This was a great video with clear advice. The only thing I’m missing is a simple list to have on hand to start with as a guide. I’ll need to rewatch the video and make notes, but that works as well.
It had been a few years since I played MTG (Scute Swarm bs tilted me out of Arena), brand-new to Commander. Such a fun format. My first two decks were built entirely off the premise of drawing more cards and/or lands because I'm tired of my terrible luck crushing me. The lantern card looks like a gem I didn't know about, thanks!
sounds like pretty good numbers to me... i would go up to 40 lands personally, maybe 38 + 2 mdfc lands. and i probably wouldn't run so much spot removal, maybe 5 or 6 max, just to leave a little more room for the fun stuff! great video though
Ramp is something that gives you more mana than you would get from playing 1 land a turn. So either an artifact or creature that taps for mana or something that puts more lands into play
@@thetrinketmageI feel like making a playlist for beginners that know nothing about card games in general would be cool. Since if it was made in one video it would probably be extremely long
I would personally play about double the amount of removal, but that's just my 1v1 player tendencies, outside of that, the numbers are pretty accurate.
Why did you choose the number 37 for your land count ? I see the guys from command zone picking 36, as well as Brian Kibler (the guy from Commander at home, former pro of Standard) Have a nice day, nice video
Hey when it comes to draw cards I think of them in two categories; instantaneous(one time instants/sorceries) and draw engines(permeants that draw on condition). When looking to put 10+ draw cards do you consider them the same or one more important then the other?
I'm a novice to Commander, but my instinct is to lean on low-cost card draw more so that it's accessible early in the match and have a few reliable card draw engines. Add some cards that let you search for them, or at least recycle if they get blown up. That way, you are statistically more likely to pull something letting you draw some cards once to then get yourself off the ground, and eventually you'll get that more expensive card draw engine that'll sustain you from there.
These days, precons are reasonably well-equipped to start. Protection from sweepers, along with some sweepers of your own if you get too far behind, can close the gap.
Thanks for the help! I'm shocked by the view count, this is really well put together
Thanks that means a lot!
As a new person, this was very helpful but I don’t think I’m ready to build my own deck since I’ve only played once.
This was a great video with clear advice. The only thing I’m missing is a simple list to have on hand to start with as a guide. I’ll need to rewatch the video and make notes, but that works as well.
Nice outline. I think this would be helpful for beginners.
Thanks!
It had been a few years since I played MTG (Scute Swarm bs tilted me out of Arena), brand-new to Commander. Such a fun format. My first two decks were built entirely off the premise of drawing more cards and/or lands because I'm tired of my terrible luck crushing me. The lantern card looks like a gem I didn't know about, thanks!
I want to personally apologize as selesnya lifegain scute-swarm was the most fun ive ever had with a deck
@@MemeOmega It's okay, you were hardly the only blight in the hellscape of MTG
@@danielpayne1597 lord knows every good deck comes at the cost of the sanity of your fellow man
@@MemeOmega I wish Wizards would stop printing "you don't get to play the game" cards.
sounds like pretty good numbers to me... i would go up to 40 lands personally, maybe 38 + 2 mdfc lands. and i probably wouldn't run so much spot removal, maybe 5 or 6 max, just to leave a little more room for the fun stuff! great video though
Thanks! And maybe I should’ve talked about MDFC cards as their own section or something since they are so good and can change the land count!
If I’m a beginner I’m not going to know terms like “ramp”
Ramp is something that gives you more mana than you would get from playing 1 land a turn. So either an artifact or creature that taps for mana or something that puts more lands into play
@@thetrinketmage thanks👍
@@MildTabascofries One day I make something more thorough for beginners that will cover all these terms
@@thetrinketmageI feel like making a playlist for beginners that know nothing about card games in general would be cool. Since if it was made in one video it would probably be extremely long
@@solidgryphon7406 that might be an easier thing to do, a series instead of one massive hour long vid
Love the video and the presentation, thanks 👍
I would personally play about double the amount of removal, but that's just my 1v1 player tendencies, outside of that, the numbers are pretty accurate.
i am looking the casting cost of beast within, it's a little high for my taste.
Why did you choose the number 37 for your land count ? I see the guys from command zone picking 36, as well as Brian Kibler (the guy from Commander at home, former pro of Standard)
Have a nice day, nice video
Rule 1: Net-Deck a deck with power level of 9
Rule 2: Claim that your deck has power level of 7
Rule 3" Deny that you Net-Decked
i think you should chance upon those cards
magic has an answer for that, I just haven't figure it out yet
Hey when it comes to draw cards I think of them in two categories; instantaneous(one time instants/sorceries) and draw engines(permeants that draw on condition). When looking to put 10+ draw cards do you consider them the same or one more important then the other?
I'm a novice to Commander, but my instinct is to lean on low-cost card draw more so that it's accessible early in the match and have a few reliable card draw engines. Add some cards that let you search for them, or at least recycle if they get blown up. That way, you are statistically more likely to pull something letting you draw some cards once to then get yourself off the ground, and eventually you'll get that more expensive card draw engine that'll sustain you from there.
I keep building decks. Then getting completely destroyed by pre cons.
At least you’re losing with something you created
These days, precons are reasonably well-equipped to start. Protection from sweepers, along with some sweepers of your own if you get too far behind, can close the gap.
What's ramp? Like, a land searcher?
In a way. Basically card affect that allow u to put more land or get more energy in general
if one guy wants to put 10 lighting bolts in his deck, he is just gona get laughed at
I’m ganna build the most perfect sweaty proxy deck
I think that 1 card limit in edh is just a formality. it doesnt prevent people from playing optimal builds.
win condition may be secondary than who builds the coolest deck
it would be difficult to replicate a win condition if everyone builds form specific decks
it just become a deck you can't beat, there is no other answer for that, but decks are always evolving also
I thought any planeswalker could be a commander 😂
Nope, most people consider it an unwritten rule to not use a planeswalkers as your commander, even if the card says you can
Commander Sounds so stressful and expensive. I stay with standard for a while. At least until the set I started with rotates out
Standard is way, way more expensive
@@anon2427 that is besides the point
@@FlosBlog commander is less stressful too though because you don't have to worry about cards going out of rotation
@@aaronmontgomery6977 Oh, ok, true. But I was thinking more about playing against three times as many opponents^^
A
When playing commander who cares about the banned list? Especially after what those losers pulled this week
What did they do?
@ banned jeweled lotus and mama crypt and a few other cards that in my opinion just sped up the start of the game