This entry is part 14 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000
I am not ashamed to admit that I had no idea exactly how much Primeval Titan had warped my Commander experience.  Given the Rules Committee’s notoriously small ban list, I had zero inkling they were even considering doing away with one of the most popular cards in the format at the same time it predictably killed Worldfire.  When I found out about it that day in September, I was stunned.

A world without Prime Time forced a dramatic shift in how I would work with green going forward, and enough time has passed that we should now be able to begin assessing the ban’s impact.  The card’s ban has had the intended effect of taking green down a small, needed, peg, as evidenced by the difficulty I faced in attempting to duplicate Prime Time’s power.  But more importantly, I believe the ban may result in negative, unintended long-term effects that could hurt the format going forward. Read the rest of this entry »

This entry is part 13 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000
Today we are tackling our next in a series of bad two-color generals with Krond the Dawn-Clad.  Frequenters of Commandercast.com may remember our panel absolutely CRUSHING Krond in the Planechase 2012 general review beginning at about the 74:00 mark, culminating in a 2/5 rating.  All the points raised in that discussion are extremely valid.  You can’t use Sol Ring to play him that first time, which makes his very specific mana cost even more prohibitive than it is already.  He isn’t better than Titans for the same CMC and much more flexible cost overall.  You’re going to get two-for-oned when you try to enchant him.  Sigarda, Host of Herons is better in color and on-theme because it has hexproof and thus can’t be two-for-oned the same way.  They just printed Bruna, Light of Alabaster, so why wouldn’t you play her if you really want to roll with enchantments?  To be fair, both Sean and Andy said they were going to try her out and report back, but so far…crickets.  So I figured I would take one for the team and extensively test the general with the most color-restrictive casting cost in the history of Magic.

In all honesty, my path to Krond went through Sigarda, Host of Herons, mainly because I had the cards to fill a G/W deck and no deck to put them in.  However, we like to build with underplayed generals here at Peasant Rebellion, so she didn’t last long.  We also like our generals to reward us for entering the red zone and generating some card advantage on their own.  Krond does both, albeit he achieves the second through opponents’ card disadvantage.  Aside from neutering the advantage the black player gains from Grave Pact, Sigarda does neither.  So into the 99 she went.  With Krond the Dawn-Clad in charge, the deck has been a lot of fun to play, and my group has come to fear “the Krondo” in short order. Read the rest of this entry »

This entry is part 12 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000
With Return to Ravnica on the horizon, there’s going to be a plethora of new two-color generals to test out in the next few months.  So this season you will see my musings on that topic a la my Maelstrom Wanderer article from last season.  I will of course include some new goodies from RtR as they become available.

But seeing as we still have about a month until then, I thought I’d take a look at something of an obscure R/B option from original Ravnica, Lyzolda, the Blood Witch.  She’s underplayed due to several factors, primary of which is that she has one toughness and no other way to protect herself from damage, usually a recipe for quick death in Commander.  Another drawback is that two mana is a little much for a general’s conditional sacrifice outlet (or so says Grimgrin, Corpse-Born).  Finally, given the other options for generals in these colors (i.e., Olivia Voldaren, Kaervek the Merciless and Wort, Boggart Auntie), as well no in-color responses to enchantments outside of Chaos Warp, Lyzzie just doesn’t get a lot of run.

One of the goals here at Peasant Rebellion is to get the most out of “bad” cards, especially underplayed generals, so of course I had to take her for a spin.  What I ended up with was a fun build, even if slightly less powerful than some of the other horses in my stable. Read the rest of this entry »

This entry is part 9 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000
My contribution to the theme this week is to share my alleged pearls of wisdom on the fundamentals of EDH deck construction.  My premise is that even if some of you are new to building EDH decks, most of you have built 60-card constructed decks in the past.  If you’re old like me, casual 60s was where it was at if you were looking for multiplayer games a decade ago.  With those experiences in mind, I have found that using the same ratios of effects that worked for me in my 60 card decks in the past to provide a manageable framework and increase the efficiency of the 99 singleton format.

The first step in the process is to take a deep breath, especially if you’ve never built an EDH deck before.  It can seem daunting, and might cause a dash to the intertrons to see what everyone else has cooked up.  But let’s get those creative juices flowing, shall we? Read the rest of this entry »

This entry is part 8 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000

Timmy: Dudes, check it out!  Looks like a Commander side event has been added to that PTQ we’re gonna hit up.

Johnny: Yeah, I saw that.  Looks like it’ll be $5 entry, with two packs for each opponent you eliminate in a four-person pod.  Free for all, obviously.

Spike: Farm some packs, baby!  Hey, does it say anything about a bonus for “last man standing”?  The GP in Indy last week had Commander side events with $10 entry to play in a four-person pod, three pack “bounty” per opponent eliminated, plus three packs for da winnah!

Read the rest of this entry »

This entry is part 7 of 14 in the series Peasant Rebellion

Posted by Maxwellian2000
Thanks for coming back for Part 2; if you missed Part 1, you can find it here.

Before I get into the win conditions and other details of the deck, a thought about comboing out FTW. My personal opinion is that a game-winning, three-card, permanent-based combo is socially acceptable. All three have the opportunity to be countered or otherwise removed, and all have to actually exist on the battlefield at the same time. In my mind, if your opponents can’t stop the win at that point, especially if they’ve seen the deck before, that’s just the way it is. Commander players can’t be bitter about three-card combo wins. Read the rest of this entry »