1:1 Removal in EDH

Hello and welcome to a dead blog. I’m only writing this for some friends when my thoughts were too long for our EDH group text and I wanted to attempt to articulate to them why I tend to dislike most 1:1 removal in EDH. This conversation was originally me and the boiz discussing swords to plowshares and path to exile specifically, but I’m going to get a little bit broader on the issue with 1:1 removal in a format like EDH.

The problem is not with their efficiency, both of those cards are the cheapest you will ever find a removal spell that exiles a creature. They are indeed excellent at what they do, but it is this author’s opinion that 1:1 conditional removal spells (especially ones with built in drawbacks) give too much value away and cost you too much. In a format where you only have one opponent, they are excellent, because they cost so little to remove a threat and their drawbacks are sometimes offset because such a cheap mana cost still allows you to continue to develop your board even as you remove their threat. In EDH however, unless you’re combo-ing off, you’re not usually gonna win within the 5 turns, and thus their mana efficiency simply doesn’t offset the other costs. 

In order to better understand what I’m trying to say, think of your cards as units of value. Everyone has an equal number of those units of value at the start of the game (unless, of course, you’re playing with a companion, or have partner commanders or, or, or, or… but if you were thinking “nOt If YoU hAvE a CoMpAnIoN” then fuck you, you imaginary interlocutor,  that’s besides the point of this paragraph OKAY?). Therefore, when you use a 1:1 removal spell (you use one of your cards to remove one of your opponents cards) you are using one of your 99 units of value to remove a threat that was an issue for everyone besides its owner. Now you are down a unit of value, and that opponent is down a unit of value, but you ended up giving 2 theoretical units of value to everyone else at the table who didn’t have to spend a unit of value, but got that threat removed all the same; you’re down a card, and they have one less threat to worry about.

Add on top of that the fact that cards like Path and Swords have inherent drawbacks due to their insane mana efficiency, and you don’t even have a 1:1 scenario. Now you’ve spent a unit of value to remove a threat, but you also gave that opponent some amount of theoretical value back because they gained some life (the bigger the threat, the greater the life too…) or got a land. It would be a matter for another conversation to discuss exactly how much of a unit of value a land or the lifegain is, but the point is, this level of cost does not, to my humble eyes, appear to be “worth it.” 

I want each card I put in my deck to gain me more than they cost me. Sometimes, the extra value comes in the form of synergy (two or more cards working together to generate more value than either could have generated on their own). Other times, it’s because the one unit of value I spend is gonna get rid of multiple other threats or gain me more units of value than spent, like when one casts a wrath effect, or a mass draw spell. Hell, it even simply come in the form of a creature that either poses a threat or has evasion, or preferably both, but either or it is usually gonna get in repeatedly for damage. Whatever the way, I almost always want my units of value to get me more than a single unit worth of value in return. That said, I still run a few 1:1 removal spells in my EDH decks.

 “THE FUCK???” you say, and I hear you, I just spent all that time railing against 1:1 removal to then say “hey but, I’m hypocrite,” and maybe that’s true, but the one exception I make for 1:1 removal is utility. If a removal spell says “destroy/exile target permanent” then I start to feel a slight tingle in my drawers. Almost invariably, these “catch-all” 1:1 removal spells will have a draw back (Beast Within/Generous Gift, Assassin’s Trophy, Chaos Warp, Anguished Unmaking), unless of course you’re running Desert Twister or Vindicate, or I guess Universal Solvent, but they are sorcery speed or cost 8 total mana to activate, so STFU imaginary interlocutor (fuck, isn’t it annoying when he points out EVERY fucking exception to the rule?). Thus, most of these catch-all 1:1s suffer from many of the same problems we discussed with regards to path or swords, but the one saving grace is that no matter what the scenario or situation, these “destroy target permanent” spells are damn near never not wanted. Yes, imaginary and tireless interlocutor, I know it’s a double negative, but shit on my chest if “damn near never not wanted” didn’t feel good to say out loud…

where was I? oh yea, I still don’t like adding these 1:1s, but they can be a necessary evil. “Ah” says our interlocutor, “One of the reasons in favor of 1:1 removal in our decks is political. Sometimes you just wanna take care of a very specific threat and only hitting that big nasty is less likely to piss off the rest of the table.” Absolutely valid point my dude! My problem is simply that I’ve been in enough scenarios in EDH where I’m hoping against hope to topdeck an answer, only to have that “answer” turn out to be the wrong type (like topping Swords when I need enchantment removal), such that if I am gonna make the concession for 1:1 removal, I wanna hit every fucking possible threat it can. Besides, what the card itself can’t resolve, (say because the threat is an instant or sorcery), I can at least make an attempt at politics to rectify.

Imagined Political Scenario

“hey before you declare targets..”

