Category Archives: Deck tech

Dinosaur Tribal Commander Deck V2


For the time being this is my final version of my Dinosaur Tribal deck for Commander.

It’s not that too different from before. There is one extra dinosaur, which is the Polyraptor. On the spell front the lightning bolt, Ashes of the Abhorrent and Rain of Thorns are gone. Lightning Greaves is in, as is a Madblind Mountain in the lands.

In games Zacama once out on the battlefield is devastating. Talk about controlling the battlefield with those activated abilities. I don’t think much more needs to be said about the deck. So here is the version 2 deck list…

Creatures:38

1 Kinjalli’s Caller
1 Drover of the Mighty
1 Otepec Huntmaster
1 Raptor Hatchling
1 Atzocan Seer
1 Deathgorge Scavenger
1 Frilled Deathspitter
1 Kinjalli’s Sunwing
1 Rampaging Ferocidon
1 Ranging Raptors
1 Ravenous Daggertooth
1 Thrashing Brontodon
1 Wayward Swordtooth
1 Forerunner of the Empire
1 Grazing Whiptail
1 Imperial Aerosaur
1 Knight of the Stampede
1 Raging Regisaur
1 Ripjaw Raptor
1 Charging Monstrosaur
1 Charging Tuskodon
1 Crested Herdcaller
1 Imperial Ceratops
1 Raging Swordtooth
1 Regisaur Alpha
1 Snapping Sailback
1 Bellowing Aegisaur
1 Burning Sun’s Avatar
1 Carnage Tyrant
1 Etali, Primal Storm
1 Sun-Crowned Hunters
1 Thundering Spineback
1 Gishath, Sun’s Avatar
1 Polyraptor
1 Wakening Sun’s Avatar
1 Zetalpa, Primal Dawn
1 Zacama, Primal Calamity
1 Ghalta, Primal Hunger

Spells:30

1 Blazing Volley
1 By Force
1 Commune with Dinosaurs
1 Silent Gravestone
1 Sol Ring
1 Abrade
1 Lightning Greaves
1 Path of Mettle
1 Blood Sun
1 Commander’s Sphere
1 Crushing Canopy
1 Darksteel Ingot
1 Gift of Paradise
1 Growing Rites of Itlimoc
1 Harvest Season
1 Herald’s Horn
1 Karmic Justice
1 New Horizons
1 Sweltering Suns
1 Teferi’s Protection
1 Huatli, Radiant Champion
1 Return to Dust
1 Fumigate
1 Huatli, Warrior Poet
1 Vanquisher’s Banner
1 Kindred Charge
1 Planar Cleansing
1 The Immortal Sun
1 Star of Extinction
1 Zendikar Resurgent

Lands:32

1 Blighted Steppe
1 Blighted Woodland
1 Blossoming Sands
1 Boros Garrison
1 Command Tower
1 Fertile Thicket
5 Forest
1 Jungle Shrine
1 Madblind Mountain
5 Mountain
1 Opal Palace
1 Path of Ancestry
5 Plains
1 Ramunap Ruins
1 Rugged Highlands
1 Scattered Groves
1 Stone Quarry
1 Sunpetal Grove
1 Wind-Scarred Crag
1 Windswept Heath

Rivals of Ixalan Commander Favourites Part 1

Ok so the verbal diarrhea is back. I’m going to bore you with some of the cards I like from Rivals of Ixalan for Commander.

As you can see my first cards are The Immortal Sun (TIS) and Blood Sun (BS). At the time of writing TIS is going for around £7, and BS for a more reasonable £1.50 on Magic Madhouse.

So why do I like them in Commander? Well TIS does a lot for it’s 6 mana cost. Switching off Planeswalker loyalty abilities is really useful. In my local Commander meta (ie the students I play Commander with at work) there are one or two Planeswalkers in the decks. Heck I even use them in my Dinosaur tribal deck and a couple of others. I don’t mind taking the hit from this ability on my own Planeswalkers to stop an opponent using theirs. Getting the extra card draw each turn is immense. Card advantage and hopefully getting to a card you want faster is not something to be laughed at. But then I can cast my spells for a reduced cost on top of that! Then the universal buff to all my creatures of +1/+1. I think the value this card gives me when it hits the battlefield is way more than the 6 mana it costs me.

