Hello, my dears! How are you? My name is Fogaça and I'm here again to talk about Commander. A while ago I wrote an article talking about how to start at cEDH. The purpose was to show a simple and consistent strategy for players who do not have an advanced knowledge of rules or who wanted a more accessible list on monetary issues. As I received good feedback from the community about the idea, I decided to continue with some commanders that I consider simple and linear for someone who meets the conditions described above, and thus fill in various archetypes that might attract the attention of the players. For starters, I chose Ravnica's hefty dragon: the Izzet leader who comes in his [card](Niv-Mizzet, Parun) version. [image](https://cardsrealm.com/images/cartas/en/grn-guilds-of-ravnica-niv-mizzet-parun-192.jpg) *INITIAL CONCEPTIONS* Niv-Mizzet is special compared to other commanders. Its design was devised by the WotC R&D team during the Brawl age, being balanced as a general. Something that sets him apart and justifies his choice instead of his alter ego ([card](Niv-Mizzet, the Firemind)) is the interaction promoted by the opponents game, allowing us to have card advantage even when the opponents plays. *DECK CONSTRUCTION* To begin with, we would normally worry about our commander's entry into the match and we would use cancellations and other means of control to ensure that done, however, -Niz-Mizzet has the feature of not being undone, giving us room for a strategy where our counters and removals will be used as a control method for someone else's game.This fact will be allied with the purchases provided by our dear dragon and the possibility of table cleaning that he gives us, allowing us to play proactively while preventing our opponents from pursuing their strategies. Now that we know that our posture will have a feature related to the archetype Tempo, we must identify our condition of victory. It will therefore derive from effects that allow us to draw cardswhen Parun deals damage to a player, to create a loop (our biggest and most classic example is [card](Curiosity)); damage will be reallocated to our opponents, and when we are close to the overdeck it will be directed to Niv-Mizzet himself, ending the cycle. We add [card](Laboratory Maniac) and [card](Jace, Wielder of Mysteries), to guarantee our victory, as in some moments players will have more life than cards in our library. [deck](13395) Adjacent cards have the function of providing the necessary table control, besides giving consistency to our combo and making the most of Niv-Mizzet skills. I must point out that our mana base should ensure that the specificity of our general's mana cost is met, always promoting quality rather than quantity. *HIGH VALUE CARD REPLACEMENT* When you look at the list, what scares you most are letters like [card](Snapcaster Mage) and [card](Force of Will), recurring figures here.The function of our deck will be well attended with a low curve and consistency in effects, but we don't need cemetery recursion, thus giving an optional character to our japa. [card](Force of Will) and its fellow counters can be altered by any other cancellations as long as they have a good mana cost in relation to their full effect. *WHERE TO START?* I never imagined that I would need to write about it, but in that case, It is extremely important to say that the main piece is the commander himself. Having it in hand, buying letters will be maximized, tutors and combos will work better and control will not be just that, so from the moment it is in your possession, any combination of the other functions of the deck may be used, provided there is a clear form of victory. *CONCLUSION* Therefore, after analyzing the arguments, it can be concluded that there are different ways to start in the format. A competitive deck need not necessarily be full of expensive staples or have mind-boggling mechanics involved. That's all for today. I thank everyone who has been following this series of articles and I ask you always leave your feedback to keep improving. Until next time, my dears!