“…uh, wut?”

“yeah, before you tell us what that spell targets, what’s your biggest pain in the ass card on the board atm?”

“uh, your card A?”

“oh my old card A? Cool, Fuck that thing, I’ll get rid of that for you if you don’t point that Spell Y at me. deal?”

“Uh, sure?”

“Cool, so we got a deal? what do you target?”

“uh, I guess Ned’s…

“WHY THE FUCK ARE YOU TARGETING ME I DID NOTHING TO YOU HE DESTROYED YOUR “Card M” WITH “Card A”…

“Well I mean Yeah I did, but I already told him I’d get rid of it if he targeted you, so now that he has, I am going to now target A with chaos warp…Ned? Dude, where’d you go???”

you get the gist.

EDH is a multiplayer game that is also inherently a political game, that is also ultimately a resource management game (which is why it is so fucking awesome). The way I tend to approach EDH is by strategically assembling the cards in my deck so as to be able to ask serious questions (that is, create threats) and pose conundrums (like casting song of the dryad on your opponent’s Commander), while simultaneously trying to only answer those questions which I can’t let go unanswered, or which strategically benefit me to answer. Sure, that big beefy creature may look scary, but if you’ve played your cards right (pun intended), you’re not the biggest, scariest player at the table (yet), and so chances are, you have a chance to talk your opponent into sending it at the “serious” threat at the table. 

I think that’s part of the immense appeal of EDH; you don’t have to be the best player, or have a ton of money to drop on all the optimal cards. You just gotta play what cards you have right, survive long enough, and squeeze as much value out of each and every card in your deck as you possibly can. Then, with a little bit o’ luck, you’ll be last man standing, until of course you all shuffle up and go at it again.

Blessings,

Derek

Ethos of EDH

Greetings all,

After an extended hiatus from involvement in the MTG community (twitter, podcasts, and this blog) so I could finish up my final semester and get my Bachelor’s degree, I am finally done with my Undergraduate studies and am once again free to continue writing about my favorite game!

I wanted to jump back in to writing about Magic: the Gathering by talking about one of my favorite ways to play Magic, and that is the chaotic, political playground that is EDH.

OG Elder Dragons of Dominaria

 

Elder Dragon Highlander (EDH), or Commander, as it is commonly called today, is a casual multiplayer format where a number of players do battle (usually in a Free-for-all format, though not always), each wielding a 100-card singleton deck, 99 of which form your deck based around your Commander. If you’re unfamiliar with EDH/Commander as a format, head to mtgcommander.net for the official rules of EDH, as well as deck-construction guidelines and restrictions, as well as their official philosophy of EDH according to the Rules Committee. For a great article on how the philosophy of EDH differs from most other forms of Magic, check out Jess Stirba’s first article, Social Rules to Play Commander Well in her Command of Etiquette series on Hipsters of the Coast.

Unlike other Magic formats, EDH was not designed to be competitive. It’s rules were created to encourage social games of Magic where anything can happen, and a plethora of styles can be experienced and embraced. Check out the Rules Committee’s Official Banned List and Format Philosophy Document for more on their ethos for EDH.

Since EDH is an eternal format (meaning any card from the history of Magic that is not on the banned list is legal), it is far too easy to “break” the game and create decks to crush your opponents consistently on turn 3, and in some rare instances by turn 1. This is why the EDH Rules Committee states that their goal for EDH is “to create variable, interactive, and epic multiplayer games where memories are made, to foster the social nature of the format, and to underscore that competition is not the format’s primary goal.” If your goal is to crush your opponents before they even get a chance to play their first card, maybe you should give Legacy/Vintage a go. If you’re looking to have a great time playing fun, interesting games of magic that create memorable experiences, then EDH may just be right for you.

Tarkhir Elder Dragons

Tarkhir Elder Dragons

 

One of the beauties of EDH is that you get to begin the game with access to your commander, which starts the game in the command zone and can be cast from there by paying the casting cost, plus a “commander tax” (equal to 2 generic mana for each time it has previously been cast). Anytime it would enter a zone other than the battlefield, you are given the option to move it back to the command zone, to be recast at a later time. This unique innovation to multiplayer Magic lets you build a deck around a plethora of plans, implementing nearly any strategy &/or style you want, and still have a viable chance of winning.

Another beauty of EDH is that you don’t have to play the “best” cards in the format to have fun, nor do you need to break your bank just to have a fighting chance at coming out on top. You can even find a number of podcasts & websites dedicated to building budget brews, such as the Commander’s Brew podcast, or Abe Sargent’s Budget Commander articles on gatheringmagic.com for just a couple examples.

