The Command Zone’s 30 card rule is a general strategy for Commander decks, with at least 30 non-land spells providing extra Mana or cost reduction and 14 spells providing draw or filtering. For Commander decks with a hard control plan, having at least 10-15 counterspells minimum is optimal. Counterspells should be used exclusively to protect the leading board position, as certain counterspells have side effects.
The syntax on Commander Spellbook is similar to Scryfall’s search syntax, but there are some functional differences. Counterspells should be used exclusively to protect your leading board position. A good starting point for most Commander decks is to run at least 20-30 creatures, with an average of 25. A good ratio for land, creatures, and other elements depends on your theme and the number of lands in your deck.
A good formula for the number of lands in a 60-card deck is 19.59 + 1.90 * average mana value of the commander. To build a deck, start with the creature combos needed for Mimeoplasm, not too many, and then the key graveyard filling engines. Within the thirty three non-creature spells, there are five counterspells, five targeted removal cards, and three board wipes. It also has a “Scryfall” counterspell, which is one of the most affordable options to answer powerful noncreature spells like tutors and mana rocks.
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Moonsilver Key is a brilliant tutor in MTG Commander, the only problem is not everyone knows what a ‘Mana Ability’ is. In this …
Can an NCO be a Commander?
An NCO can command a unit in certain situations, but with certain limitations. AR 600-20 provides guidance on this issue. The senior regularly assigned United States Army Soldier refers to officers, WOs, cadets, NCOs, specialists, or privates present for duty unless they are ineligible. They assume command until relieved by proper authority, except as provided in c. Assumption of command under these conditions is announced per paragraph 2-5, but it will indicate assumption as acting commander unless designated as permanent by the proper authority. A rescinding announcement is required if the temporary assumption of command is for an indefinite period.
Is 40 creatures too much mtg?
To run a typal deck, it is essential to include as many creature types as possible, with a build ranging from 30 to 40 depending on the creature type. For instance, an elf ball deck should have 35 to 39 creatures to generate synergy with elves and ramp significantly with staples like Circle of Dreams Druid and Jaheira, Friend of the Forest. Combo decks don’t need as many creatures, usually having 8-10 cards to protect combo pieces. Success can be achieved with a few creatures and a couple combos, depending on the win condition. In some cases, no creatures are needed, except for the commander.
How many removal spells should you have in a Commander deck?
The author recommends having at least 8-10 removal spells in their Commander decks, as part of a 15- to 20-card interactive suite of cards. Removal removes opponents’ cards, while interaction involves effects that interact with opponents’ cards. Examples of removal include Swords to Plowshares and Nature’s Claim. In a game, the author values interaction, especially as Magic cards get further pushed.
Some players play less removal, believing their opponents will also have interaction to deal with threats. However, there is no guarantee that opponents will remove the card threatening your game plan, and relying on opponents to make plays convenient for you often backfires.
Can a Commander be a girl?
The Army has made significant strides in female leadership, with notable figures such as Lt. Col. Mary Hallaren, Capt. Linda Bray, Gen. Laura Richardson, and Command Sgt. Maj. JoAnn Numann. The trend towards all-female command teams is a sign of progress towards gender inclusion. Austin and Riley emphasize the importance of women in leadership roles, aiming to support the next generation of female leaders and advance gender inclusion in the Army.
How many spells should a Commander deck have?
A typical Commander deck may comprise approximately 38 lands, 38 creatures, and 24 spells, which is deemed acceptable for a monocolor deck, though somewhat sparse.
Is 36 lands enough in Commander?
The Elder Dragon Highlander (EDH) or Commander players typically aim for between 32 and 42 lands in their deck. To build an optimal mana base in a singleton format with 100 cards, it is safe to start at 36 lands and adjust based on personal preferences and the curve of your deck. To determine the number of lands needed, consider factors such as the aggressiveness of your deck and the lower curve, and ensure that you can consistently cast your commander on the curve.
Add 5-12 mana rocks depending on the depth of your deck, and run Sol Ring and Arcane Signet for optimal results. Variables to consider include the number of lands, mana curve, number of mana rocks, when to decrease or increase land count, and the use of Sol Ring and Arcane Signet.
What is the standard breakdown of a Commander deck?
A Commander deck comprises 100 cards, including one Commander and 99 additional cards, or two Partner Commanders and 98 other cards. Each card is permitted a single copy, with the exception of basic lands, and must align with the commander’s color identity.
Can a non creature be a Commander?
A player’s choice of commander determines the deck’s color identity and the cards that can be played. Legendary creatures can be chosen as commanders, and some legendary non-creature cards, such as planeswalkers, can be chosen with an ability. A pair of valid commanders can be chosen if each has the partner ability or its variations, including friends forever and choosing a background. In Brawl, any planeswalker can be designated as a commander even if it lacks the ability. The color identity of a commander restricts what cards can appear in the deck. If a player chooses to have two commanders, the color identity is the combined color identity of each.
A commander’s color identity is an additional cost that the player must pay for each time they cast it from the command zone. If a player has two commanders, each is counted separately. If a commander is placed in its owner’s graveyard, exiled, or returned to a player’s hand or library, the player can choose to put it back into the command zone as a state-based action.
What is a good ratio for a Commander deck?
When choosing the head of the deck, it is essential to consider the backbone, which is a guide or reference template based on statistics from regular plays. These guidelines vary among deckbuilders but can help in determining a general rate or estimate. The general categories and ratios include Lands, Ramp, Card Draw, Target removal, Board wipes, Graveyard Recursion, Graveyard Hate, Tutors, Finishers/Surprise/Alternate win conditions, and more. It is also important to consider other categories like synergy and flavor. The first question asked is “How many Lands should I play?”
How many tutors is too many in edh?
The number of tutors required is contingent upon the level of competition. A higher-powered deck may include one or two tutors, unless the game involves cEDH, which allows for greater flexibility in gameplay.
What is a good mana curve for commanders?
The optimal curve for two to three Commanders is one with a flatter profile. This entails a reduction in the number of two-drops and three-drops, accompanied by an increase in the number of one-drops, five-drops, and six-drops. This approach enhances the probability of achieving a perfect curve-out outcome.
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APNAP, Rule 101.4 is a rule I didn’t know about for the longest time. And with so many Sheoldred’s running about and lots of card …
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