Vinicius Sorin here brings another episode of our marathon refurbishing the decks of * Commander 2019 edition*. Remember that this content is focused only on talking about card replacements. If you are looking for a better understanding of decks and their strategies and moves, I recommend watching the [link](https://www.youtube.com/watch?v=m8Xus8lmBhc&list=PLCsJfF1fDXgUNj4lkPUDWxhJcczBoYGM7)(review videos) I made on my channel on YouTube. Today we will talk about the deck that is possibly the “strongest” in the collection. I'm talking about the Primal Genesis - the Naya with populate habilities: [card](Ghired, Conclave Exile). [deck](12639) *REMOVING THE BAD STUFF* It's normal to find that more than half of the cards on a prebuilt Commander deck are just there to be replaced (or for other decks). But this one is definitely not the case. Primitive Genesis comes fairly cohesive from the factory, and the number of dead slots in the original list is somewhat lower than usual. I would venture to say that only about 15 to 20 cards there deserve to be kicked off the list without remorse (which is little, believe me) - the rest even survives a less focused look. However, the fact that there are many synergistic cards within the prec does not mean that there are no better and more synergistic cards outside it that can take their place. One criticism I make of Primal Genesis is that it is on average a little too heavy, so one of my goals with reinforcements is to try to decrease the deck's mana curve a little too. In many cases this will be a determining factor in whether a card deserves to come out or stay on the deck. * Lands: *: Just like the other precons of past episodes, Ghired's deck comes with some useful lands that serves well to fix our mana and come into play untapped. But it is also similar to the others in the amount of tapped lands that need to be replaced. In addition, the deck has a total of 40 lands that can be quietly reduced to 36 without damaging the mana base, thanks to the ramp pack (which in turn will increase after reinforcements). As a result, the following land will leave the deck: [card](Boros Garrison) [card](Gruul Turf) [card](Selesnya Sanctuary) [card](Rugged Highlands) [card](Kazandu Refuge) [card](Graypelt Refuge) [card](Blossoming Sands) 3 [card](Plains) 3 [card](Forest) 1 [card](Mountain) Unlike other decks, here we will not give up the “Poor fetchlands” ([card](Terramorphic Expanse), [card](Evolving Wilds) and [card](Naya Panorama)) because of possible synergies with Staples like [ card](Rampaging Baloths) and possible other Lands upgrades. * Ramps: * Primal Genesis has a very dwindling acceleration card pack. There are only 6 cards capable of fulfilling this function within the precon which is usually a heavy deck. Much will need to be added here, and I don't think it will take much. I would only give up on [card](Scaretiller). * Drawing: * This precon's drawing and card selection package is very good, with a total of 9 cards. All are very good, except one for being, in my view, very conditional and heavy: [card](Voice of Many). * Removals and interactions: * We have a total of 10 removals in the precon (8 target and 2 global). It may be interesting to lighten some of them and bring lighter and faster responses. I am withdrawing: [card](Slice in Twain) [card](Trostani's Judgment) [card](Heart-Piercer Manticore) * Bombs: * Usually in the precons you find several heavy cards occupying unnecessarily slots on the deck. Some are indeed very good, but we need to focus on the purpose of our deck: to exploit our commander's potential to the best of our ability. Here are some outs to consider: [card](Atla Palani, Nest Tender) – A legend that can yield very epic moves. But your skill can be slow and slow to do something really relevant here. I think she fits better on a deck made to exploit her to the fullest. [card](Commander's Insignia) – Our creatures are already very strong, what they need most is evasion. This pump doesn't deliver it. [card](Doomed Artisan) – Your tokens may get big, but it will take several turns before that happens. Not to mention that the card itself is sabotaged. Too bad. [card](Tectonic Hellion) – Large, heavy and without evasion. It can still hurt you. A very clumsy bomb. [card](Tahngarth, First Mate) – Very cool, but it has nothing to do with the deck. [card](Idol of Oblivion) – Slow card. Makes big tokens but no evasion. [card](Cliffside Rescuer) – Interesting card that can confer some protection or evasion. However, it will give way to another card that can do something similar for all your creature and not just a single creature. [card](Druid's Deliverance) – Defending yourself is not exactly the main concern of this deck. Populate is a plus, but if it's just because of that, there's much better stuff. [card](Fresh Meat) – This card is a way to return to the game after a global removal. But there are cards there that fulfills the same function more satisfactorily. [card](Emmara