Hello my dears! All right with you? My name is Fogaça and I'm here again to talk about Commander. Last week our article dealt with Storm's archetype related to Spellslinger's idea from Commander [card](Mizzix of the Izmagnus), but the most interesting thing about this was a comment on the deck page, where we talked about the evolution of Storm to [card](Kess, Dissident Mage). This fact intrigued me, since I have a different conception of Kess than the Storm itself, and so today I will bring you a build of this beautiful lady based on the darling of the cEDH - [card](Laboratory Maniac). [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-kess-dissident-mage-206.jpg) [image](https://cardsrealm.com/images/cartas/en/isd-innistrad-laboratory-maniac-61.jpg) *INITIAL CONCEPTIONS* Our friend Human Mago has a unique ability for Magic - recently getting a friend to share it ([card](Jace, Wielder of Mysteries)) –, but what really makes it what it is in Commander is the set of your CMC with its type and other features that are combined with the skill itself. The idea of the archetype built around the Maniac is to empty our library to buy a card with him in the field, thus using massive and unbalanced effects that would not work alone. *DECK CONSTRUCTION* Several constructions can be made with Color Pie variations, one of the most consistent being the combination with [card](Kess, Dissident Mage), where the focus of the list will be to use low cost spells and reuse them from our graveyard to gain advantage in the game, while controlling our opponents. Our feature pack will include tutors and static effects that prevent opponents from playing, as well as overrides and removals that we may also use to protect ourselves. We can highlight three specific situations of this deck, which are the use of cost reducers to increase the advantage we will get, the presence of low cost mana stones to give consistency to our early game and the option of cards like [card](Snapcaster Mage) and [card](Mission Briefing) to maximize the instant and spells we will purchase during the match. Noteworthy, too, is the presence of rituals to increase the number of spells cast in one turn, giving the first rounds a bigger explosion - allied with the mana stones. [image](https://cardsrealm.com/images/cartas/en/ody-odyssey-tainted-pact-164.jpg) Talking more about the win condition itself, we will have two main methods for taking advantage of our pair - we can exile our entire deck with [card](Tainted Pact) or [card](Demonic Consultation) by naming a nonexistent card on our list or using the classic [card](Doomsday) Final to ease our task of exhausting the library. If we use [card](Doomsday), we will have some specific cards to put in the stacks, depending on the way the game is conducted previously; We have some examples of batteries: *Option 1* 1. [card](Gush); 2. [card](Frantic Search); 3. [card](Pact of Negation); 4. [card](Gitaxian Probe); 5. [card](Laboratory Maniac). *Option 2* 1. [card](Gush); 2. [card](Frantic Search); 3. [card](Unearth); 4. [card](Gitaxian Probe); 5. [card](Laboratory Maniac). *Opção 3* 1. [card](Gitaxian Probe); 2. [card](Predict); 3. [card](Laboratory Maniac). 4. [card](Unearth); 5. [card](Street Wraith). The stacks are based on a reality where we will not have access to [card](Lion's Eye Diamond) and [card](Yawgmoth's Will), thus requiring mana to be effective beyond the classic initial cantrip. The first one is for a game where we will not have any cancellations in hand, now having access to one of these cards; the second and third are based on discarding our maniac and lowering its cost using [card](Unearth), so we can use a removal or nullification present in our hand. [deck](9885) We see in the lists of the category that benefit from the interaction with the cemetery (fact before already quoted), therefore, it is interesting to point out that cards like [card](Rest in Peace) and [card](Relic of Progenitus) are worthy of concern for our strategy, although not necessarily beat silver bolts against us. *REPLACEMENT OF HIGH VALUE CARDS* As in the case of [card](Geist of Saint Traft), the cost of Mana matters a lot for the choice of each card, however, as we have a control feature, we can replace cards as Mago da Conjuração-relâmpago based on the samely as the Arqueomande example. To change our mana base, focus on land that have the same color identity of the replaced and who walk in when we need. *WHERE TO START?* Being the deck center-focused on Maníaco, he and Jace should be the first cards obtained along with DD and his piles. After that, [card](Tainted Pact) and [card](Demonic Consultation) will provide the necessary consistency with the tutors and purchase options for which we choose. Control functions are secondary in purchase priority, being something else for Kess. *CONCLUSION* With all this information in hand, we can conclude that we do not necessarily have to stereotype each commander in a single game mode, even in the ECHR. That's all for today. Thanks to everyone who has been following this series of articles and I ask you always leave your feedback to keep improving. See you next time, my dears!