Yet another excellent aspect of EDH  is that it is usually played in multiplayer games with (generally) 3-5 players involved, which means that politics comes into play in a big way for Commander players. Often, when someone starts playing EDH for the first time after playing mostly constructed duel formats (especially those classified as spikes), they get frustrated by the fact that they can’t seem to win. They build the best, most efficient deck they can, and start crushing face, only to find that they get targeted by the entire table! Game after game, they discover the crosshairs are on them, and they are often the first player out. This usually because when a particular deck &/or player is dominating the table, the other players realize they have to take down that deck/player in order to enact their own strategies.

In a multiplayer format like EDH, where politics plays a major role, the “best” strategy is actually trying to maintain a “second-best” position. You want to build your board up and enact your deck’s strategy, but you don’t want to be the biggest threat at the table.  “The general premise of the philosophy is that having the most tuned deck at the table is actually an inherent disadvantage, since you set yourself up to be the prime enemy of everyone at the table; meanwhile the person in second place gets to lead the hunt, and then is left in the commanding position to clean up the mess” (quote from The Second Biggest Threat Philosophy).

I love EDH because it is the kind of format where anything can happen, and many an “Oh man, do you remember that time when…” stories are born out of your battles. One such story that is a favorite of mine comes from my early days in the format. I had just recently discovered EDH, and had built a powerfully forceful deck. I got an early start in a five player game with a turn one Sol Ring and came out of the gate swinging. I was beating down and disrupting other’s people’s plans so much that I thought I was invincible that game. I had pact of negation in hand, and at the first sign of aggression I fired it off. Little did I know, my friend TheGreenMage14 was sitting on a Sylvan Primordial, and on his turn untapped, cast it, and destroyed one of only two sources of blue mana that I had, effectively killing me because I couldn’t pay the 3UU upkeep cost.

GG, #Sad4Me. I got what I deserved, and to this day my friend still brings this story up (“Remember that time I killed you with…” “YEAH YEAH, I remember!”) and we all have an epic laugh about it. If you’re looking to craft your own epic tales of magical mastery and mayhem while doing battle with your buds, then EDH just might be right up your alley.

mm217_tablet_of_the_guilds

To check out more on EDH, see my list of recommended websites & podcasts below.

Commanderin’ mtg (also found on Twitter & Facebook)

The Command Zone (Also found on Twitter)

Commander’s Brew (Also found on Twitter & Facebook)

EDHREC (EDH card, commander, &/or deck recommendations)

EDH subreddit

(Note: There are plenty of other EDH resources out there, but these are the ones I prefer and and use regularly.)

Until next time.

Derek

Peasant Cube Archetypes: Golgari Regrowth

Hello, and welcome to this week’s Archetype Overview!

The Gathering4Magic Peasant Cube is centered around having a theme or archetype for each of the ten two-color combinations or “guilds.”  Because these archetypes are not always typical of archetypes found in other cubes/formats, I wanted to put together a strategy guide of sorts for those who wish to draft the Gathering4Magic Peasant Cube.  I hope these archetype overviews can give you a basic understanding of what each guild is trying to do in this cube so you can better understand how each of these archetypes work (and work together) and what to be looking for if you wish to draft a particular deck.

Every Monday I’m going to be posting another archetype overview on one of guilds, so check back each week to check out the latest Archetype Overview.

Last week we examined the fifth Archetype in the Gathering4Magic Peasant Cube, the Rakdos archetype, so this week we’ll take a look at the next guild in line and examine the Golgari Archetype.  We’re over halfway through these, so let’s plug along through the last five archetypes!  So, without further ado, let’s get started!

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Golgari Archetype

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Peasant Cube Archetypes: Rakdos Aristocrats

Hello, and welcome to this week’s Archetype Overview!

The Gathering4Magic Peasant Cube is centered around having a theme or archetype for each of the ten two-color combinations or “guilds.”  Because these archetypes are not always typical of archetypes found in other cubes/formats, I wanted to put together a strategy guide of sorts for those who wish to draft the Gathering4Magic Peasant Cube.  I hope these archetype overviews can give you a basic understanding of what each guild is trying to do in this cube so you can better understand how each of these archetypes work (and work together) and what to be looking for if you wish to draft a particular deck.

Every Monday I’m going to be posting another archetype overview on one of guilds, so check back each week to check out the latest Archetype Overview.

Last week we examined the fourth Archetype in the Gathering4Magic Peasant Cube, the Izzett Ingenuity archetype, so this week we’ll take a look at the next guild in line and examine the Rakdos Archetype.  So, without further ado, let’s get started!

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Rakdos Archetype

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Peasant Cube Archetypes: Izzet Ingenuity

Hello, and welcome to this week’s Archetype Overview!