Tandris) – Protects your table, but only the chips. Too heavy to be worth it. [card](Roc Egg) – This card is only here because of Atla Palani, not Ghired. [card](Soul of Zendikar) – Interesting bomb that can create tokens on a recurring basis (that's good). However, the cost to do this is too high. [card](Desolation Twin) - One of the biggest bombs on the deck. The token he makes is huge and can create havoc, but if you have no evasion it won't do much good. Even so, it is one of the cards you draw withdraw with heartache. *REINFORCING THE DECK WITHOUT SPENDING MUCH* * Lands* [card](Sunpetal Grove) enters in the place of [card](Selesnya Sanctuary). [card](Karplusan Forest) enters in the place of [card](Gruul Turf) [card](Battlefield Forge) enters in the place of [card](Boros Garrison) [card](Grove of the Guardian) enters in the place of 1 plains. [card](Brushland) enters in the place of [card](Blossoming Sands) [card](Clifftop Retreat) enters in the place of 1 Mountain. [card](Rootbound Crag) enters in the place of [card](Rugged Highlands) [card](Canopy Vista) enters in the place of [card](Graypelt Refuge) [card](Kessig Wolf Run) enters in the place of [card](Kazandu Refuge) [card](Slayers' Stronghold) enters in the place of 1 Plains. [card](Mirrorpool) enters in the place of 1 Plains. [card](Skyshroud Claim) enters in the place of 1 Mountain. [card](Zendikar Resurgent) enters in the place of 1 Mountain. [card](Alcance do Kodama) enters in the place of 1 Mountain. *Compras* [card](Hunter's Insight) enters in the place of [card](Scaretiller). [card](Rishkar's Expertise) enters in the place of [card](Voice of Many). *Remoções* [card](Krosan Grip) enters in the place of [card](Slice in Twain) [card](Generous Gift) enters in the place of [card](Heart-Piercer Manticore) [card](Ato Blasfemo) enters in the place of [card](Tectonic Hellion) [card](Swords to Plowshares) enters in the place of [card](Trostani's Judgment). *Other reinforcements* [card](Armada Wurm) enters in the place of [card](Atla Palani, Nest Tender). [card](Utvara Hellkite) enters in the place of [card](Doomed Artisan). [card](Parallel Evolution) enters in the place of [card](Idol of Oblivion). [card](Séance) enters in the place of [card](Druid's Deliverance). [card](Heat Shimmer) enters in the place of [card](Desolation Twin). [card](Flameshadow Conjuring) enters in the place of [card](Emmara Tandris). [card](Helm of the Host) enters in the place of [card](Roc Egg). [card](God-Pharaoh's Gift) enters in the place of [card](Soul of Zendikar). [card](Combat Celebrant) enters in the place of [card](Tahngarth, First Mate). [card](Boros Charm) enters in the place of [card](Cliffside Rescuer). [card](Wrap in Vigor) enters in the place of [card](Commander's Insignia). [card](Swiftfoot Boots) enters in the place of [card](Fresh Meat). [deck](13027) *Bigger investment* There is still much to talk about upgrades in the populate deck, as many cards that are above $ 10 price range play a lot on it. Here's the list with unlimited budget reinforcements can be so you are aware of all the possibilities to improve your Ghired commander! In this case the deck changes slightly, and considering the volume of cards added, if you are interested in reinforcing it this way, be aware that it may be better to buy the more interesting single cards than to buy the pre-con. [deck](13561)
Vinicius Sorin here bringing another episode of our marathon reinforcing the decks of *Commander 2019 edition*. Remember that this content is focused only on talking about card replacements. If you are looking for a better understanding of decks and their strategies and moves, I recommend watching the [link](https://www.youtube.com/watch?v=m8Xus8lmBhc&list=PLCsJfF1fDXgUNj4lkPUDWxhJcczBoYGM7)(review videos) I made on my channel on YouTube Today we are going to talk about one of the most popular decks in the collection. I'm talking about the Merciless Rakdos Madness Commander, [card](Anje Falkenrath). [image](https://cardsrealm.com/images/uploads/1566059703.jpg) *REMOVING THE BAD STUFF* Commander's precons always come with a number of obsolete, bad, or little synergistic cards for the deck's proposal, and this one wasn't different. Many times we are also deceived by apparently good or really good cards, but that do not add value to the strategy and fall into the trap of keeping them on our final list. So first of all let's separate what is expendable from what we will really enjoy. * Land: * The Madness deck land package has the worst mana generation lands (practically all tapped), but is the best in terms of functionality, with the main utility land the deck would need. Let's just clear the deck of excess tapped lands and make room for reinforcements. Merciless Fury, like other decks, also has an excessive amount of land - a total of 40 - and it is interesting to reduce this number to at least 36 in order to mop the deck and avoid mana flooding. The lands that come out are: [card](Akoum Refuge) [card](Bloodfell