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Decks (Magic The Gathering) => Commander => Topic started by: Dudecore on October 07, 2012, 08:59:50 AM

Title: A Compehensive Guide to Commander
Post by: Dudecore on October 07, 2012, 08:59:50 AM
Table of Contents


{W}Basics (http://imtgapp.com/forum/index.php?topic=19538.msg161746#msg161746)
   ⚫The Rules in 30 Seconds
   ⚫Why Play Commander?
{U}Community Deck Spotlight (http://imtgapp.com/forum/index.php?topic=29294.0)

{B}Lands (http://imtgapp.com/forum/index.php?topic=19538.msg161749#msg161749)
   ⚫The Big 4
   ⚫Dual Lands
   ⚫Multilands
   ⚫Fetchlands
   ⚫Utility Lands
{R}Format Staples (http://imtgapp.com/forum/index.php?topic=19538.msg161750#msg161750)
{G}Tutors (http://imtgapp.com/forum/index.php?topic=19538.msg161751#msg161751)
{X}Commander: Revised Edition (http://imtgapp.com/forum/index.php?topic=19538.msg396444#msg396444)
{T}Updates (http://imtgapp.com/forum/index.php?topic=19538.msg416452#msg416452)
Title: A Compehensive Guide to Commander
Post by: Dudecore on March 06, 2013, 10:55:02 AM
So you want to play Commander?


Commander: The Rules in 30 Seconds
Commander is a format created by fans, endorsed by Wizards of the Coast. The Official Commander (aka - EDH: Elder Dragon Highlander) Rules (http://mtgcommander.net/rules.php) are maintained by them on their site. We suggest you follow the link there to familiarize yourself with the format. However for those who would like to keep reading here are the basic rules:

1. Choose a legendary creature as your General.
2. The General's 'color identity' limits the colors of cards you can play in your deck and your deck cannot generate any other color mana (it would just be colorless).
3. A Commander deck contains exactly 100 cards including the General.
4. Except for basic lands you can only have one copy of each card.
5. Commander is played with Vintage-legal cards and some number of banned cards (check this link (http://imtgapp.com/forum/index.php?topic=284.0)).
6. You begin the game with 40 life.
7. Your general is always available to cast so long as you have the mana.
8. You may put your Commander back into the command zone, it will cost an additional {2} each time you cast it from the Command Zone.

Why Play Commander?
What is it about Commander that attracts thousands of players to it? What is so much fun that cause players to switch formats (yours truly) and adopt a format designed for johnnies (http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/mr11b)? The simple truth is - it's just fun.

Commander is a format designed with casual players in mind. All types of players are represented fairly - veterans with powerful cards, new players who just cracked a few packs of Magic 2013. Players with only 1 copy of {Noble Hierarch} that cannot afford a playset. New players are able to build as they go, able to add cards they've seen work. Players of Commander are generally a knowledgeable bunch and willing to teach newer players about all the crazy interactions that can happen. Older players are drawn for numerous reasons from being able to use old/favorite cards, not needing an expensive playset of {Jace, the Mind Sculptor} or just show off judge foils, alters and misprints.

Unless you have tons of disposable income, or boxes full of playsets of every card ever - you're going to be buying cards. Old cards can get very expensive, and new cards can be equally as expensive - then suffer price plummets after rotation in the fall. The constant influx of cards for Standard, then their seeming worthlessness after some time is a cycle impossible to sustain for some. Wizards of the Coast dictates what you can and cannot play in Standard format. They have their own set of conflicting interests - an Expert Expansion is designed for new players, veteran players, limited players, standard players, EDH players and Modern. With all of those cards competing for spots, Standard and Modern become formats consisting of very few actually good cards. The limited amount of good cards culminates into an arms race where everyone else you play with has to do the same thing or fall behind.

Another reason to play this format? It is something new for the playgroup to get into. No one says you have to quit standard, modern, legacy or anything else. You can still go to FNM or tournaments. It is just a cool thing to build on the side if you wanna continue using your older cards, or cards that aren't good in other formats. With Commander, any random cool rare you happen to open from a pack can go into your deck. Did you open a beautiful foil during your FNM? Throw it in. Better yet, any additional copies you may have opened can be traded away for other single cards you need or want. Cards you might have opened during draft that are otherwise bad, or a collection of Mythics that are not playable in Standard - suddenly become great cards for you to do something cool in Commander. The format breathes new life and new ways to play cards you might have given up on.

While 100 cards might seem like a bunch, hold that belief until you start building a deck - it won't seem close to being enough! Restrictions breed creativity, it is what most people enjoy about playing this game anyways. Card selection, mana curve, interactions and synergy are all in place with Commander - but the restrictions create some amazing choices.
Title: A Compehensive Guide to Commander - Landpocalypse
Post by: Dudecore on March 06, 2013, 10:55:32 AM
LANDPOCALYPSE


The Big 4
These following 4 lands should be in every multi-color Commander Deck. They represent the greatest level of mana fixing with the fewest amount of consequences associated with them. They do have a premium price tag to go with it, so they might not be the greatest use of your money for the budget conscious - but they're items to acquire over time and will hold value forever. Dual lands have been with us since the creation of the game and will be a mainstay until it is finished.

The Original Duals
{Badlands}, {Bayou}, {Plateau}, {Savannah}, {Scrubland}, {Taiga}, {Tropical Island}, {Tundra}, {Underground Sea} and {Volcanic Island}.

Shock Lands
{Blood Crypt}, {Breeding Pool}, {Godless Shrine}, {Hallowed Fountain}, {Overgrown Tomb}, {Sacred Foundry}, {Steam Vents}, {Stomping Ground}, {Temple Garden} and {Watery Grave}.

Fetch Lands
{Arid Mesa}, {Bloodstained Mire}, {Flooded Strand}, {Marsh Flats}, {Misty Rainforest}, {Polluted Delta},  {Scalding Tarn}, {Verdant Catacombs}, {Windswept Heath} and {Wooded Foothills}.