Hello my dears! Everything fine with you? My name is Fogaça and I'm here again to talk about Commander. I see that many players have an affinity for a strategy of locking their opponents and slowing the game down so that there is time to develop their victory - we call this kind of stax deck - and for some time now I want to talk about it with you. Most current commanders use hate engines to perfect their build and get around certain matches without necessarily having their list characterize within the archetype, but when it comes to going all the way with stax, there is a lack of clue as to how to accomplish this feat. So I decided to take the Eldraine theme to talk about another king who, in my opinion, translates exactly what I will try to explain: [card](Brago, King Eternal). [image](https://cardsrealm.com/images/cartas/en/ema-eternal-masters-brago-king-eternal-198.jpg) *INITIAL CONCEPTIONS* Clearly, our deck will use blink mechanics - which is bound to exile their own permanents and turn them into the field - so we should abandon the common notions and have three points in mind: We will not need another blink motor besides Brago; if it is not enough, your build is wrong and should be adjusted accordingly; Our deck will behave like a stax to give us time to get the best out of ETB effects from our perms, so not having such effects or overusing hates is detrimental to the deck's potential. Cost-raising effects or any effects that are not circumvented with the help of our commander are useless as they disrupt our strategy as much as those of our opponents. *DECK CONSTRUCTION* When we build a list, we usually analyze the commander and see a win condition based on his attributes and then develop the game plan, however, in Brago's case, the game plan is above wincons, and his skills scream for a construction that benefits from once-unique effects; the general's own aggregate repetition demands that the game be slow enough for the effects to accumulate and become the strategic advantage that will differentiate our game. Looking at ways to promote this slowness, two stand out when related to our arsenal: effects that force players to keep their permanents tapped and reduce the number of spells allowed in a single turn. As for the first one, the reentry of artifacts, creatures, and enchantments allows them to return untouched to the field, ignoring the tap sentences imposed on opponents. In relation to the second, we will take advantage of the high cost of our spells and the repeated enjoyment of their effects to counter conditions that prevent the victory of storm decks or that benefit from multiple spells in one turn. To make all this possible, we will need a consistent base of artifacts for quick and effective mana generation, thus promoting our king's accelerated entry and early game speed reduction. Cards like [card](Sol ring) contrastam contrast with [card](Gilded Lotus), complementing each other to promote the speed and consistency required. [image](https://cardsrealm.com/images/cartas/en/a25-masters-25-strionic-resonator-232.jpg) Now that we know how we will progress in the game, we should have some chances to win as time will be in our favor. The evasion of our legend almost always resolves its effect, and can be combined with [card](Strionic Resonator) to start a loop as soon as two or more manas are available through artifacts or triggs such as the [card](Peregrine Drake) (which will enable land clearance). The sequence of field entrances can be harnessed by effects such as [card](Altar of the Brood) or [card](Sage's Row Denizen), which, along with the loop, will provide for the complete discard of the opponents' deck - whereas problems such as the existence of [card](Kozilek, Butcher of Truth), or [card](Nexus of Fate) may occur, [card](Rest in Peace) will end such, also serving as a condition of victory when combined with [card](Helm of Obedience). [deck](8040) All remaining cards on the list have been carefully chosen to give value to the game, being a mix of efficiency and power. Tutors, purchases, stax, cancellations and removals come together in a mix designed to solve every problem that is imposed on the table, so that the build also takes on a toolbox feature. *HIGH VALUE CARD REPLACEMENT* I know I say that a lot, but this is also an almost unique case for this topic. The deck works perfectly well with table-locking forms and one or another combo to end the game, so that really expensive cards characterize the recursion of a toolbox. If desired, this function can be set aside to reduce the value of the list, giving rise to more purchases and other effects that can be enjoyed as the game slows down. *WHERE TO START?