The Gathering4Magic Peasant Cube is centered around having a theme or archetype for each of the ten two-color combinations or “guilds.”  Because these archetypes are not always typical of archetypes found in other cubes/formats, I wanted to put together a strategy guide of sorts for those who wish to draft the Gathering4Magic Peasant Cube.  I hope these archetype overviews can give you a basic understanding of what each guild is trying to do in this cube so you can better understand how each of these archetypes work (and work together) and what to be looking for if you wish to draft a particular deck.

Every Monday I’m going to be posting another archetype overview on one of guilds, so check back each week to check out the latest Archetype Overview.

Last week we examined the third Archetype in the Gathering4Magic Peasant Cube, the Dimir Disruption deck, so this week we’ll take a look at the next guild in line and examine the Izzet Archetype, so without further ado, let’s get started!

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Izzet Ingenuity

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The Planeswalker’s Apprentice – Deck Types

Hey everyone,

I hope you are enjoying your Sunday Afternoon as much as I am!  I was just sitting here reading some Magic: the Gathering articles, and I came across one by Aiokii about Deck archetypes written for newer players, so I wanted to reblog it here.

If you don’t know what a deck archetype is, &/or are fairly new to the game, you should check his article out at The Planeswalker’s Apprentice – Deck Types.

Also, if you enjoy drafting, but don’t really have the funds/friends/option to draft in person, &/or don’t want to pay money to use a terribad program like MTGO (Magic: the Gathering Online), I invite you to check out the Gathering4Magic Draft League.

The Draft League is a group of people who draft (for free) on tappedout.net and play (again for free) on Untap.in in 8-man single elimination tournaments with other members of the draft league. All matches are recorded at the Draft League Headquarters, where you can see how well you are doing, find out when the next tournament is, and get in touch with other league members.  I think it will be a great way to connect with others and get better at drafting, without the cost of drafting and the hassle that is playing on MTGO.

That’s it for now, but make sure to check back here tomorrow morning for this week’s Archetype Overview for the Izzet deck in the Gathering4Magic Peasant cube

Peace out and Play on!

Peasant Cube Archetypes: Dimir Disruption

Hello, and welcome to another Archetype Overview!

The Gathering4Magic Peasant Cube is centered around having a theme or archetype for each of the ten two-color combinations or “guilds.”  Because these archetypes are not always typical of archetypes found in other cubes/formats, I wanted to put together a strategy guide of sorts for those who wish to draft the Gathering4Magic Peasant Cube.  I hope these archetype overviews can give you a basic understanding of what each guild is trying to do in this cube so you can better understand how each of these archetypes work (and work together) and what to be looking for if one wishes to draft a particular deck.

Every Monday I’m going to be posting another archetype overview on one of guilds, so check back each week to check out the latest Archetype Overview.

Last week we examined the second Archetype in the Gathering4Magic Peasant Cube, the Orzhov Attrition deck, so this week we’ll take a look at the next guild in line and examine the Dimir Archetype, so without further ado, let’s get started!

mm217_tablet_of_the_guilds

Dimir Disruption

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The Planeswalker’s Apprentice – Learning About Lands

Hey everyone, just coming at you with a quick link to a great resource for newer players on how to determine how many lands to use in a constructed deck. Check it out at: The Planeswalker’s Apprentice – Learning About Lands.

Check out other articles on this blog by Aiokii at The Paper Champion

That’s it for now, check back tomorrow for another edition of Friday First Picks, and come back Monday for the latest Archetype Overview on the Gathering4Magic Peasant Cube!

Peasant Cube Archetypes: Orzhov Attrition

Hello, and welcome to another Archetype Overview!

The Gathering4Magic Peasant Cube is centered around having a theme or archetype for each of the ten two-color combinations (hereafter called guilds, after the guilds of Ravnica).  Because these archetypes are not always typical of archetypes found in other cubes/formats, I wanted to put together a strategy guide of sorts for those who wish to draft the Gathering4Magic Peasant Cube.  I hope these archetype overviews can give you a basic overview of what each guild is trying to do in this cube so you can better understand how each of these archetypes work (and work together) and what to be looking for if one wishes to draft a particular deck.

Every Monday I’m going to be posting another archetype overview on one of guilds, so check back each week to check out the latest Archetype Overview.

Last week we talked about the first Archetype, the Azorius Kitty deck, so this week we’ll take a look at the next guild in line, the Orzhov Archetype, as we work our way around the Tablet of the Guild, so without further ado, let’s get started!

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Orzhov Attrition

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Peasant Cube Archetypes: Azorius Kitty

Good morning, and welcome to this week’s Archetype Overview!

Since the Gathering4Magic Peasant Cube is centered around having a theme for each of the ten guilds, I figured the first ten articles should cover the ten guild archetypes.  Simple enough right? right.  So, let’s start at the top and work our way clockwise round the Tablet of the Guilds.

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Azorius Kitty

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