Check Lands
{Clifftop Retreat}, {Dragonskull Summit}, {Drowned Catacomb}, {Glacial Fortress}, {Hinterland Harbor}, {Isolated Chapel}, {Rootbound Crag}, {Sulfur Falls}, {Sunpetal Grove} and {Woodland Cemetery}.

Dual Lands
Wizards of the Coast has devised plenty of ways to give you your mana-fix without breaking the bank. All of these lands work perfectly well in a nice casual format like commander, where fixing mana in the early rounds isn't dire. These cards generally have draw backs, lack Basic Land types and/or come in tapped.

Filter Lands
{Cascade Bluffs}, {Fetid Heath}, {Fire-Lit Thicket}, {Flooded Grove}, {Graven Cairns}, {Mystic Gate}, {Rugged Prairie}, {Sunken Ruins}, {Twilight Mire} and {Wooded Bastion}.

Pain Lands
{Adarkar Wastes}, {Battlefield Forge}, {Brushland}, {Caves of Koilos}, {Karplusan Forest}, {Llanowar Wastes}, {Shivan Reef}, {Sulfurous Springs}, {Underground River} and {Yavimaya Coast}.

Guildgates
{Azorius Guildgate}, {Boros Guildgate}, {Dimir Guildgate}, {Golgari Guildgate}, {Gruul Guildgate}, {Izzet Guildgate}, {Orzhov Guildgate}, {Rakdos Guildgate}, {Selesnya Guildgate} and {Simic Guildgate}.

Scry Lands
{Temple of Abandon}, {Temple of Deceit}, {Temple of Enlightenment}, {Temple of Epiphany}, {Temple of Malady}, {Temple of Malice}, {Temple of Mystery}, {Temple of Plenty}, {Temple of Silence}, {Temple of Triumph}

Scars Duals
{Blackcleave Cliffs}, {Copperline Gorge}, {Darkslick Shores}, {Razorverge Thicket} and {Seachrome Coast}.

Snow Duals
{Arctic Flats}, {Boreal Shelf}, {Frost Marsh}, {Highland Weald} and {Tresserhorn Sinks}.

Man Lands
{Celestial Colonnade}, {Creeping Tar Pit}, {Lavaclaw Reaches}, {Raging Ravine} and {Stirring Wildwood}.

Tainted Lands
{Tainted Field}, {Tainted Isle}, {Tainted Peak} and {Tainted Wood}.

Bounce Lands or Karoos
{Azorius Chancery}, {Boros Garrison}, {Dimir Aqueduct}, {Golgari Rot Farm}, {Gruul Turf}, {Izzet Boilerworks}, {Orzhov Basilica}, {Rakdos Carnarium}, {Selesnya Sanctuary}, {Simic Growth Chamber}, {Coral Atoll}, {Dormant Volcano}, {Everglades}, {Jungle Basin} and {Karoo}.
Bounce Lands are extremely valuable instruments in any Commander deck. These cards combine Mana-fixing and Mana-value to help put your multicolored deck over the top. It also helps to bounce back cards you may feel like reusing. (ex. {Bojuka Bog}, {Vesuva})

Multilands
Now I am aware that I'm not including EVERY dual land or tri-land, there are simply too many to list and most are unworthy of being considered. We're talking Commander format here, and that is the focus. The following lands I feel should be in your multicolored deck.

The Tri-Lands
{Arcane Sanctum}, {Crumbling Necropolis}, {Frontier Bivouac}, {Jungle Shrine}, {Mystic Monastery}, {Nomad Outpost}, {Opulent Palace}, {Sandsteppe Citadel}, {Savage Lands} and {Seaside Citadel}
The Tri-colored lands from Shards of Alara are Khans of Tarkir are perfect budget mana fixing, especially for 5-color decks.

{Crosis's Catacombs}, {Darigaaz's Caldera}, {Dromar's Cavern}, {Rith's Grove} and {Treva's Ruins}.
These are the OG Tri-colored bounce lands. They are budget friendly considering what you're getting. You get some land recursion if you'd like, you get 3 colors and they don't come in tapped.

Vivid Lands
{Vivid Crag}, {Vivid Creek}, {Vivid Grove}, {Vivid Marsh} and {Vivid Meadow}.
Vivid Lands are borderline dual lands, but the importance of them in your deck would be to juice up {Reflecting Pool} and {Exotic Orchard}.

Rainbow Lands
{City of Brass}, {Command Tower}, {Exotic Orchard}, {Forbidden Orchard}, {Gemstone Mine}, {Grand Coliseum}, {Mana Confluence}, {Mirrodin's Core}, {Reflecting Pool}, {Tendo Ice Bridge} and {Transguild Promenade}   
These lands produce whatever color you need, their value is obvious if you need to produce 3 or more colors. {Command Tower} is considered a staple for anyone, even mono-colored (because it's so cool!)

Fetchlands
Fetching lands in Commander isn't as important as other formats, but being able to play all of your spells is. Having the right tool in your deck is as irreplaceable in Magic as it is at work. I advise if you play two colors or more, add Fetchlands.

Basic Fetches
{Bant Panorama}, {Esper Panorama}, {Evolving Wilds}, {Grixis Panorama}, {Jund Panorama}, {Naya Panorama}, {Terramorphic Expanse} and {Thawing Glaciers}.

Fetch Lands
{Arid Mesa}, {Bloodstained Mire}, {Flooded Strand}, {Marsh Flats}, {Misty Rainforest}, {Polluted Delta},  {Scalding Tarn}, {Verdant Catacombs}, {Windswept Heath} and {Wooded Foothills}.

Mirage Fetches
{Rocky Tar Pit}, {Bad River}, {Flood Plain}, {Grasslands} and {Mountain Valley}.

Utility Lands

Cycling Lands
{Barren Moor}, {Drifting Meadow}, {Forgotten Cave}, {Lonely Sandbar}, {Polluted Mire}, {Remote Isle}, {Secluded Steppe}, {Slippery Karst}, {Smoldering Crater} and {Tranquil Thicket}.
Cycling is one of the best abilities in the game, and being printed on land makes it even more powerful. Mono colored decks shouldn't blink an eye about including these, and depending on how many colors you're running - they're a great option. You can also use these early in the game for mana, then bounce land back to your hand and cycle it later - Efficiency!!