* Commander input speed gives the consistency needed for strategy, but is not a priority. I recommend that a basic draw, stax and wincons package be established according to its accessibility, and then its list progresses to complement it, so there is the possibility of playing even without many of the cards used in my construction. *CONCLUSION* After analyzing the arguments, it can therefore be concluded that the lock-based control archetype is not something where there are fixed parts that will always be used. Each commander requires a distinction of benign and malignant effects for his strategy, which must be studied for their best use. 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. See you 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.
With the recent Wizards sanctioning Pauper, many players of the format have been following the new collections even more closely, expecting some cards to fit perfectly into the main decks of the current metagame. However, as might be expected, the design of the collections is well thought out in advance and obviously focusing on Standard, the golden goose of the Magic: the Gathering business. As such, there does not appear to be any card in this set capable of leveraging some forgotten deck or reinforcing the main decks of the format. But we cannot be frustrated for three reasons: First, the sanctioning of the format is the best news in years and we are still experiencing the impact of this, especially on the IRL; second, Modern Horizons shook the format, generating new decks - with debatable letters - and a new metagame; And lastly, yes, there are some Throne of Eldraine cards that can see play. Let's analyze and discuss some of them. *WHITE* [image](https://cardsrealm.com/images/uploads/1569009758.jpeg) These seem to me to be the white cards that can see play, especially on the Monowhite Heroic deck or in a variation of UW Fairies. [card](Faerie Guidemother // Gift of the Fae) help with a fairy build that has [card](Seeker of the Way) or [card](Ninja of the Deep Hours), giving + 2 / + 1 and Flying (in case the Seeker would give + 3 / + 2), returning later to the field as a fairy who can help make body for [card](Spellstutter Sprite) counterspell or even block. [card](Beloved Princess) can also appear in a Heroic or even a GW Auras. Not being blocked by large creatures can cause a lot of damage to pass along with enchantments like [card](Armadillo Cloak) and [card](Ethereal Armor). [card](Silverflame Squire // On Alert) looks the least promising, as Adventure's ability would help in a surprise block on the opponent (although 2W is expensive for that). In fact, it won't be so easy to see this card play, but one or two copies may be surprising. [card](Trapped in the Tower) can paint as a good side against black and green creatures that have skills such as [card](Cuombajj Witches), [card](Okiba-Gang Shinobi), [card](Timberwatch Elf) and even [card](Ulamog Crusher). Not as good as [card](Journey to Nowhere), but it can be a cheap option. [card](Outflank) will be a great side board option on decks like Fractius, with the white removal the deck needed to deal with some threats from decks like Stompy or even a [card](Gurmag Angler) or [card](Ulamog Crusher). *GREEN* [image](https://cardsrealm.com/images/uploads/1569010491.jpeg) Regarding green, there are options for decks like Elves, Stompy and maybe even Infect. [card](Fierce Witchstalker Ferino) is not something that changes the reality of green decks either, represented in the current metagame mainly by Elves and Stompy. However, having trample and 4 endurance can disrupt opponents' strategy with endurance creatures 2 and 3 (Pauper's default). The Elf deck can field this creature on Turn 3 and then the opponent can start clocking. [card](Insatiable Appetite) itself looks bad, but it may make sense in a combo with [card](Fell the Pheasant) to finish a game. With 4 mana you can deal 5 damage to target creature, sacrifice food token and give + 5 / + 5 to your creature. [card](Rosethorn Acolyte) also seems to have some space on two-color decks to filter mana, mostly through adventure. Maybe summoning her as a creature won't even be used that much on Pauper, but filtering mana can always bring some surprises. [card](Wildwood Tracker) basically fits into an elf deck as a first-round option, and can now block as 2/2. It might even be a Stompy option for the [card](Skarrgan Pit-Skulk), but as [card](Burning Tree Emissary) is a human, the strategy goes down the drain. [card](Rosethorn Alberd) can fit decks like UG Infect and maybe even be tested on Stompy, although there are between 7 and 8 humans on the traditional deck lists. However, with just one mana, a + 2 / + 1 device is still a good option. *BLUE* [image](https://cardsrealm.com/images/uploads/1569010693.jpeg) Blue, once