BS on the other hand is a great card. 2 and a mountain, I draw a card, and switch off all those non-basic lands except for generating mana. It means when I play a non-basic land it doesn’t come in tapped, or force me to return a land to my hand. Ok I won’t gain a life either, but then I won’t lose one. Yeah it benefits my opponents also. But it stops them tapping and sacrificing a ramunap ruins to do me 2 to the face.

I currently have both cards in the 2 decks I have built (Dinosaurs Tribal and Mono Red) and the Wizards one I am upgrading.

Tron Angels – mono white deck

I had to build this deck, angels are cool. Especially Archangel Avacyn and the Felicia Day look a like Archangel of Thune (wish I could take credit for that one, but that goes to Day 9 and the MtG show that they used to produce for the Geek and Sundry YouTube channel).

Naturally I would like Archangel Avacyn to transform into Avacyn, the Purifier. Sometimes I will throw a wall or Honour Guard under the bus, after I have flashed her out in the combat stage to get her to transform straight away.

But the transformation I really am after is from Gisela and Bruna to get Brisela, Voice of Nightmares out. I’ll happily play Gisela as early as possible, chump block with her, whatever. I’m not really worried if she gets to the graveyard. Playing Bruna allows me to fetch Gisela from the graveyard and instantly get Brisela at the end of that turn. The double card creature truly is an amazing thing to see on the battlefield.

The main thing I needed to solve for this deck was surviving long enough to play all these beautiful costly angels. The solution I game up with was 10 walls, 2 Tocatli Honor Guards. I’m basically using Winged Shepherd for it’s cycle ability, but can also be pulled back from the graveyard using Bruna if need be. Authority of the Consuls puts an end to haste and flash causing creatures to etb tapped, and gives me a life. Cast Out gives me that bit of getting removal of big threats. And Rout is just a good ol’ board wipe. Although Overwhelming Splendor is a funny card to play.

This deck also needs some serious ramp. That’s where the Tron Lands come into play. All three out they tap for 7 mana. I also get a little discount with The Immortal Sun, and creature buff. And with the Tron lands it’s 6 cost is nothing. I’ve had this out turn 4!!

So here is the all important deck list that I know you are dying to look at and pick holes in.

Creatures:29

4 Wall of Hope
2 Angelic Wall
2 Tocatli Honor Guard
4 Wall of Omens
2 Gisela, the Broken Blade
2 Angel of Invention
1 Angel of Sanctions
3 Archangel Avacyn
2 Archangel of Thune
2 Linvala, the Preserver
2 Winged Shepherd
3 Bruna, the Fading Light

Spells:9

1 Authority of the Consuls
2 The Immortal Sun
2 Cast Out
2 Rout
2 Overwhelming Splendor

Lands:22

2 Evolving Wilds
8 Plains
4 Urza’s Mine
4 Urza’s Power Plant
4 Urza’s Tower

Sideboard:15

2 Angelic Wall
1 Gisela, the Broken Blade
1 Linvala, the Preserver
1 Bruna, the Fading Light
1 Authority of the Consuls
2 Demystify
2 Searing Light
1 Ashes of the Abhorrent
1 Dazzling Reflection
1 Cast Out
2 Rout

For fun I did play a version of this deck with a couple of Approach of the Second Sun slotted in. That was fun, and an easy card to cast with the Tron lands.

Commander Decks Update

So that is the deck, it’s now going to be broken up and used to form the basis of an Angels Commander deck.

If I haven’t forgotten anything then I think this is the list of my planned Commander decks that I want to build.

  • The just mentioned Angel deck
  • A Death and Taxes deck
  • Elves

I currently have 3 Commander decks in progress.

  • A dinosaur commander deck
  • A mono red deck with land hate in it
  • Upgrading the Arcane Wizardry Precon.

The dinosaur deck is nearly if not there. You have seen the deck list already for the initial effort. When you see the “final” deck list I don’t think that you will see much difference.

Mono red is also close to being there I think. I’m waiting for a couple of cards to arrive that need fitting in. Then I need to come up with a version without the land hate.

I have a Wizards deck with some changes made to it. But there are a few more to do to this one. I have those changes on the way.

Dinosaur Tribal Commander Deck List

Well this should be no surprise, my commander is Zacama, Primal Calamity. 6 R/G/W for a 9/9 with Vigilance, reach and trample. Plus look at the etb. Wow! You can start using his abilities straight away, or cast some other shenanigans from your hand.