Recursion
{Academy Ruins}, {Emeria, the Sky Ruin}, {Mistveil Plains}, {Petrified Field}, {Riptide Laboratory} and {Volrath's Stronghold}.
In Commander - Recursion is King. It is one of the reasons that Graveyard hate is so important in this format. An opponent with a {Snapcaster Mage} and {Riptide Laboratory} active can make things painful in a hurry. 100 singleton makes it extremely difficult to be effective, with recursion it just makes the format 100 legacy. {Academy Ruins} is required material for a deck with blue in it.

Land Destruction
{Dust Bowl}, {Ghost Quarter}, {Strip Mine}, {Tectonic Edge} and {Wasteland}.
Land destruction is a touchy subject. But if someone is abusing {Cabal Coffers} you shouldn't be concerned what anyone else is thinking. Land Destruction is useful in every format, and sometimes that pesky {Maze of Ith} has got to go. {Strip Mine} + {Crucible of Worlds} is frowned upon.

Man Lands
{Blinkmoth Nexus}, {Faerie Conclave}, {Forbidding}, {Ghitu Encampment}, {Inkmoth Nexus}, {Mishra's Factory}, {Mutavault},  {Spawning Pool},  {Svogthos, the Restless}, {Treetop Village} and {Watchtower}.
Man Lands can be very sneaky tools for you deck, your opponent sees an empty battlefield, tries to sneak some damage through and boom - activation and block. They help push you forward when you've got nothing, they're uncounterable and tend to dodge lots of removal when they turn back into lands.

Sacrifice Outlets
{Grim Backwoods}, {High Market}, {Keldon Necropolis}, {Miren, the Moaning Well} and {Phyrexian Tower}.
Decks built around sacrifice would do good to have these lands. The fact that they're lands, makes them uncounterable - invaluable against control decks.

Token Generators/Enablers
{Gavony Township}, {Kjeldoran Outpost}, {Mosswort Bridge}, {Urza's Factory}, {Moorland Haunt}, {Vitu-Ghazi, the City-Tree} and {Windbrisk Heights}.
Pretty self evident what these are here for. Getting value out of your cards is one of the principles of high level Magic players. Lands that create tokens to block/attack/pump creates the opportunity to play longer by extending your life total.

Brute Force
{Boseiju, Who Shelters All}, {Kessig Wolf Run}, {Nephalia Drownyard}, {Rogue's Passage}, {Shizo, Death's Storehouse}, {Skarrg, the Rage Pits}, {Stensia Bloodhall} and {Winding Canyons}.
Brute Force is all about pumping your creatures power/toughness, getting you the edge you need while waiting for your turn, or completely finishing the job.

Mana-Ramp
{Cabal Coffers}, {Crypt of Agadeem}, {Gaea's Cradle}, {Scorched Ruins}, {Temple of the False God} and {Urborg, Tomb of Yawgmoth}.
Increase your mana supply with more mana! These lands are great to smooth out your mana, or go for that colossal {X} pump.

Utility
{Arena}, {Deserted Temple}, {Kor Haven}, {Maze of Ith}, {Mystifying Maze}, {Reliquary Tower}, {Scrying Sheets}, {Soldevi Excavations}, {Thespian's Stage}, {Tolaria West} and {Vesuva}.
Title: A Compehensive Guide to Commander - Staples
Post by: Dudecore on March 06, 2013, 10:55:39 AM
STAPLES


{X} Colorless {X}


   {All is Dust} 🔥
   {Chromatic Lantern} 🔥
   {Citanul Flute}
   {Coalition Relic}
   {Conjurer's Closet}
   {Crucible of Worlds} 🔥
   {Expedition Map}
   {Gilded Lotus}
   {Journeyer's Kite}
   {Lightning Greaves}
   {Mana Crypt}
   {Mask of Memory}
   {Memory Jar}
   {Mimic Vat}
   {Mind's Eye}
   {Mindslaver}
   {Nevinyrral's Disk}
   {Nim Deathmantle}
   {Oblivion Stone} 🔥
   {Rings of Brighthearth}
   {Scroll Rack}
   {Sculpting Steel}
   {Sensei's Divining Top} 🔥
   {Skullclamp}
   {Sol Ring} 🔥
   {Sword of Feast and Famine}
   {Sword of Fire and Ice}
   {Trading Post}
   {Vedalken Orrery}
   {Worn Powerstone}

   {Arcbound Reclaimer}
   {Blightsteel Colossus}
   {Burnished Hart }
   {Duplicant}
   {Karn, Silver Golem}
   {Kozilek, Butcher of Truth}
   {Kuldotha Forgemaster}
   {Myr Battlesphere}
   {Pentavus}
   {Scarecrone}
   {Solemn Simulacrum} 🔥
   {Steel Hellkite}
   {Ulamog, the Infinite Gyre}
   {Wurmcoil Engine}



{W} White {W}


   {Akroma's Vengeance}
   {Armageddon} / {Ravages of War}
   {Aura of Silence}
   {Austere Command} 🔥
   {Cataclysm}
   {Catastrophe}
   {Elspeth Tirel}
   {Elspeth, Sun's Champion}
   {Endless Horizons}
   {Enlightened Tutor}
   {Hallowed Burial} 🔥
   {Humility}
   {Idyllic Tutor}
   {Land Tax} 🔥
   {Luminarch Ascension}
   {Martial Coup}
   {Martyr's Bond}
   {Moat}
   {Oblation}
   {Path to Exile} 🔥
   {Planar Cleansing}
   {Replenish}
   {Rest in Peace}
   {Return to Dust} 🔥
   {Steelshaper's Gift}
   {Swords to Plowshares} 🔥
   {Terminus}