considered Pauper's best color, has gained a few more options to reinforce monocolored decks as well as some Tier format decks. [card](Witching Well) is a blue artifact that can play on decks like Affinity or even Jeskai versions that need artifacts to summon [card](Glint Hawk). Scry 2 is a good skill, and in late game paying four manas to draw two cards can save some games. [card](Run Away Together) seems to me to be the best blue card for Pauper in this collection. It is an improved version of [card](Curfew) as you choose the targets. You can end games, return a summoned [card](Ulamog Crusher) from the graveyard, a large green or white creature, and even aid in the effects of your ETB-possessed creatures. [card](Merfolk Secretkeeper // Venture Deeper) will be present on Mill decks, as with only two manas you put a 0/4 body on the field and make your opponent put 4 library cards in the graveyard. [card](Mantle of Tides) is another pleasant surprise to reinforce blue, main creatures. With just one mana it is possible to put the equipment in a [card](Delver of Secrets), leaving it 4/4 and evading removals like [card](Lightning Bolt). Have you ever imagined spending 2 manas to have a 4/4 Flying creature? [card](So Tiny) can appear in Mono U lists with a slight touch of Control, as it practically “nullifies” large creatures that can appear on decks like Stompy, Elves and Reanimator. Lampejo's ability is key in this card and the great differential. *RED* [image](https://cardsrealm.com/images/uploads/1569011131.jpeg) [card](Weaselback Redcap) can work on Goblin decks as another drop 1 option, can be ramp on turns where you have no creatures to go down, and can also be a bushing for [card](Goblin Grenade). [card](Merchant of the Vale // Haggle) can enter any graveyard combo deck that needs to dig some magic. [card](Barge In) can make a beautiful Goblins deck combo along with Goblin Bushwhacker. Or maybe we can have an RG or even RGW version of Fractius? [card](Crystal Slipper) can be a way out for decks that depend on one or two creatures, and the Ímpeto can make a huge difference. [card](Thrill of Possibility) is already emerging as one of the best cards in the collection and is sure to appear on Pauper decks as it performs the same function as the [card](Tormenting Voice) card, but has the advantage of being instant magic. *BLACK* [image](https://cardsrealm.com/images/uploads/1569011645.jpeg) The color that seems to most need options in Pauper, although it has a great monocolor deck, has also gained options that should appear in MBC. [card](Lost Legion) is sure to appear in MBC as an alternative to Phyrexian Rager. Of course he doesn't draw, but gives Scry 2, counts more to black devotion, it's 2/3 and doesn't deal you 1 damage. It will really make a difference just by tracking the results in play. But it is a nice addition to the format. [card](Forever Young) seems to be the best Pauper letter of this edition so far. Being able to return for example 2 or 3 Chittering Rats or Cuombajj Witches and already buying one can work very well in MBC, and this card can be used in various color combinations like BW and UB. [card](Lash of Thorns) will be a great removal when MBC faces decks like Bogles and Stompy. It should appear on the sideboard in some initial tests. [card](Eye Collector) may appear by surprise on some decks or sideboards, as it is a 1-mana (hard to find in black), flying (even harder) creature that generates discard. Against some matches like Elfos, it can greatly disrupt your opponent's game plan. *LAND* [image](https://cardsrealm.com/images/uploads/1569011909.jpeg) [card](Idyllic Grange) seems to fit like a glove on Monowhite Heroic and we are sure to see 1 or 2 copies on the deck. The fact that you can still go untapped after turn 3 can help you finish games already on turn 4. [card](Witch's Cottage) is another opportunity to return creatures from the graveyard to the library. It should appear in MBC as well. [card](Gingerbread Cabin) seems to have a poor ability compared to other colors, but can be used for the Apetite Insaciável combo on Monogreen decks, generating the food token that will be sacrificed. It could appear on decks like Stompy and even UG Infect. [card](Mystic Sanctuary) is the best terrain of this cycle, as it can work very well on interactions that return hand-held terrain like [card](Deprive) and blink effects like [card](Ghostly Flicker). *COLORLESS ARTIFACTS* [image](https://cardsrealm.com/images/uploads/1569012152.jpg) [card](Crashing Drawbridge) may be the only card that may play on a deck like Fractius or Goblins, although there are better options for the red color. Ímpeto's ability is little used in format, at least on major decks, and can make a huge difference in Aggro decks. So what do you think will see game? Did you enjoy the Pauper additions?