beatrice, the Golden Witch