This entry is part 8 of 8 in the series Guest Article

By NATHAN aka contentconsumer
My name is Nathan and I’ve been playing Magic longer than many current players have been alive.  My interests have always been on the casual side of magic and I wanted to introduce you to a Commander Cube variant I’ve been playing lately with my friends.

I’m going to assume you know how to play cube and just fill you in on what we do a bit differently to make this a variant, but for those uninformed on normal cube, check out www.cubedrafting.com for lots of excellent information on how to construct a cube.  The forums and articles there will help get you started.  Once you are done with that take a look below for my ideas on how to customize a cube for use as a quick to play commander cube. Read the rest of this entry »

This entry is part 6 of 8 in the series Guest Article

By BART
Wizards made us 5 decks built around the Planar Chaos dragons, but what about the Invasion dragons? They need love too. So here is my first in a series of 5 articles which will focus on each Invasion dragon as a Commander.

If you want straight up Rith, The Awakener deck building ideas and want nothing to do with where I am coming from, skip this paragraph. I currently play EDH as my main format while sometimes playing Legacy and rarely standard. I am no Carlos when it comes to deck building, but I do enjoy it and feel like I have a pretty good handle on card choices, that is probably why I have 15 decks sleeved up right now. If you see a card choice that you absolutely don’t agree with please tell me why.

First up for this invasive dragon series is Rith, The Awakener. Rith’s colors are great colors for EDH. Many people say that Naya colors represent the “spirit of the format”: big creatures, cool abilities, and effects that affect the masses. Rith’s ability says “Hey mayn, you let me in Im’a throw tokens all over this board and they gonna eat you alive.” (rough language but then again he is a dragon, speaking at all is something) His colors also completely support a great token themed deck. I want this deck to function with or without Rith as tuck is a real thing. I am building this deck for my friend Tyler, who had Ulasht as a general but wanted some other options. Let’s do this! Read the rest of this entry »

This entry is part 10 of 10 in the series Community Contribution

By ALEX aka BAN KI-MOON
Temple Bell is terrible! Every time you activate it, it’s like a 3 for 1 against
you.”
− Commanderguy, 2006 – present

People say stuff like that all the time. Someone declares something similar pretty much every time Howling Mine is mentioned and I’ve never seen it called out, so I’m pretty sure a lot of you feel the same way. Temple Bell is usually a very bad card, but that doesn’t make the above announcement any righter, so I’m going to try to maybe change the way you think about card advantage in multiplayer Magic. Everyone-draws is a lot more complicated than arithmetic, counting your opponents to see how many cards you’re behind. How could it not be? If that were the case, then each player in a four player game would be getting 3-for-1’d every time he or she passed the turn, and no one could win that kind of uphill battle. Someone wins every game, though. Let’s lay out exactly how drawing cards works when there are more than two people at the table. Read the rest of this entry »

This entry is part 6 of 10 in the series Community Contribution

By GIBSON aka KaipaLin
The Nephilim. A cycle of four-colored creatures that are in many senses quite awkward, they present an intriguing challenge to the potential Commander deck builder. They appeared in the Ravnica block, the only multicolor cards wholly outside of the two-color guild structure on which the entire block was based. Awkward. They’re each four colors, which makes defining their scope and theme in terms of the color pie super awkward. Why not just play five colors, you might ask? (We’ll get to that in a moment.) And finally, despite representing important, powerful, and most importantly unique creatures, they are not in fact legendary. Totes awk.

But lets get this straight right away: the Nephilim are awesome. They are the only four-colored cards in all of Magic, and they really should be legendary (even MaRo himself has said he would love to errata them). Given that they have some pretty nifty and unique abilities, they beg to be played in this splashiest of formats. Let me emphasize again that most of these creatures do really cool things, things that no other commander does. So I, and perhaps you, want to play them. There’s a lot of possibility there. Read the rest of this entry »

This entry is part 5 of 8 in the series Guest Article

By DJ CATCHEM aka CASSIDY
Good people sometimes do bad things.  It’s a fundamental truth in the world we live in, and it carries over completely intact into Commander.  We can argue with each other until we’re all blue in the face on every Magic forum that graces the Internet about how to play this format “correctly” – What cards are unacceptable in a casual environment, which combos are too evil for the regular Wednesday night EDH game, or what generals are too strong and unbalanced to possibly be “fun”.  We can discuss ad nauseum the fact that Kokusho, The Evening Star is unfairly banned while miscreants like Primeval Titan and Consecrated Sphinx are still allowed to roam free.  (For the record, people…there’s a large difference between something that builds a board position, and something that Exsanguinates everyone at once, but there’s a far bigger difference between a one-of in your list of ninety-nine, and your general.  If the Titan or Sphinx were legendary, they’d be ban-worthy for the ease of recursion, and if Kokusho wasn’t legendary, he’d be played widely right now.)

We all like to believe that we’re doing the “right” thing, whatever that is.  That we all value promoting fun over all else.  And I’m sure that’s true, too.  But once in a while, everyone likes to let down their hair.  It’s awfully hard to pass up Blightsteel Colossus or Ulamog with that Bribery, despite swearing up and down that poison and annihilator mechanics aren’t fun to deal with.  (“Hey…he put it in the deck…it’s not my fault!”)  It’s really tough to avoid targeting the Sundering Titan your opponent has in his yard with the Beacon Of Unrest you just ripped, when you know it will seal the win for you.

Sometimes even the nicest players need to go full-on evil for a moment or two. Read the rest of this entry »

This entry is part 4 of 8 in the series Guest Article

By MATT aka AUTHORMATT
You should read this Primer on MTG Salvation that I wrote for the French Variant before responding with any gut reactions.

And, tl;dring that, here is the essential info:
Read the rest of this entry »