   {Academy Rector}
   {Angel of Serenity}
   {Archon of Justice}
   {Avacyn, Angel of Hope}
   {Elesh Norn, Grand Cenobite}
   {Hokori, Dust Drinker}
   {Iona, Shield of Emeria}
   {Karmic Guide}
   {Linvala, Keeper of Silence}
   {Luminate Primordial}
   {Mirror Entity}
   {Reveillark}
   {Stoneforge Mystic}
   {Stonehewer Giant}
   {Sun Titan}
   {Weathered Wayfarer}
   {Yosei, the Morning Star}



{U} Blue {U}


   {Blatant Thievery}
   {Bribery}
   {Capsize}
   {Cryptic Command}
   {Crystal Shard}
   {Curse of the Swine}
   {Cyclonic Rift} 🔥
   {Evacuation}
   {Fabricate}
   {Fact or Fiction} 🔥
   {Forbid}
   {Force of Will}
   {Future Sight} 🔥
   {Hinder} / {Spell Crumple}
   {Jace, the Mind Sculptor}
   {Knowledge Exploitation}
   {Leyline of Anticipation}
   {Mana Drain} 🔥
   {Mind Over Matter}
   {Mystical Tutor} 🔥
   {Omniscience}
   {Pongify} / {Rapid Hybridization}
   {Proteus Staff}
   {Recurring Insight}
   {Rhystic Study} 🔥
   {Riptide Laboratory} 🔥
   {Rite of Replication}
   {Stolen Identity}
   {Sunder}
   {Tezzeret the Seeker}
   {Time Stretch}
   {Time Warp}
   {Tolaria West}
   {Treachery}

   {Archaeomancer}
   {Body Double}
   {Consecrated Sphinx} 🔥
   {Deadeye Navigator}
   {Dreamscape Artist}
   {Diluvian Primordial}
   {Draining Whelk}
   {Gilded Drake}
   {Glen Elendra Archmage}
   {Ixidron}
   {Jin-Gitaxias, Core Augur}
   {Kederekt Leviathan}
   {Magus of the Future}
   {Memnarch}
   {Palinchron}
   {Phantasmal Image} 🔥
   {Phyrexian Metamorph}
   {Sakashima the Impostor}
   {Sphinx of Uthuun}
   {Teferi, Mage of Zhalfir }
   {Thada Adel, Acquisitor}
   {Treasure Mage}
   {Trinket Mage}
   {Venser, Shaper Savant}



{B} Black {B}


   {Ad Nauseam}
   {Ashes to Ashes}
   {Attrition}
   {Bojuka Bog} 🔥
   {Cabal Coffers} 🔥
   {Cabal Conditioning}
   {Corpse Dance}
   {Damnation} 🔥
   {Dawn of the Dead}
   {Decree of Pain}
   {Demonic Tutor} 🔥
   {Dictate of Erebos}
   {Grave Pact}
   {Imperial Seal}
   {Infernal Darkness}
   {Living Death}
   {Necropotence}
   {Phyrexian Arena} 🔥
   {Promise of Power}
   {Rise of the Dark Realms}
   {Snuff Out}
   {Sorin Markov}
   {Syphon Mind}
   {Toxic Deluge}
   {Vampiric Tutor} 🔥
   {Volrath's Stronghold}

   {Baleful Force}
   {Bloodghast}
   {Braids, Cabal Minion}
   {Butcher of Malakir}
   {Dark Confidant}
   {Fleshbag Marauder}
   {Geth, Lord of the Vault}
   {Graveborn Muse}
   {Grave Titan}
   {Gray Merchant of Asphodel}
   {Kokusho, the Evening Star}
   {Mindslicer}
   {Mikaeus, the Unhallowed}
   {Myojin of Night's Reach}
   {Nezumi Graverobber}
   {Reassembling Skeleton}
   {Reiver Demon}
   {Rune-Scarred Demon}
   {Sheoldred, Whispering One}
   {Sepulchral Primordial}



{R} Red {R}


   {Blasphemous Act}
   {Blood Moon} 🔥
   {Boom // Bust}
   {Chaos Warp} 🔥
   {Comet Storm}
   {Decree of Annihilation}
   {Devastation}
   {Gamble}
   {Gratuitous Violence}
   {In the Web of War}
   {Insurrection}
   {Jokulhaups}
   {Obliterate}
   {Reiterate}
   {Ruination}
   {Shattering Spree}
   {Stranglehold} 🔥
   {Vandalblast}🔥
   {Warstorm Surge}
   {Wheel of Fortune}

   {Balefire Dragon}
   {Dragon Mage}
   {Goblin Welder}
   {Godo, Bandit Warlord}
   {Heartless Hidetsugu}
   {Hellkite Tyrant}
   {Hoarding Dragon}
   {Imperial Recruiter}
   {Inferno Titan}
   {Keldon Firebombers}
   {Kiki-Jiki, Mirror Breaker} 🔥
   {Knollspine Dragon}
   {Krenko, Mob Boss}
   {Magus of the Moon}
   {Moggcatcher}
   {Molten Primordial}
   {Purphoros, God of the Forge} 🔥
   {Siege-Gang Commander}
   {Viashino Heretic}
   {Wrecking Ogre}



{G} Green {G}


   {Asceticism}
   {Beast Within} 🔥
   {Beastmaster Ascension}
   {Birthing Pod}
   {Boundless Realms}
   {Chord of Calling} 🔥
   {Earthcraft}
   {Gaea's Cradle} 🔥
   {Genesis Wave}
   {Greater Good}
   {Green Sun's Zenith}
   {Krosan Grip} 🔥
   {Life from the Loam}
   {Lurking Predators}
   {Mana Reflection}
   {Natural Order}
   {Praetor's Counsel}
   {Primal Command}
   {Skyshroud Claim} / {Explosive Vegetation} / {Ranger's Path} / {Hunting Wilds}
   {Survival of the Fittest}
   {Sylvan Library} 🔥
   {Tooth and Nail} 🔥
   {Worldly Tutor}

