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I'm still stuck on using my B/G/U Damia deck. I think making a 5 color dragon deck would be fun, but I'm missing a few key cards to start making it work. Like a general and about half of the dragons necessary. I did help my friend make a scarecrow deck in March I think. It was pretty fun and ran smoothly.
For those of us with little EDH/Commander experience, I went ahead and found a couple websites that offer some detailed information about EDH/Commander. It seems they go pretty in-depth, however I have only skimmed through them as of this posting. Anyways, here they are:
Hey guys! Long post ahead so I'm putting it in spoilers :) There will be an important strawpoll at the end, so be sure to vote on it! I was already kinda ninja'd on this, but I've been making it for a while so I really want to just post it and continue on with the making of this deck. This should've been posted about a week ago but with school and distractions it's been heavily delayed. Sorry!
Spoiler:
It's important that everyone understands the basic concepts and rules of Commander. So I'm going to give a not-so-brief description of the format and some deck rules for the format.
Commander, sometimes called "Elder Dragon Highlander," starts with the rules for multiplayer Free-for-All games, in which any number of players compete against each other as individuals. It's played with the Singleton format (in other words, except for basic lands, each card in your deck must have a different name), and each player starts with a life total of 40 rather than the usual 20. Most importantly, the centerpiece of each deck is a legendary creature that serves as that deck's commander.
To build a deck, you first choose a legendary creature, called a "commander" or "general," then construct a Singleton deck around it containing exactly 99 other cards. Only cards of the commander's color(s) and colorless cards may be included in the deck. (Note that split cards and hybrid cards count as all of their colors.) In fact, if a card contains a mana symbol anywhere on it that's not one of your commander's colors, you can't include it in that deck! Within the game, if you would add mana to your mana pool that's a color not shared by your commander, you get colorless mana instead.
Appropriately enough for a format named after the legendary creature that's leading your team, your commander works differently from other cards in the game. Before the game begins, each player removes his or her commander from the game. You may play your commander from the command zone (no matter how it got there) for its normal costs plus an additional {2} for each previous time it has been played this way. If your commander would go to the graveyard or the exile zone from anywhere, you may put it into the command zone instead. In addition to the normal Magic loss conditions, if a player is dealt 21 points of combat damage from a single commander over the course of the game, that player loses the game!
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I think that the best point to start with in our deck-building process is choosing playstyle. There are generally 3 main playstyles in EDH: Aggro, Control, and Combo. There are several other smaller playstyles, but they often fit into one of the main three styles, so we'll just refer to them as "sub-themes". EDIT: After careful thought and a while of thinking it over, I'm adding tokens to the main theme group. Unlike sub-themes, they have the ability to be many colors/styles while also being a unique presence that often will not fall under a main theme category. They also have a lot more development and support than most, if not all, sub-themes.
Aggro/Beatdown - Aggro decks put out threats quickly and keep it pouring on through the whole game. It keeps slower decks from ever getting "set up" and keeps combo decks too busy holding you at bay to get the combo pieces they need. It's shortcoming is that you need to stack your deck with threats rather than answers, so the possibility of not being able to deal with a problem always exists, and overextending yourself into a mass removal spell is something to be carefully avoided. Some commanders for Aggro/Beatdown are Rafiq of the Many, Thraximundar, Skullbriar, the Walking Grave, Edric, Spymaster of Trest, Gaddock Teeg, Geist of Saint Traft, Stonebrow, Krosan Hero, Wort, Boggart Auntie, and Wort, the Raidmother.
