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3 Dominaria United Commanders To Love: With Decklists

When Does Dominaria United Come Out?

You are probably like me and excited for all the Dominaria United commanders we will be getting. Well, if you are the wait is almost over as Dominaria United will be coming out on September 9th and have a plethora of cards people would be interested in. Feel free to check out the total list here.

The set goes over the plane of Dominaria where Karn takes a look at the history of Dominaria and begins planning their counterattack against the enemy: Phyrexians. Of course, if you want to read the full story of what is going on, I suggest checking out the story.

But, for anyone excited about this set, you should be! This is starting a story that is going to span across 4 sets and have repercussions for probably more to come. So if you are a fan of big stories this is a great starting point for players to get into the story of magic and get a deeper understanding for the lore.

But, more than that, let’s take a look at some of the Dominaria United Commanders that this set has to offer and some good decklists for them.

Shanna, Purifying Blade

Shana, Purifying blade is a really cool Dominaria United commander and is one I am personally excited for. For anyone who loves decks like Oloro, this is a great option if not a better option for you. The reason is simple, the commander is 3 mana, can draw you a ton of cards, and has lifelink built into her. Thus allowing you to draw more cards via combat damage. Making this a great deck for those that love having lots of life.

Decklist

https://www.moxfield.com/decks/sYJJZn5Tf0e8m57N3LISEA

Who will like it

One of my favorite traits of Shana, Purifying Blade is her versatility. It can win via commander damage by pumping her up to be really big then draw a ton of cards off the lifegain she generates. Or, you can build this to be more of a combo deck working off many of the wincons lifegain strategies have. Making this Dominaria United commander a great option for anyone interested in lifegain will love. That said these colors don’t have a lot of lose life cards, so if you like gaining life to use those kinds of cards, then this can be a little lackluster due to its lack of black and red.

How it plays

Now, while she can be built either way, I built this one to lean more into combos as I love the combo strategies lifegain has to offer. Your general goal is going to be to mulligan to a card that can reasonably generate you lifegain on your upkeep or get your commander out turn 2-3. From there you leverage your commander’s ability to draw cards and hold up interaction thanks to your blue to control the board. At the end, if you time it right, and read your opponents correctly then you can try to win through several different ways such as felidar sovereign, Spike Feeder, or Approach of the second sun.

How it wins

  • Evra, Halcyon Witness
  • Approach of the second sun
  • Cleric class+Spike feeder+ Aetherflux reservoir
  • Felidar sovereign
  • Angel of Destiny
  • Combat via Speaker of heavens/Lathiel

Upgrades/customizations

Now all these Dominaria United Commanders decklists are built with the idea of being 150 or less on cardkingdom to make this more accessible to newer players.This one can be bought for 98.78 on TCG though so the deck clocks in for under 100 dollars. That said, for those looking for some easy deck upgrades I would suggest some tutors, or more efficient win cons or protection.

5 easy upgrades

  • Veil of summer
  • Pact of Negation
  • Utopia Sprawl
  • Chord of Calling
  • Eladamris call

These are all good cards for protecting your wins or commander while also giving you some card draw needed to tutor out your wincons quicker or get your commander out turn 2 with cards like utopia sprawl

Garna, Bloodfist of Kheld

Garna is a fun Dominaria United commander who rewards you for being aggressive. Designed to punish players for blocking this is a great commander for those that like to swing and not worry about the math. If a creature you control dies, you make everyone lose a life, if they died while attacking then you draw cards. It’s a win-win. Making this a fun and aggressive commander.

Decklist

https://www.moxfield.com/decks/9zg4hg4Ym0msk2hwSLzkog

Who will like it

The people who will like this are combat players and sacrifice decks. This can be built in a few ways, contributing heavily to the sack outlets to ping everyone or to go combat heavy and swing wide dealing lots of damage to players. It really depends on your playstyle.

How it plays

A lot of people are building a token strategy behind this, but I took it a little differently and leaned into the sack outlets. The problem with tokens is that when they die you lose them and can’t reuse them. Making them subpar in a lot of situations for me. But this deck instead sacrifices the tokens strategy and puts in more resiliency. Drawing you cards is a great feature for the combat strategies but I would much rather sac creatures to generate value on top of drawing cards. 

So, usually, you are looking for a reanimator effect and some early-form ramp or card draw engine. From there you can begin doing your sac loops to generate value, play your commander and win via burn damage from there.

How it wins

This wins via a few different means where burn and combat damage is the name of the game. Due to it being not definite there is a more cards that can pull the effect off than usual but they do a great job.

  • Cut//ribbon
  • Mayhem devil
  • Syr Konrad the Grim
  • Bladewing deathless Tyrant
  • Blood Tyrant
  • Falkenrath Noble
  • Gray Merchant Asphodel
  • Zulaport Cuthroat

Upgrades/customizations

Built to be 150 or less on cardkingdom to make this more accessible to newer players. This one can be bought for 87.45 on TCG or 124.28 on card kingdom. That said, for those looking for some easy deck upgrades I would suggest some cards that make the deck more efficient such as

  • Pitless plunderer
  • Ashnods Altar
  • Razaketh the foulblooded
  • Underworld Breach
  • Skullclamp

Meria, Scholar of Antiquity

While I am a little iffy on green getting artifact support, I love this commander. Able to make all your artifacts mana rocks are great. Throw in the fact that you can tap 2 to basically draw a card makes this even more powerful. A good description is this works like Urza, and while not as busted as Urza, it is definitely a Dominaria United commander that will accrue too much value too easily to leave if unchecked. 

