This entry is part 288 of 538 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 and our homesite:! 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…

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CommanderCast Episode 276

Posted: March 27, 2017








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Unconfirmed, weird new spoiler: Dusk//Dawn




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




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?



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



Draw power





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




Charmbreaker Devils, Overmaster, Ben-Ben, Akki Hermit




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


Adam – (at)squire9999 (at)thetrinisphere


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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 >>