   {Avenger of Zendikar}
   {Bane of Progress}
   {Brutalizer Exarch}
   {Craterhoof Behemoth}
   {Deadwood Treefolk}
   {Eternal Witness} 🔥
   {Fauna Shaman}
   {Fierce Empath}
   {Hermit Druid}
   {Oracle of Mul Daya}
   {Reclamation Sage}
   {Rofellos, Llanowar Emissary}
   {Seedborn Muse}
   {Somberwald Sage}
   {Terastodon}
   {Ulvenwald Tracker}
   {Vorinclex, Voice of Hunger}
   {Wood Elves}
   {Yavimaya Elder}



{W}{U}{B}{R}{G} Multi-colored {W}{U}{B}{R}{G}


   {Assemble the Legion}
   {Aura Shards} 🔥
   {Bant Charm} 🔥
   {Collective Blessing}
   {Conflux}
   {Debtors' Knell}
   {Dovescape}
   {Eladamri's Call}
   {Identity Crisis}
   {Jarad's Orders}
   {Maelstrom Pulse} 🔥
   {Mirari's Wake}
   {Nicol Bolas, Planeswalker}
   {Pernicious Deed}
   {Spitting Image}
   {Sterling Grove}
   {Venser, the Sojourner}
   {Vindicate} 🔥
   {Wear // Tear}

   {Angel of Despair} 🔥
   {Ashen Rider}
   {Aurelia, the Warleader}
   {Desolation Angel}
   {Desolation Giant}
   {Duergar Hedge-Mage}
   {Edric, Spymaster of Trest}
   {Gaddock Teeg}
   {Gisela, Blade of Goldnight}
   {Gruul Ragebeast}
   {Harmonic Sliver}
   {Maelstrom Wanderer}
   {Magister Sphinx}
   {Mercurial Chemister}
   {Mystic Snake}
   {Necrotic Sliver}
   {Niv-Mizzet, the Firemind}
   {Prime Speaker Zegana}
   {Prophet of Kruphix} 🔥
   {Qasali Pridemage}
   {Saffi Eriksdotter}
   {Sire of Insanity}
   {Sovereigns of Lost Alara}
   {Vexing Shusher}
   {Xenagos, God of Revels}


🔥 = These cards right here should be your first choice after you pick commander. There are very few reasons not to include them - besides their price..



The Magus Super-cycle
The Magus cycle began in Time Spiral and has appeared three times in total. They represent very powerful (and expensive) spells attached to creatures. They're in most ways worse then their reserve list counterpart, susceptible to creature removal, board sweepers, and mostly anything that kills squishy creatures. They often times cost more mana. But for players on a budget who want those big effects without paying big dollars, the Magus super-cycle is here for you.

Time Spiral: Powerful Artifacts
{Magus of the Disk} refers to {Nevinyrral's Disk}
{Magus of the Candelabra} refers to {Candelabra of Tawnos}
{Magus of the Scroll} refers to {Cursed Scroll}
{Magus of the Mirror} refers to {Mirror Universe}
{Magus of the Jar} refers to {Memory Jar}

Planar Chaos: Powerful Lands
{Magus of the Tabernacle} refers to {The Tabernacle at Pendrell Vale}
{Magus of the Library} refers to {Library of Alexandria}
{Magus of the Arena} refers to {Arena}
{Magus of the Coffers} refers to {Cabal Coffers}
{Magus of the Bazaar} refers to {Bazaar of Baghdad}

Future Sight: Powerful Enchantments
{Magus of the Moat} refers to {Moat}
{Magus of the Vineyard} refers to {Eladamri's Vineyard}
{Magus of the Moon} refers to {Blood Moon}
{Magus of the Abyss} refers to {The Abyss}
{Magus of the Future} refers to {Future Sight}




List of cards socially discouraged
Commander is a social, multiplayer format - with that comes its own set of interactions. The following cards tend to really bother players, and discourage interaction by locking players out, denying resources and/or swinging too far in one direction.

{Decree of Annihilation}
{Identity Crisis}
{Iona, Shield of Emeria}
{Jin-Gitaxias, Core Augur}
{Magister Sphinx}
{Mindslaver}
{Myojin of Night's Reach}
{Obliterate}
{Purphoros, God of the Forge}
{Sorin Markov}
{Time Stretch}
{Zur the Enchanter}
Title: A Compehensive Guide to Commander - Tutors
Post by: Dudecore on March 06, 2013, 10:55:46 AM
TUTORS


{X} Colorless {X}


    {Planar Portal}
    {Kuldotha Forgemaster}
    {Citanul Flute}
    {Eye of Ugin}
    {Myr Turbine}
    {Sunforger}
    {Skyship Weatherlight}
    {Assembly Hall} + creature card



{W} White {W}


    {Golden Wish}
    {Enlightened Tutor}
    {Quest for the Holy Relic}
    {Steelshaper Apprentice}
    {Steelshaper's Gift}
    {Stoneforge Mystic}
    {Stonehewer Giant}
    {Taj-Nar Swordsmith}
    {Academy Rector}
    {Enduring Ideal}
    {Idyllic Tutor}
    {Lost Auramancers}
    {Auratouched Mage}
    {Tallowisp}
    {Three Dreams}
    {Totem-Guide Hartebeest}
    {Ranger of Eos}
    {Amrou Scout}
    {Defiant Falcon}
    {Defiant Vanguard}
    {Lin Sivvi, Defiant Hero}
    {Ramosian Captain}
    {Ramosian Commander}
    {Ramosian Lieutenant}
    {Ramosian Sergeant}
    {Ramosian Sky Marshal}
    {Angel's Herald}
    {Daru Cavalier}
    {Squadron Hawk}
    {Welkin Hawk}
    {Remembrance}



