This entry is part 288 of 306 in the series CommanderCast

Hello everyone and welcome to the real CommanderCast Episode 276! We’re your weekly source for Community, Strategy, and Technology, hosted on MTGcast.com and our homesite: CommanderCast.com! The guys are back this week. Mark and Adam go over Office Color Deck ideas. This week it’s all about Draw Go! A Deck based on the idea of knowing when to hold you cards and playing them just right to win. So what’sthe catch? Well they guys are doing it in red… Yeah…

And all you have to do is click the IB!!!

Ib Download

 

 

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CommanderCast Episode 276

Posted: March 27, 2017

 

Intros:

 

Adam

 

Mark

 

Check out our YouTube channel and Rachel’s “Alpha Project.”

 

Keep up with the conversation on REDDIT

 

Unconfirmed, weird new spoiler: Dusk//Dawn

 

Community:

 

Draw-Go philosophy

  • Typically Control style deck
    • Aim is to control the board
    • Win under a limited number of conditions
  • Increase card draw
  • Play spells on other player’s turns

 

Strategy:  

 

Why is red normally bad at draw go?

  • Red is aggressive and taps out
  • Red has a lot of sorcery speed power
  • Red has poor additional card draw

 

How can red be draw go?

 

Commander

Jaya Ballard, Task Mage

Kazuul, Tyrant of the Cliffs

 

Win cons

Eldrazi titans

Big dragons (like Bogardan Hellkite)

Koth of the Hammer

Price of Progress

 

Instant speed

 

Board control

Ugin, the Spirit Dragon

Stripmine effects

Counterspell effects

Wrath effects

Targeted removal

Theft

 

Draw power

 

Technology:

 

Adam

Divergent Transformation, Kher Keep, Springjack Pasture, Cave-in, Dualcaster Mage, Volcanic Offering

 

Mark

 

Charmbreaker Devils, Overmaster, Ben-Ben, Akki Hermit

 

Outtro/Contacts:

 

CommanderCast  – Email: commandercast(at)gmail(dot)com // twitter: (at)CommanderCast

 

Rachel – Email: wiehernandez(at)gmail(dot)com // twitter: (at)Blueram1409

 

Calvin – Email: captainredzone(at)gmail(dot)com  // twitter: (at)CaptainRedZone

 

Mark – Email: mahlerma(at)gmail(dot)com

 

Adam – (at)squire9999 (at)thetrinisphere

 

Be sure to check out our CommanderCast Facebook page.

 

And a big thanks to everyone here at the CommanderCast Network. We’ll see you next week with more community, strategy, and technology. Until then, LET’S GET IT!

 

Series Navigation<< Commandercast -Bits of Dangle, The ReturnedCommanderCast Ep 277 – Off-Color Blue Aggro >>
  • ggodo

    Ok, I’ve already had the Undaunted fight here, but I stand by the feeling that they cost about 1 more than they should. It feels like I’m being punished for playing it late, rather than getting a discount for playing in multiplayer. Also, Charmbreaker Devils is a great card. Not particularly complicated but a great card.

    I love the Draw-Go Red is pretty sweet. I wish we could fit Gutteral Response in. Maybe I’ll take a look at rocking it in GR. Rosheen, maybe?

    • Jeremy Parsons

      The Charmbreaker Devils are an amazing card. And has finished people off in both my Intet burn deck and Grixis control deck. The ability to get back a random instant or sorcery is sweet, and sculpt-able if you suddenly limit how many spells are in your graveyard. And that super prowess trigger can slice through even EDH sized life totals.

      And yes, I have gone so far as to cast a bunch of spells and then light it up with Chandra’s Ignition.

      • ggodo

        It hits so hard. I have it in my Mizzix Spellslinging deck as part finisher, part value engine. It is just sooooo good.

      • Kinghonkey

        Chandra’s Ignition in a Zada, Hedron Grinder deck is cataclysmic.

        • Jeremy Parsons

          Only sounds like an issue if you stack a couple different sizes right or some indestructibles. Seeing as you’d get a 1/1, a 3/3, and then the next ignition to hit would need to be on a 5/5? Otherwise they start dying to their burn the other members of your team part of the effect.

          • Kinghonkey

            Yeah, forgot to mention my creatures were indestructible when I cast it. Soul’s Fire is a better choice.

  • ggodo

    And 64% of 14 is 8.

  • Jeremy Parsons

    I saw a Mono Red Grenzo Control deck on MTGO the other day. Not draw go, but it had some cute tricks. For instance it got out an Endbringer wile he had a Basilisk Collar in play. And later attached that Collar to a recurred Shard Phoenix in an attempt to ruin days.

    A recent board wipe I’ve been debating in my spells matter deck is Volcanic Vision. 5RR, so steep cost, but it can return an instant or sorcery from your grave to your hand and then apply that spell’s CMC as damage to just your opponent’s creatures.

  • Kinghonkey

    Great idea for a topic. I look forward to hearing the other iterations of the off-color shenanigans. White Reanimator? Blue Tokens? Black Artifacts? Green Stax?

    Have you tried Acidic Soil? I’ve killed whole boards late game by Forking or otherwise copying it.

    • Jeremy Parsons

      I managed Mono White re-animator under Reya Dawnbringer. (It’s so sad how much better Sheoldred is in this ability load out.) Mono-white with artifact is a little rough to mana ramp, but still easier to do than graveyard prep. So I’ve got all sorts of dumb little self mill effects, such as Shriekhorn, just to dump things into my yard that I can then access and return.

  • Kinghonkey

    I know it probably has a super limited effect, but has anyone ever tried running Solfatara or Turf Wound? I had a casual 60 card mono red deck that ran 4 Turf Wounds, 4 Solfatara 4 Pardic Miners and 4 Moonholds. Don’t get me wrong, it was pretty terrible….but…

    It’s not as feel bad as land destruction, and Solfatara and Turf Wound are at least a cantrip/slow trip. I would guess it’s a pretty meta choice, especially if you’re going up against something like Azusa or maybe something red-green that wants to dump multiple lands in one turn. Also, it would probably be infinitely better 1v1 to throw them off a turn.