With the dinosaurs selected from the ones available from Ixalan and Rivals of Ixalan I’ve tried to go with ones that I can get some sort of secondary benefit from, whether that is from an enrage ability or etb. The non-dinosaur creatures that I have gone for are there for ramp. They either allow me to tap them for mana or give me a discount on casting dinosaurs. Naturally having the two Hautli Planeswalkers is a given to. Although I haven’t actually managed to draw one yet in the 4 games I have played with this deck.

I do have a few mana ramp spells, which I think are needed big time in this deck considering the cost of those dinosaurs to cast.

Here is the graphical stuff that the Decked app produces.


I’m pretty surprised you that AMC. Thought it might be a little higher than that.

Here is my initial deck list for this commander deck.

Creatures:37

1 Kinjalli’s Caller
1 Drover of the Mighty
1 Otepec Huntmaster
1 Raptor Hatchling
1 Atzocan Seer
1 Deathgorge Scavenger
1 Frilled Deathspitter
1 Kinjalli’s Sunwing
1 Rampaging Ferocidon
1 Ranging Raptors
1 Ravenous Daggertooth
1 Thrashing Brontodon
1 Wayward Swordtooth
1 Forerunner of the Empire
1 Grazing Whiptail
1 Imperial Aerosaur
1 Knight of the Stampede
1 Raging Regisaur
1 Ripjaw Raptor
1 Charging Monstrosaur
1 Charging Tuskodon
1 Crested Herdcaller
1 Imperial Ceratops
1 Raging Swordtooth
1 Regisaur Alpha
1 Snapping Sailback
1 Bellowing Aegisaur
1 Burning Sun’s Avatar
1 Carnage Tyrant
1 Etali, Primal Storm
1 Sun-Crowned Hunters
1 Thundering Spineback
1 Gishath, Sun’s Avatar
1 Wakening Sun’s Avatar
1 Zetalpa, Primal Dawn
1 Zacama, Primal Calamity
1 Ghalta, Primal Hunger

Spells:32

1 Blazing Volley
1 By Force
1 Commune with Dinosaurs
1 Lightning Bolt
1 Silent Gravestone
1 Sol Ring
1 Abrade
1 Ashes of the Abhorrent
1 Path of Mettle
1 Blood Sun
1 Commander’s Sphere
1 Crushing Canopy
1 Darksteel Ingot
1 Gift of Paradise
1 Growing Rites of Itlimoc
1 Harvest Season
1 Herald’s Horn
1 Karmic Justice
1 New Horizons
1 Sweltering Suns
1 Teferi’s Protection
1 Huatli, Radiant Champion
1 Return to Dust
1 Fumigate
1 Huatli, Warrior Poet
1 Vanquisher’s Banner
1 Kindred Charge
1 Planar Cleansing
1 Rain of Thorns
1 The Immortal Sun
1 Star of Extinction
1 Zendikar Resurgent

Lands:31

1 Blighted Steppe
1 Blighted Woodland
1 Blossoming Sands
1 Boros Garrison
1 Command Tower
1 Fertile Thicket
5 Forest
1 Jungle Shrine
5 Mountain
1 Opal Palace
1 Path of Ancestry
5 Plains
1 Ramunap Ruins
1 Rugged Highlands
1 Scattered Groves
1 Stone Quarry
1 Sunpetal Grove
1 Wind-Scarred Crag
1 Windswept Heath

A Black Aggro Deck

I enjoyed the pauper black aggro deck that Strictly Better MtG did. So once again I felt inspired, and decided to build a black aggro deck.

For my deck I wanted to make use of some of the cards I thought were cool in Rivals of Ixalan. I love Ravenous Chupacabra, a 4 cost 2/2 that removes an opponents creature also when it enters the battlefield, I’ll take that. Especially when I can get it back from the graveyard to my hand easily. Tetzimoc is my big hitter, and also with his ability removal. When you start putting out those pray counters it’s putting a timer on your opponent. Do something about this fast or you are stuffed. I love Mastermind’s Acquisition, being able to go and get the exact card you need is awesome.

Naturally I have removal in my spells, but I also have a little graveyard hate available to me just to make sure some stuff stays dead! The nice thing about Scarab Feast and Wander in Death is they can also cycle. So I have that option there depending on the game of going searching for the card I want.

Ok here is a look at the mana curve for the deck. I’m pretty happy with that and having the AMC under 3.