{U} Blue {U}


    {Long-Term Plans}
    {Dizzy Spell}
    {Drift of Phantasms}
    {Ethereal Usher}
    {Grozoth}
    {Muddle the Mixture}
    {Tolaria West}
    {Cunning Wish}
    {Arcum Dagsson}
    {Artificer's Intuition}
    {Fabricate}
    {Reshape}
    {Tezzeret, the Seeker}
    {Tinker}
    {Transmute Artifact}
    {Treasure Mage}
    {Trinket Mage}
    {Higure, the Still Wind}
    {Seahunter}
    {Vedalken Æthermage}
    {Merchant Scroll}
    {Kaho, Minamo Historian}
    {Trapmaker's Snare}
    {Personal Tutor}
    {Mystical Tutor}
    {Mystical Teachings}
    {Eerie Procession}
    {Screaming Seahawk}
    {Sift through Sands}
    {Sphinx's Herald}
    {Mask of the Mimic}
    {Acquire}
    {Bribery}
    {Dichotomancy}
    {Eternal Dominion}
    {Knowledge Exploitation}
    {Mimeofacture}
    {Sphinx Ambassador}
    {Thada Adel, Acquisitor}



{B} Black {B}


    {Bringer of the Black Dawn}
    {Cruel Tutor}
    {Demonic Collusion}
    {Demonic Tutor}
    {Diabolic Intent}
    {Diabolic Tutor}
    {Diabolic Revelation}
    {Entomb}
    {Grim Tutor}
    {Imperial Seal}
    {Increasing Ambition}
    {Infernal Tutor}
    {Insidious Dreams}
    {Liliana Vess}
    {Maralen of the Mornsong}
    {Rhystic Tutor}
    {Rune-Scarred Demon}
    {Vampiric Tutor}
    {Beseech the Queen}
    {Brainspoil}
    {Dimir House Guard}
    {Dimir Machinations}
    {Netherborn Phalanx}
    {Night Dealings}
    {Shred Memory}
    {Death Wish }
    {Bitterheart Witch}
    {Curse of Misfortunes}
    {Buried Alive}
    {Corpse Connoisseur}
    {Fleshwrither }
    {Blightspeaker}
    {Bog Glider}
    {Boggart Harbinger}
    {Cateran Brute}
    {Cateran Enforcer}
    {Cateran Kidnappers}
    {Cateran Overlord}
    {Cateran Persuaders}
    {Cateran Slaver}
    {Corpse Harvester}
    {Ratcatcher}
    {Rathi Assassin}
    {Rathi Fiend}
    {Rathi Intimidator }
    {Dark Supplicant}
    {Demon's Herald}
    {Urborg Panther}
    {Praetor's Grasp}



{R} Red {R}


    {Gamble}
    {Burning Wish}
    {Hoarding Dragon}
    {Godo, Bandit Warlord}
    {Wild Research}
    {Imperial Recruiter}
    {Dragonstorm}
    {Dwarven Recruiter}
    {Goblin Matron}
    {Goblin Recruiter}
    {Homing Sliver}
    {Imperial Hellkite}
    {Moggcatcher}
    {Zirilan of the Claw}
    {Wild Research}
    {Avarax}
    {Dragon's Herald}
    {Embermage Goblin}



{G} Green {G}


    {Living Wish}
    {Birthing Pod}
    {Brutalizer Exarch}
    {Chord of Calling}
    {Fauna Shaman}
    {Fierce Empath}
    {Hibernation's End}
    {Pattern of Rebirth}
    {Primal Command}
    {Protean Hulk}
    {Survival of the Fittest}
    {Sylvan Tutor}
    {Tooth and Nail}
    {Weird Harvest}
    {Wild Pair}
    {Worldly Tutor }
    {Green Sun's Zenith}
    {Natural Order}
    {Summoner's Pact}
    {Elvish Harbinger}
    {Nissa Revane}
    {Skyshroud Poacher}
    {Treefolk Harbinger}
    {Wirewood Herald }
    {Mwonvuli Beast Tracker}
    {Lifespinner}
    {Time of Need }
    {Behemoth's Herald}
    {Gigantiform}
    {Howling Wolf}
    {Kyscu Drake}
    {Llanowar Sentinel}
    {Nesting Wurm}
    {Pack Hunt}
    {Skyshroud Sentinel}
    {Bifurcate}
    {Doubling Chant }
    {Verdant Succession}



{W}{G} Selesnya {G}{W}


    {Glittering Wish}
    {Sterling Grove}
    {Altar of Bone}
    {Congregation at Dawn}
    {Eladamri's Call}
    {Captain Sisay}



{G}{U} Simic {U}{G}


    {Momir Vig, Simic Visionary}



{G}{B} Golgari {B}{G}


    {Garruk, the Veil-Cursed}



{W}{U}Azorius {U}{W}


    {Sovereigns of Lost Alara}
    {Isperia the Inscrutable}



{U}{B} Dimir {B}{U}


    {Clutch of the Undercity}
    {Dimir Infiltrator}
    {Perplex}
    {Sphinx Summoner}



{W}{G}{U} - Bant


    {Wargate}
    {Clarion Ultimatum}
    {Supply//Demand} (Demand) 



{U}{W}{B} - Esper


    {Zur the Enchanter}



{B}{U}{R} - Grixis


    {Mishra, Artificer Prodigy}



{W}{U}{B}{R}{G} - Maelstrom


    {Conflux}
    {Scion of the Ur-Dragon}
    {Sliver Overlord}



Search for Lands


    {Crop Rotation}
    {Expedition Map}
    {Knight of the Reliquary}
    {Primeval Titan}
    {Reap And Sow}
    {Scapeshift}
    {Sylvan Scrying}
    {Weathered Wayfarer}

{W} Search for {Plains} {W}
    {Endless Horizons}
    {Eternal Dragon}
    {Farseek}
    {Gift of Estates}
    {Knight of the White Orchid}
    {Kor Cartographer}
    {Nobe Templar}
    {Pale Recluse}
    {Safewright Quest}
    {Sanctum Plowbeast}
    {Shard Convergence}
    {Spoils of Victory}
    {Tithe}

{U} Search for {Island} {U}
    {Farseek}
    {Gem of Becoming}
    {Jhessian Zombie}
    {Sanctum Plowbeast}
    {Shard Convergence}
    {Shoreline Ranger}
    {Spoils of Victory}

{B} Search for {Swamp} {B}
    {Corpse Harvester}
    {Farseek}
    {Gem of Becoming}
    {Igneous Pouncer}
    {Jhessian Zombie}
    {Korlash, Heir to Keld}
    {Liliana of the Dark Realms}
    {Liliana's Shade}
    {Shard Convergence}
    {Spoils of Victory}
    {Twisted Abomination}

