A couple of points on Commander:
- Any of us can build a deck that stomps other decks into the ground. The point of the format is to do it with style. :)
- Cards that are good in competitive formats are by-and-large good in this format, despite what you might read elsewhere.
- Strategies that are good in competitive formats are by-and-large good in this format, except that synergies matter more and redundancy is harder to come by.
- Several strategies that are unique to the format are available to you, including the availability of your Commander.
Design:
Personal notes:
I have a burning hatred for lands that come into play tapped or
cause a bounce. Speed matters. And when your turn only comes around
every 10 minutes, I hate dropping a land and saying "go."
I go overboard on land because the only thing worse than dropping a
land and saying "go" is NOT dropping a land and saying "go."
Bombs:
Bombs swing the game. Where are yours?
I was playing EDH with Chris. I cast All Is Dust and wiped the
board, then played a Demon. Chris was out of cards and I had it locked
down. He top-decks Stormherd, counts his mana, casts it, and drops 42
tokens on the board. I don't draw an out the next turn, so I lose.
I lost in a similar fashion several times to Andrew when he took
all my creatures and proceeded to kill me with them the turn before I
would have killed him.
That's the real fun of EDH: winning or losing in a spectacular
fashion! Your job is to create situations where those situations happen
more often.
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