Caves) [card](Cinder Barrens) [card](Evolving Wilds) [card](Rakdos Carnarium) [card](Rakdos Guildgate) [card](Terramorphic Expanse) 2 [card](Swamp) 5 [card](Mountain) * Ramps: * Merciless Fury features a reasonable mana acceleration pack from the factory, with 7 cards to fulfill this function. Of these, 3 do not meet our needs well here and will be taken out: [card](Scaretiller) [card](K’rrik, Son of Yawgmoth) [card](Rakdos Locket) You may be brooding over the fact that [card](K'rrik, Son of Yawgmoth) is leaving, but I'll keep hoping that someone might think the same way I do. Yes it is quite a bomb, but look better. Seven manas to have a 2/2 at the table is not reasonable. "Ah Sorin, but it's not 7 manas, it's 4 because of the phyrexian mana!" - Okay, but ... 4 manas and 6 of life to have a 2/2 in this is still not a good deal. "Sorin, but he gets big and has lifelink, which makes him recover the life you lost!" - Okay, but how long will it take you to do that? It needs to deal damage and you still need to throw at least 2 or 3 spells after it to make your body worth this investment, and our deck is NOT ONLY BLACK. "But Sorin, with him you speed up your game a lot and you can conjure a lot of magic for free ... you can even storm!" - Beauty, but it's not free. You have to pay life ... and not a little. And as I said, the deck is not just black. If just to think of it as an accelerator, the costs are too high to be worth it ... a Rakdos Signet will help you a lot more for a lot less. In short, the card is too heavy and too conditional. It's still a very good card, but not well used here and it would be a waste. * Draws: * Seven cards are part of this precon's drawing effects and card advantage package. I would give up 2 of them: [card](Ob Nixilis Reignited) - will have a better and more synergistic PW for this deck. [card](Hedonist's Trove) - Too heavy and slow to be worth it. * Removals and Interactions: * Here we have the effects of destruction, damage, sacrifice and other things done to deal with threats from opponents. This is the most robust deck pack, with a total of 15 cards already coming from the original list. Most of them are crazy cards, which are generally bad, but turn out to be excellent answers if you have the proper means to discard them from your hand when you need them. However, some things have been set aside, so we need to find room for whatever to get in. Two cards will come out: [card](Warstorm Surge) [card](The Eldest Reborn) * Other: * Here we have those cards that are on the deck for any other reason that makes sense or not. Note that the * Reanimates * are a sub-theme of this precon, largely because of the 2 alternate commanders [card](Chainer, Nightmare Adept) and [card](Greven, Predator Captain). I have taken the courage to pull out a good number of cards that support this strategy to focus on discard and Madness interactions. [card](Faith of the Devoted) [card](Champion of Stray Souls) [card](Overseer of the Damned) [card](Boneyard Parley) [card](Grimoire of the Dead) [card](Flayer of the Hatebound) [card](Beacon of Unrest) [card](Aeon Engine) [card](Hate Mirage) [card](Bloodthirsty Blade) [card](Wildfire Devils) [card](Skyfire Phoenix) [card](Geth, Lord of the Vault) [card](Doomed Necromancer) * Reinforcing the deck without spending too much * [youtube](https://www.youtube.com/watch?v=fXepLTxbttk) At the time the video was recorded, none of the mentioned cards exceeded $ 2.5. Many even cost pennies. In order for you to understand the role of each card added in Anje's strategy it is important that you watch, although it is in portuguese. *Mana Base* [card](Graven Cairns) enters in the place of [card](Akoum Refuge). [card](Tainted Peak) enters in the place of [card](Bloodfell Caves) [card](Canyon Slough) enters in the place of [card](Cinder Barrens) [card]( Sulfurous Springs) enters in the place of [card](Rakdos Carnarium) [card](Smoldering Marsh) enters in the place of [card](Rakdos Guildgate) [card](Dragonskull Summit) enters in the place of [card](Golgari Guildgate) [card](Foreboding Ruins) enters in the place of [card](Terramorphic Expanse) [card](Shadowblood Ridge) enters in the place of [card](Evolving Wilds) [card](Sea Gate Wreckage) enters in the place of 1 Mountain [card](Keldon Megaliths) enters in the place of 1 Mountain [card](Rakdos Signet) enters in the place of 1 Mountain [card](Talisman of Indulgence) enters in the place of [card](Rakdos Locket) [card](Commander's Sphere) enters in the place of [card](Scaretiller) *Drawing Effects* [card](Azra Oddsmaker) enters in the place of 1 Mountain [card](Faithless Looting) enters in the place of 1 Mountain [card](Gamble) enters in the place of 1 Swamp [card](Dark Deal) enters in the place of 1 Swamp [card](Syphon Mind) enters in the place of [card](Armillary Sphere). *Removal* [card](Rakdos Charm) enters in the place of [card](Hedonist's Trove) [card](Ichor Slick) enters in the place of [card](Overseer of the Damned) [card](Biting Rain) enters in the place