{R} Search for {Mountain} {R}
    {Chartooth Cougar}
    {Farseek}
    {Gem of Becoming}
    {Igneous Pouncer}
    {Shard Convergence}
    {Spoils of Victory}
    {Valley Rannet}

{G} Search for {Forest} {G}
    {Elvish Aberration}
    {Everbark Shaman}
    {Gaea's Bounty}
    {Hunting Cheetah}
    {Hunting Wilds}
    {Land Grant}
    {Mwonvuli Acid-Moss}
    {Nature's Lore}
    {Pale Recluse}
    {Ranger's Path}
    {Safewright Quest}
    {Seedguide Ash}
    {Silverglade Elemental}
    {Skyshroud Claim}
    {Spoils of Victory}
    {Sylvan Primordial} *BANNED IN COMMANDER*
    {Three Visits}
    {Treefolk Harbinger}
    {Valley Rannet}
    {Wirewood Guardian}
    {Wood Elves}
    {Yavimaya Dryad}

Any land with a basic land type
    {Perilous Forays}

Search for a Snow land
    {Into the North}

Search for Gate
    {Gatecreeper Vine}
    {Maze's End}



Search for any basic land


    {Absorb Vis}
    {Armillary Sphere}
    {Borderland Ranger}
    {Boundless Realms}
    {Braidwood Sextant}
    {Caravan Vigil}
    {Centaur Rootcaster}
    {Civic Wayfinder}
    {Collective Voyage}
    {Cultivate}
    {Dawntreader Elk}
    {Deep Reconnaissance}
    {Diligent Farmhand}
    {Double Play}
    {Dreamscape Artist}
    {Edge of Autumn}
    {Elfhame Sanctuary}
    {Evolution Charm}
    {Exploding Borders}
    {Explosive Vegetation}
    {Far Wanderings}
    {Farhaven Elf}
    {Fertilid}
    {Fiery Fall}
    {Frenzied Tilling}
    {Frontier Guide}
    {Gaea's Balance}
    {Gatecreeper Vine}
    {Ghost Quarter}
    {Gleam of Resistance}
    {Greenseeker}
    {Growth Spasm}
    {Harrow}
    {Horizon Spellbomb}
    {Journey of Discovery}
    {Journeyer's Kite}
    {Khalni Heart Expedition}
    {Kodama's Reach}
    {Krosan Tusker}
    {Land Tax}
    {Lay of the Land}
    {Mycosynth Wellspring}
    {Natural Balance}
    {New Frontiers}
    {Oath of Lieges}
    {Ondu Giant}
    {One with Nature}
    {Path to Exile}
    {Pilgrim's Eye}
    {Primal Growth}
    {Quirion Trailblazer}
    {Rampant Growth}
    {Renewal}
    {Rites of Spring}
    {Sakura-Tribe Elder}
    {Scouting Trek}
    {Search for Tomorrow}
    {Seek the Horizon}
    {Silkwing Scout}
    {Silverglade Pathfinder}
    {Solemn Simulacrum}
    {Sprouting Vines}
    {Sylvan Bounty}
    {Sylvan Ranger}
    {Thawing Glaciers}
    {Traumatic Visions}
    {Traveler's Amulet}
    {Untamed Wilds}
    {Veteran Explorer}
    {Viridian Emissary}
    {Wanderer's Twig}
    {Wayfarer's Bauble}
    {Yavimaya Elder}
    {Yavimaya Granger}
Title: Commander: Revised Edition
Post by: Dudecore on August 08, 2014, 11:25:02 AM
(http://i1317.photobucket.com/albums/t625/Dudecore2012/MTG-CommanderRevisedEditioncopy_zpsb8328028.jpg)
I've done a lot of research, looked a lot of places and heard nearly every complaint there is. The fact remains that Commander as a format isn't appealing to nearly as many people as has been expected. One could chalk that up to a vocal minority, as is mostly the case with anything in today's world. But it is not difficult to realize that Commander, while eminently awesome, could use some adjustments. The official commander group says "make house rules", players say "make your own format" and others say "commander is healthy". The fact remains that the commander banned list and rules are based upon a casual format called EDH. In an effort to change some of the problems plaguing the format (unless you think it works as people insist it always does.) I'm here to break new ground on a new format tentatively titled "Commander: Revised Edition".

UPDATE: Wizard's has officially sanctioned Commander for FNM. They also have an interesting caveat called "Create a Format". I can think of none better then printing up this list right here and seeing if anyone at FNM is interested in playing Commander: Revised Edition.

Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 1. Fix the color identity rules.
1. A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text. A card's colour identity is established before the game begins, and cannot be changed by game effects. The Commander's colour identity restricts what cards may appear in the deck.