Combo - Combo decks focus on holding off the opponent while getting combo pieces assembled in hand or on the board to "combo out" and win all of a sudden. You'll see a lot of tutors (search cards) in these decks. Combos weaknesses are against decks that put on lots of early pressure, never letting them assemble combo pieces, or heavy countermagic that disrupts their combo. It should be noted that most every deck packs a couple of possible game winning combos among their 100 cards that they don't necessarily actively seek to pull off, but will use if it happens to conveniently pop-up. Some of the popular Combo Commanders are Niv-Mizzet, the Firemind, Kaervek the Merciless, Omnath, Locus of Mana, Kresh the Bloodbraided, Ambassador Laquatus, and Szadek, Lord of Secrets
Wow. This post has taken more than a week, but it's finally done and here!
Just going to give a BIG thanks to Ullion, Sonata, the hyperlink button in advanced mode, and mtgsalvation for helping to make this post possible :) I hope you guys liked it.
Right. Unless it's anything besides a basic land or says otherwise. Cards like Shadowborn Apostle you'd be able to have as many of as you want, and lands like rugged highlands or rakdos guildgate you'd only be able to have one of since they're not basic lands.
I have never thought of making an EDH/Commander deck before. Course with the 285 cards I added to my Magic the Gathering collection, I could probably make four standard size decks with them.
I built an EDH deck with Niv Mizzet. Unfortunately, I don't have that many cards, so instead of me just drawing a bunch of cards, I have a bunch of burn, scry, cards that deal damage when I scry, and some control. I haven't tested it out yet, but on paper it could win pretty easily, and I don't completely rely on my commander.
Okay! So next we'll be picking colors :) We're probably going to go with 2 colors, since that'll be easiest for making an EDH deck. So read through the points of picking each color and vote in the new strawpoll! Keep in mind that although some colors are better at control than others, any color can be viable for the playstyle! :)
Here are some of the strong points and playstyles for each color:
Black - Using the graveyard and your life total as resources.
Creature Removal
Card Draw
Tutoring for anything
Creature Recursion
Hand Disruption
Sacrifice
Big Mana (in mono black)
Pre-emptive "gutting" of decks (ex. Sadistic Sacrament)
Zombies & Vampires
Blue - Control Strategies
Countermagic
Card Draw
Artifacts
Big Evasive Creatures
Mill
Stealing other peoples creatures
Copying Effects
Wizards, Merfolk, and Faeries
White - Defense
Lifegain
Equipments
Enchantments
Creature and Enchantment Recursion
Removal of just about anything
Tokens
Tutoring for enchantments and equipments
Angels
Green - Mana Ramp
Tokens
Aggro Builds
Creature and Non-Creature Recursion/Graveyard Shenanigans
Non-Creature Removal
Elves and Big Trampling Creatures
Red - Aggro Builds
Land Destruction
Direct Damage
Artifact Removal
Goblins and Big Flying Dragons
And for anyone who hasn't voted in the poll, or wants to vote for more colors, please do so! We're at a 4-way tie and we need to bring it down to 2 colors. Thanks! :)
Generally you'll want red splashed with another colour of your choice. Low mana cost red creatures with some form of evasion (Menace being your most likely option) are very good, mixed in with some form of board control and removal via red burn spells (think lightning strike) as well as whatever colour you're using. Ie. blue can bounce creatures or counterspell to keep their board open for you to swing in constantly. Black is hard removal. Green could help with getting more mana out quickly or using fight mechanics to keep their board clean. And white can offer more evasion or battle tricks (flying, first strike, double strike, protection from colour).
Of course you don't need to use red, but it's your best option to main with.
Red/black or Red/white are some pretty good aggro colors. Red/green was good for a while but I don't know if it is anymore, haven't played standard since Dragon's Maze XD
Omnath is really cool, I was hoping for opening him when I go to prerelease, or maybe I'll buy a fat pack... Idk.
Are any of you attending Prerelease or release for the new set?
Red/black or Red/white are some pretty good aggro colors. Red/green was good for a while but I don't know if it is anymore, haven't played standard since Dragon's Maze XD
Omnath is really cool, I was hoping for opening him when I go to prerelease, or maybe I'll buy a fat pack... Idk.
Are any of you attending Prerelease or release for the new set?