So here is my black aggro deck list…

Creatures:20

4 Skittering Heartstopper
4 Vicious Conquistador
3 Dinosaur Hunter
4 Gifted Aetherborn
3 Ravenous Chupacabra
2 Tetzimoc, Primal Death

Spells:16

2 Duress
2 Fatal Push
2 Scarab Feast
2 Walk the Plank
2 Never // Return
2 Recover
2 Wander in Death
2 Mastermind’s Acquisition

Lands:24

24 Swamp

Sadly there is no sideboard at the moment. But when I do come up with one I think it will have the other two copies of Fatal Push and Never//Return. I’ll probably look at Gonti and Dire Fleet Poisoner also. After that I don’t know.

What would you have in the sideboard? What would you replace in the main deck?

My Take on CardKingdoms Rookie Red

When I got the Rookie Red deck from CardKingdom last year I was taken aback with it’s speed and how fun it was. It offered great value also. But I wanted to do my take on the deck. How would I do a red aggro deck?

From Saturdays post you know I spent sometime testing this deck with Justin, and a little bit more time on Sunday as well (before swapping over to play with other decks). In the games Saturday my initial version of the deck was just getting it’s butt handed to it by Justin’s Vampire/Zombie token deck. I needed a solution. Ok I needed a legal version of Scalding Salamander (it’s legal in Commander/Legacy and Vintage, but not Modern). I didn’t have a creature like it, but I did come across Pyroclasm. So I ordered a play set of the card. I thought in the meantime seeing as this was a casual game, I’d play 3 copies of the Scalding Salamander for fun. They worked like a charm against those tokens. After I had finished playing with the deck, before moving on I thought “you know what? I’ll see what cards CardKingdom put in their sideboard pack for red”. Guess what was in there? Yep 2 copies of the Pyroclasm. I could have been testing with those!

So what is this deck all about? Speed. Hit them hard and fast.

What am I looking for in the opening hand? 3 or 4 mana, Bloodlust Inciter, a 2 drop and 3 drop, possibly one of the removal cards as well. I like Mutiny and Hijack. Using the opponents creatures against them is fun. And could be with Hijack that little extra bit of damage to push you over the finish line. I think in the initial version I had the 2 cost Lightning Strike because that is the card I layed my hands on first, but I do like the 1 cost Lightning Bolt more, so I dug that out for this deck to use instead.

The sideboard is more of the same, if anything I could add in something to get rid of enchantments. Which I am missing. But there is artefact removal, one or two more big creatures to swing in with if needed. Plus cards to remove those nasty tokens.

So let’s look at those lovely graphics and stats that the Decked app gives me for a deck.


Not surprisingly the AMC is under 2. Which is what I want, and allows for that hit them fast and hard.

22 lands seems about right

Creatures:26

4 Bloodlust Inciter
4 Fanatical Firebrand
4 Goblin Trailblazer
2 Nest Robber
3 Raptor Hatchling
2 Swab Goblin
2 Wily Goblin
1 Combat Celebrant
3 Frilled Deathspitter
1 Charging Tuskodon

Spells:12

2 Blazing Volley
3 Lightning Bolt
3 Mutiny
1 Bombard
3 Hijack

Lands:22

22 Mountain

Sideboard:15

1 Weaver of Lightning
1 Charging Monstrosaur
1 Sun-Crowned Hunters
2 Dual Shot
1 Earthquake
1 Lightning Bolt
3 Smelt
1 Abrade
2 Fling
2 Pyroclasm

So that is my take on the CardKingdom Rookie Red deck. What do you think? What would you change?

R/G Dino Deck V2.0

I’ve made some changes since the initial version of this deck. I liked the idea of the dual lands, but they were just too slow. They kind of gave the deck drag. By that I mean there was always that turn delay between playing them and being able to cast anything with them. Even just by adding in those handful of basic lands in the previous version of the deck it did speed things up sometimes. So I decided to go with 20 basic lands, and the one three colour land. I’ve gone with the 3 copies of Commune with Dinosaurs, although I am tempted at making that 4, to either go looking for that basic I need, or just to find a dino that I need. I’m playing 1 fling, but that has been a game winner more than once for me. Glorybringer has been an amazing card, sadly not a dinosaur, but it is a big flying lizard! I’m playing 3 of these because my students do like their flyers. So I need to be able to block them, but also I like it’s exert which I can use to remove a threat as well. Ghalta has been a great card to play alongside Regisaur Alpha. Playing it for 2 forests and swinging in straight away for 12 trample because of the haste Regisaur has given it, is an amazing play. I’ve never payed the full cost for this yet. I’ve also used fling with it for the killing blow! Burning Sun’s Avatar is another favourite, and I use it more for removal and direct damage. If I can land 6 damage too then I count that as a bonus.