of [card](The Eldest Reborn) *Others reinforcements* The rest of the upgrades were placed without any slot relocation per function, just filling the space left by any other cards that came out: [card](Glint-Horn Buccaneer) [card](Olivia, Mobilized for War) [card](Anger) [card](Neheb, Dreadhorde Champion) [card](Sangromancer) [card](Archfiend of Ifnir) [card](Muck Drubb) [card](Skyshroud Vampire) [card](Sire of Insanity) [card](Daretti, Scrap Savant) [card](Chandra Ablaze) [card](Shadow of the Grave) [card](Tortured Existence) [card](Phyrexian Reclamation) [card](Trading Post) [deck](14404) *Bigger investment* There is still much to talk about upgrades in the deck of madness, as several cards that are above $ 10 price range play a lot on it. Be aware of all the possibilities of improving your Anje commander! See you! [deck](13063)
Hello my dears! All right with you? My name is Fogaça and I'm here again to talk about Commander. I've been posting articles for some time now, and recently I came across a situation I hadn't thought before: a player from my community would like to come from Pauper to Commander, but I didn't know how. Then I told him to do something he liked, but there was a problem with that. He didn't have much time in the game, had no concept of advanced rules, it was hard to encourage him to use a complex deck and a unique archetype for Commander, except that his financial level would not allow him to put together a list he didn't like. This led me to conclude that some specific generals are ideal for beginning in the format so as to form something consistent and not difficult to assemble. Today, therefore, we will talk about one of these chosen ones, which I find particularly genuine to the theme - [card](Edric, Spymaster of Trest). [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016-edric-spymaster-of-trest-195.jpg) *INTRODUCTION* In this build, we'll use Edric's buying mechanics to make the deck run, so you need to know when to use your triggers, and be aware that they are optional, not overdecking. One should also be aware that I will explain the game plan in a linear way, that is, starting with the first turns of the game and continuing as the game progresses. *DECK CONSTRUCTION* Since we already know that the deck's main draw source will be our commander, he should be on the table as soon as possible, which will also prevent our beloved rogue from being overruled. We have low cost mana stones and classic dorks to help us gives consistency to our strategy. Once the Master Spy is on the table, we can abuse low-cost creatures and evasions such as Flying and others that allow their damage to be dealt to our opponents so that we draw several cards each turn. The more cards we draw, the greater the chance of obtaining an extra turn spell, then playing it and then having a new chance to deal combat damage. There will come a time when there will be no cards in our library, and when that happens, [card](Nexus of Destiny) will sparkle with its shuffle mechanics, allowing successive turns even after buying more than 100 cards to avoid the dreaded defeat by deck over. Subsequent stages of combat will lead us to victory. It is important that our extra turns are low cost so that you can play them as soon as we buy them. If we let the table run again, there is a great possibility that we will suffer from global removals and other evils that break our gameplan. For this reason, too, we have an extremely lightweight build that is sustained even though we have to respond to opponents, promote our own game and continue infesting the field with creatures that cannot be blocked. [deck](12606) *HIGH CARD REPLACEMENT* I tried to build the list without too many absurd value cards, but one or the other always ends up in the final version. The land we use has the function of casting the commander in turn two (as well as mana stones), but these can give way to something cheaper as long as it doesn't enters tapped. The chosen counters spells are not costly except for [card](Force of Will), which can be replaced by any other spell with this function - as long as the CMC of the chosen card is no greater than two. We can also change [card](Snapcaster Mage) by [card](Mission Briefing). *WHERE TO START?* We can really start off by making a low cost, evasive card pool, plus extra shifts and dorks. Once we have all of these, we will give priority to speeding up and protecting our game, in addition to the cards that complement and protect our strategy. *CONCLUSION* After presenting the facts and explaining how the strategy works we can conclude that there is no need to cling to the "Old Monkeys" to get started with the cEDH. A deck can be simple and competitive, just think of one way to do this task efficiently. For today we stay here. Thanks to everyone who has been following this series of articles and I ask you always leave your feedback to keep improving. Until next time, my dears!
Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.