2. A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead.

Why do you need the first rule with the second one in the game? You want to stop people from playing cards with other colored mana symbols on them—but they won't be able to produce the color to use them anyway. A deck SHOULD be allowed to play Hybrid cards because they are not gold cards. Decks SHOULD be allowed to play {Obelisk of Alara} for only the abilities they can pay for, because it's a card who's other abilities they cannot utilize. If you want to use {Ancient Grudge} in your mono-red deck, by all means, but you won't be able to pay its flashback cost.
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 2. Ban cards unhealthy for the format, not for the casual "fun" of game.
Fun is extremely subjective concept. What may be fun for some players may not be for others. Thus is life, and so it goes with Magic. The very idea of a casual format is counter-intuitive to begin with. You simply cannot ban enough cards to keep the game still "fun". Players come in all shapes and sizes (http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/daily/mr220b"), all looking to experience different things from their games. Magic has always had a kitchen table for this reason. There was never a reason to write "make house rules" for a casual format, because it is implicit. Any banned list for a format should include cards that unhealthy for the format, degenerative, or just down right break the format. You can then sit with your friends and decide what isn't "fun" with your house rules. Imagine that Wizards banned {Acidic Slime} when it was standard legal because it wasn't "fun" to have lands blown up. {Worldfire} is one of those cards for Commander. You can say what you want "just counter it", but it is a symmetrical spell that essentially defeats the purpose of playing the game. There are ways to cheat it out early, ways to make it uncounterable and ways freeze the entire table until it finally comes out. The format should not become Vintage/Legacy where Force of Will is required for every single deck, to keep degenerative cards honest. {Trade Secrets} is not that card. Just because players conspire together to draw a bunch of cards defeats the purpose of a casual "fun" game, not the format. The only thing a rules committee can actually be in control of is banning format breaking cards, not dictating the amount of "fun" people can have.
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 3. The Nephilim are now playable Commanders.
    {Yore-Tiller Nephilim}
    {Glint-Eye Nephilim}
    {Dune-Brood Nephilim}
    {Ink-Treader Nephilim}
    {Witch-Maw Nephilim}
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 4. Lower the life total to 30.
This may be the more controversial rules change I will be introduction here, it's also one I believe in very much. For those play Standard or other formats know that 20 life games are rarely that quick. That is just in a 1v1 environment. Now you double the life total and add 2 other players, it lengthens games, significantly. The original reason for having 40 life was to presumably allow for MANY turns of players ramping up for an explosive finish. The format as it stands now does none of those things (unless its strictly casual). Lets look at some other positives:

•Cards that care about how much life you have ({Serra Ascendant}) function better as a result (if you've taken any damage whatsoever before it is dropped).
•It lowers the inevitability some decks require to combo to a finish. If it takes at least 5 rounds away from someone hoping to Entwine {Tooth and Nail}
•Red, which deals a lot with glass cannon decks and direct damage can make otherwise less useful cards like {Searing Spear}into somewhat of a weapon. It now deals 1/10th of your total life damage to someone. Also global spells like {Earthquake} with the right amount of damage can be downright devastating.
•Forces combo/control decks to interact earlier in the opening rounds, because aggressive creature strategies are viable.
•Makes shocklands, fetchlands, pay life spells, {Dark Confidant}, {Phyrexian Arena} and other "use life as a resource" cards slightly more damaging as it now represents a larger amount of damage dealt.
•Lessens the amount of game times thus making a poor hand into more of a fighting chance.
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 5. Change the Mulligan rules.
The Partial Paris mulligan is a colossal failure. It makes games completely degenerate. It makes mulliganing the correct decision 95% of the time, and it vastly favors combo decks by allowing them to dig for pieces without card disadvantage. An overwhelming amount of combo players prefer the Partial Paris for that exact reason. It also encourages poor deck building and less then optimal curves. A way to fix this is by either employing the standard Paris mulligan (7, 6, 5, 4, 3, 2, 1, 1.) or playtesting an alternative:

British Mulligan
Because Commander games are long and usually not played in multi-game matches, the format uses a custom mulligan rule that allows some flexibility and reduces shuffling. This is also known as the two-shuffle mulligan.
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

Step 6. Commander Damage is Cumulative.
In a much contested way of limiting the amount of counters and memory issues with Commander damage being calculated per player by each commander, 30 damage from ANY/ALL Commanders is enough to kill a player.
Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)

TENTATIVE BANNED LIST
    {Ancestral Recall}
    {Balance}
    {Black Lotus}
    {Channel}
    {Emrakul, the Aeons Torn}
    {Fastbond}
    {Gifts Ungiven}
    {Grindstone} *Banned 7/15/14*
    {Hermit Druid}
    {Karakas}
    {Library of Alexandria}
    {Limited Resources}
    {Metalworker}
    {Mox Emerald}
    {Mox Jet}
    {Mox Pearl}
    {Mox Ruby}
    {Mox Sapphire}
    {Oath of Druids}
    {Painter's Servant} *Unbanned 7/15/14*
    {Panoptic Mirror}
    {Protean Hulk}
    {Shahrazad}
    {Sundering Titan}
    {Sway of the Stars}
    {Time Vault}
    {Time Walk}
    {Tinker}
    {Tolarian Academy}
    {Upheaval}
    {Vampiric Tutor}
    {Worldfire}
    {Yawgmoth's Bargain}

Cannot be used as a commander
    {Griselbrand}
    {Braids, Cabal Minion}
    {Erayo, Soratami Ascendant}
    {Rofellos, Llanowar Emissary}

Dexterity/Ante Cards
    {Amulet of Quoz}
    {Bronze Tablet}
    {Chaos Orb}
    {Contract from Below}
    {Darkpact}
    {Demonic Attorney}
    {Falling Star}
    {Jeweled Bird}
    {Rebirth}
    {Tempest Efreet}
    {Timmerian Fiends}

Discuss Changes and Rules here (http://imtgapp.com/forum/index.php?topic=39308.msg388366#msg388366)
Title: A Compehensive Guide to Commander: Updates
Post by: Dudecore on October 15, 2014, 06:40:13 PM
Updates


5/28/13: Added: {Jarad's Orders}, {Signal the Clans}, {Firemind's Foresight}, {Sylvan Primordial} *BANNED IN COMMANDER*, {Gatecreeper Vine} and {Maze's End} to Tutors (http://imtgapp.com/forum/index.php?topic=19538.msg161751#msg161751)
3/28/14: Added: Magus Super-cycle to Format Staples. (http://imtgapp.com/forum/index.php?topic=19538.msg161750#msg161750)
8/8/14: Added: Commander: Revised Edition information.
8/12/14: Added: Numerous Tutors and Land Fetches to Tutors (http://imtgapp.com/forum/index.php?topic=19538.msg161751#msg161751). Improved Formatting.
8/13/14: Added: Numerous cards to Format Staples. (http://imtgapp.com/forum/index.php?topic=19538.msg161750#msg161750) Improved Formatting.
10/15/14: Added: {Mana Confluence}, {Sandsteppe Citadel}, {Mystic Monastery}, {Opulent Palace}, {Nomad Outpost} and {Frontier Bivouac} to Lands (http://imtgapp.com/forum/index.php?topic=19538.msg161749#msg161749).