So what stats has the Decked app given me for this version of the deck?


As you can see I’m still under the target of 4. As the following shows I am heavily into red. For me 21 lands is pretty good.

Ok here is the real info that you want…

Counts : 60 main / 15 sideboard

Creatures:28

2 Drover of the Mighty
3 Otepec Huntmaster
3 Raptor Hatchling
2 Deathgorge Scavenger
3 Rampaging Ferocidon
3 Charging Monstrosaur
3 Glorybringer
2 Regisaur Alpha
3 Burning Sun’s Avatar
2 Carnage Tyrant
1 Gishath, Sun’s Avatar
1 Ghalta, Primal Hunger

Spells:11

3 Commune with Dinosaurs
2 Abrade
1 Fling
2 Lightning Strike
3 Crushing Canopy

Lands:21

9 Forest
1 Jungle Shrine
9 Mountain
2 Plains

Sideboard:15

1 Deathgorge Scavenger
1 Rampaging Ferocidon
1 Ripjaw Raptor
1 Regisaur Alpha
1 Carnage Tyrant
1 Gishath, Sun’s Avatar
1 Ghalta, Primal Hunger
2 Blazing Volley
1 Commune with Dinosaurs
2 Abrade
1 Fling
2 Lightning Strike

So what do you think of this deck? What would you change? Could the sideboard be better?

B/G Dino Deck (Modern?) V1.0

After Christmas I am running a tournament for the students, and I wanted a deck to play with for that.

With Ixalan out it was only a matter of time before I built a dinosaur deck. But unlike the recent deck building challenges I wasn’t going to restrict myself to just cards in Ixalan. I was going to make it a standard deck, but the tournament is going to be modern so that a student can play their Eldrazi deck. So this deck is hopefully a modern deck.

In the version listed here I have no basic lands at all. So this has a little drag between land being played and being able to cast anything. In reality turn 3 is when things start kicking in. Turn 2 could be used to cast a commune with dinosaurs (cwd). But in reality I have to weather any storm until turn 3.

The Decked app shows the following stat analysis of the initial version of this deck:

Here is my initial version of the deck:

Counts : 60 main / 15 sideboard

Creatures:23

2 Drover of the Mighty
3 Otepec Huntmaster
3 Raptor Hatchling
3 Rampaging Ferocidon
3 Charging Monstrosaur
1 Glorybringer
2 Regisaur Alpha
3 Burning Sun’s Avatar
2 Carnage Tyrant
1 Gishath, Sun’s Avatar

Spells:16

2 Commune with Dinosaurs
1 Abrade
2 Haze of Pollen
3 Lightning Strike
2 Crushing Canopy
2 Gift of Paradise
2 Growing Rites of Itlimoc
2 New Horizons

Lands:21

2 Cinder Glade
1 Frontier Bivouac
1 Jungle Shrine
2 Looming Spires
3 Rootbound Crag
2 Rugged Highlands
1 Savage Lands
3 Sheltered Thicket
4 Timber Gorge
1 Vivid Crag
1 Vivid Grove

Sideboard:15

1 Glorybringer
1 Regisaur Alpha
1 Carnage Tyrant
1 Gishath, Sun’s Avatar
2 Blazing Volley
3 Abrade
2 Fling
1 Haze of Pollen
1 Crushing Canopy
2 Hazoret’s Monument

I have to admit today I have been playing the deck with Vivid Crag, Vivid Grove, and the 2 Looming Spires replaced with 4 basic lands (2 Forests and 2 Mountains) in an attempt to speed up the deck a little. It means I can technically start building up from turn 2, and potentially play a cwd turn 1.

The other deck I’m working on is an Angel deck. Who knows how that is going to shape up? Some of the pieces for that are on the way. I’m yet to start putting it together. But lifelink and flying I think will be a thing. Along with trying to ramp up quickly to get them out to play.

So what do you think of this deck? What would you swap out?

Ixalan Vampire Challenge – My Deck

Last week I posted a MtG deck building challenge where those interested in doing so, were challenged to build a vampire deck and sideboard using just the cards available in Ixalan.

I have a deck. Whether it’s any good is another thing. I have tested it against a couple of student decks. It’s 3-2 at the moment. I still need to put it up against the Rookie Red.

