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Eternal lands per deck
Eternal lands per deck










eternal lands per deck

This doesn’t make much of a difference a lot of the time except for some advantage since you can choose cards from your hand to put back in your deck. But there’s one big difference that sets Brainstorm apart: you actually get to draw the three cards. Opt, Ponder, and Preordain are some examples. We have plenty of cards similar to Brainstorm. It’s a risky move because it also means you can’t do anything, but it’ll allow you to survive basically anything that would destroy your board or finish you off in a dire situation. No one and nothing can interact with you in any possible way. You’re basically out of the game until your next turn. This is probably the greatest example of that. White cards excel at one thing and that’s protecting you and your creatures.

ETERNAL LANDS PER DECK FREE

It’s always a much safer bet to give your opponent life than it is to give them free mana. The only downside is giving your opponent some life which isn’t a huge problem in a game of Commander.Įven if you compare Swords to Plowshares to similar cards like Path to Exile, the advantages are clear. You can get rid of basically any creature that can be targeted and they can’t be brought back. This is probably one of white’s best single-target removals. Swords to PlowsharesĮffective and to the point. And that’s the bare minimum you can expect, because if there’s something EDH players love to do, it’s draw cards. You’ll either create a Treasure token for each of your opponents or force them to play with two mana less each turn. We’re obviously facing a much larger mana cost, but the reward of this card is huge. It becomes pretty stale in the late game.

eternal lands per deck

Land Tax is an amazing card for early game but, as I mentioned, can draw you too many lands. Here’s the clear proof that the people at Wizards are aware of this and working to fix it. I’ve talked about how white gets left behind when it comes to ramp and mana. And none of them state that creatures can’t be regenerated, which doesn’t sound like much but it’s always a safe bet to have that in your wrath. Cards like Fumigate and Austere Command offer some circumstantial advantages but also have a higher mana cost and become more complex to play at the right time. There are plenty of other board wipes in white, but to this day I don’t think any of them is as effective as the original wrath. Anything that isn’t indestructible gets destroyed and can’t be regenerated. No one enjoys having an almost-empty field when all the other players have ten or more creatures ready to run you over. This is the first mass creature removal ever printed in Magic and it’s still just as powerful.Ĭommander boards can get very populated very quickly. Wrath of God gives the slang term “wrath” its meaning in MTG. I don’t think this card needs any introduction. That being said, it’s still worth the risk when it keeps you from falling behind in the ramp race.Īs an additional bonus, this is still a great first-turn card to play in decks with green thanks to cards like Azusa, Lost but Seeking and Exploration that allow you to play those three lands really quick. It won’t put your lands on the field for you, and you might find yourself with a lot of cards in your hand really quickly if you’re not playing enough things. Land Tax is one of the safest ways to work around that. If you’re playing a white deck that doesn’t also play a lot of green, you’ll probably find yourself extremely behind on mana really early on. We all know that ramp tends to be a really big issue for white. With all that being said, let’s jump in and see which cards to add to our decks! It should go without saying that these are my personal picks and they’re in no particular order, and if some of these don’t fit into your deck for whatever reason, you should always include what you want to play and what makes your deck fun above all else. I’ve dug through YouTube and EDHRec to try and make a good list of what cards you should always put into your decks. And through all of this deckbuilding and homebrewing there’s been one thing that stands out: a lot of cards show up time and time again in almost every deck I’ve built. I’ve been playing Commander for several years, but I’ve spent more time brewing decks by myself or with my playgroup to find weird or fun ways to exploit the format than I’ve spent actually playing some of those decks.

eternal lands per deck

No matter what your level of expertise in the world of EDH, it’s always good to find that one card that your deck’s been missing. Maybe you already know most of these cards. Maybe you’ve built a few decks already but there’s still that little something missing that you can’t clearly pinpoint. Maybe you’re just getting your first Commander precon and want to start upgrading it. Smothering Tithe | Illustration by Mark Behm












Eternal lands per deck