Here is the deck and sideboard that I came up with. I should point out this has been built with cards that I own.

Creatures:20

4 Duskborne Skymarcher
2 Skittering Heartstopper
1 Queen’s Bay Soldier
2 Inspiring Cleric
2 Legion Conquistador
3 Mavren Fein, Dusk Apostle
3 Paladin of the Bloodstained
2 Bishop of Rebirth
1 Vona, Butcher of Magan

Spells:23

1 Demystify
1 Duress
1 Legion’s Landing
1 Ashes of the Abhorrent
2 Pillar of Origins
1 Sanguine Sacrament
3 Walk the Plank
3 Queen’s Commission
1 Ritual of Rejuvenation
3 Call to the Feast
1 Ixalan’s Binding
1 Vraska’s Contempt
2 Vanquisher’s Banner
2 Axis of Mortality

Lands:17

6 Plains
5 Swamp
2 Unclaimed Territory
4 Unknown Shores

Sideboard:15

2 Blight Keeper
2 Skittering Heartstopper
3 Vicious Conquistador
2 Adanto Vanguard
2 Tocatli Honor Guard
1 Legion Conquistador
2 Sanctum Seeker
1 Sanguine Sacrament

This is geared up to generate 1/1 vampire tokens, beefing up the vampires with the Vanquisher’s Banner (it gives +1/+1 to all vampires). The Axis of Mortality is a fun move to pull off. Run the health down then pull the trigger and swap them around. Suddenly your opponent is open to just one or two 1/1 creatures getting through. This also generates life, because those 1/1 vampire tokens have life link, plus one or two of the cards give me life when they enter the battlefield. Which is handy for Vona. But with my 1/1 creatures I have enough protection to protect me from decks that hit the floor running such as the Rookie Red deck.

Sadly no one put a deck up in the comments of the previous post. So there are no other decks to share. On the plus side that means I don’t have to send out any Ixalan boosters to anyone, and I can have them for myself.

There will be another challenge later in the week.

Gisharth’s Army

Welcome to the start of a long and laborious series of posts where I work through building my process (based on the template suggested by The Command Zone, with input from The Prof at Tolarian Community College).

My Commander is…


Considering the title of this blog post, is it really a surprise? So I am running a three colour mana deck. As the rather crude image at the start of this post says, this will be a dinosaur tribal deck. I think it has to be to make use of Gishath’s ability.

Here is The Prof with a short information film about how to choose the right commander.

Obviously I have followed The Prof’s most important rule when selecting a Commander to play with:
I want to play dinosaurs, I want a big fun dinosaur commander. Who in their right mind doesn’t want to play dinosaurs right now? Nope pirates are not even close, so don’t go there. Just for the record in the current set Ixalan, it’s dinosaurs, merfolk, then vampires, and finally the over rated pirates. Why do I hate pirates? Those awful (and that’s the most positive word I can think about them) movies in the Pirates of the Caribbean series.

Unlucky for me I don’t seem tick some of the other factors that he hints we might like to consider.

Gishath is not a cheap commander to cast, at a converted mana cost (cmc) of 8. Which means I am breaking his following advice:

But considering this is the only dinosaur commander, then I have no choice but to accept that I won’t be getting Gishath out on to the battlefield early.

I do know that being red, green and white I have ticked one of The Prof’s recommendations.

Having access to those three colours of mana means I can use, or at least have access to all the dinosaurs that are in Ixalan. Which is what I want in a tribal deck (I think).

I’m not sure in what universe Gishath would not be considered an immediate threat when it enters the battlefield. Gishath has trample, vigilance and haste. Plus when it does damage to another player you draw cards and get to put into play any dinosaurs drawn! So I kind of break the following rule from the Prof.

I have to consider the following questions that The Prof raises:

  • is my commander my win condition?
  • does my commander enhance the existing synergy of my cards?
  • is my commander a tool that strengthens my position in the game?

That first point is important, The Prof says that your commander shouldn’t be your win condition because your commander will always be a target and get removed. He recommends you have multiple win conditions, and that you are able to win without your commander. The Prof suggestions a commander that enhances an existing synergy within the deck is the stronger route to go. Considering I haven’t built the rest of the deck yet it’s a hard one to say whether Gishath will do that or not. But it’s something I will need to consider when looking at cards.

In my next post in this limited series I will start looking at constructing my commander deck, starting with my mana base for the deck.