Decklist

https://www.moxfield.com/decks/O5KIC-ovzUePTlvokkbExg

Who will like it

Value Hogs, and artifact lovers. Plain and simple if you are a person that loves insane value or love artifact synergies, this is a deck you will love. Able to work off multiple different playstyles this deck is designed to ramp you a lot, cast spells, and win from there. Some good other commanders are Jhoira and Prosper. So if you like either one of those, you will love Meria, Scholar of Antiquity.

How it plays

The deck plays very simple, cast a lot of cheap artifacts, draw cards, and cast spells with the artifacts. Assemble a win with grinding station or commander damage and win. This one in particular leverages commander damage as the primary win con. That way the artifacts can keep working on the win, but it has a backup strategy of utilizing clock of omens to generate insane value with things like magda + liquimetal torque or grinding station +clock of omens+ myr turbine. Doing either of these combos is a great way to win if push comes to shove.

How it wins

  • Grafted Skeleton
  • Nettlecyst
  • Clock of Omens+ Myr Turbine+ Grinding Station
  • Salvaging station+ Flayer Husk+ Grinding Station
  • Blasting station+Myr Turbine+Clock of omens

Upgrades/customizations

This Dominaria United Commanders decklists is built to be 150 or less on cardkingdom to make this more accessible to newer players. This one can be bought for 117.49 on TCG or 149.1 on card kingdom. That said, If you are looking for upgrades there are some really simple ones.

Things that untap your artifacts. Getting more mana and more card draw is always good and things like seed born muse is an absolute house in this deck. Or you can choose some better draw or synergy cards, Mycosynthi lattice makes everything able to tap or draw you cards, and the backside of birgi and mystic forge make for great draw options. Making these solid upgrade options for Meria, Scholar of Antiquity.

  • Unwinding clock
  • Seedborn muse
  • Birgi, God of Storytelling
  • Mycosynth lattice
  • Vedalken Orrery

Dominaria United Commander Conclusion

And there you have it! 3 of my favorite Dominaria United commanders with decklists. These are some great options for those looking for new commanders and each play differently from the last.

Shanna Purifying Blade is a great lifegain commander that allows you to draw cards and keep the lifegain going to draw your deck and win. Garna, Bloodfist of Kheld is a solid option for those looking to swing wide or do sacrifice loops to burn your opponents to death. With Meria, Scholar of Antiquity is a great value commander where you churn through your deck at lightning speeds, outvaluing your opponents until you win via commander damage or a complicated artifact combo that wins you the game. 

If you loved how these decks are built, I suggest checking out my other decklist posts like my 9 storm commanders you will love It goes over 9 great storm commanders how they play and affordable decklists for players as well. All the while holding to the core principal of the site, The Rule of 20. Have a great day and let me know your favorite Dominaria United commanders that are coming out!

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Archive Tips/Tricks

18 Mtg Commander Win Cons

Needing some commander win cons? This article has you covered! This will give you 3 win conditions in each color to say “I win”.

Mono-Red Commander win cons

Mono red is a combo color for winning through combat. So as such mono red win conditions will usually do exactly that.

Twinflame+ Dualcaster Mage

A classic combo where you cast twin flame targeting a creature, then flash in a dual caster mage. When dual caster mage enters the battlefield, he copies twinflame and targets himself. The copies then proceed to do this an infinite number of times and then you swing with 42,069 dualcaster mages and win the game.

Basalt Monolith+ Rings of Brighthearth+ Fireball

One of the classic mono red win conditions, fireball. Fireball is simple, create infinite mana and win the game. Which Basalt monolith and rings of brighthearth will do. The goal of this is to tap basalt for 3 mana, use the ability to untap basalt monolith, then pay 2 mana to copy the ability. From there you will generate infinite colorless as you continually pay only 2 mana to untap it and then tap it for 3 colorless mana. Once you have a googleplex of colorless mana you cast fireball and win.

Kiki Jikki + Zealous Conscript

Probably one of the most famous mono-red win conditions. This one may cost more mana than the dualcaster mono red combo, but has the added protection of being all creatures, making it much harder to interact with. The goal of this win con is to tap kiki, to make a copy of zealous conscript. Zealous conscript etbs targeting kiki, which will untap it. Then you repeat the process and swing out with your 80,085 zealous conscripts and win the game.

Mono-White Commander win cons

Karmic Guide+ Reveilark+ Blasting Station

More convoluted than kiki jiki, this mono white win con is to play the cards, reveilark and karmic guide to infinitely cause etb triggers. As these creatures continuously enter the battlefield and replace each other, blasting station is going off and dealing 1 damage to everything. After doing this 69 times to a player they are going to most likely be dead.

Rest in Peace + Helm Of Obedience

Who says blue is the only color that can mill? White can do it too. In fact, this mono-white win con does a better job milling than most blue decks. The reason being is with rest in peace on the battlefield, no creatures actually hit the graveyard, so helm of obedience will keep milling that player until their deck is gone. Resulting in them losing the game.

Walking ballista + Heliod

The best mono-white win con to date. Simple, easy to play, and resilient. This is a solid choice for decks needing a combo in white. The goal is simple, play heliod, sun-crowned. Cast walking ballista for 1. Give it life lifelink. And every time it loses a +1/+1 counter you gain a life and give it a +1/+1 counter making it infinite. Do this 420 times just to be safe and you win the game.

Mono-Green Commander win cons

Earthcraft+ Squirrels nest

That’s right squirrels win games. Simply play squirrel’s nest and EarthCraft, tap the land to create a 1/1 squirrel, tap that squirrel to untap squirrel’s nest, and repeat. Get 855 squirrels on board and swing out to win the game Be sure to do this on the player before you end step so they have the least likely chance of dying

Food Chain+ Eternal Scourge+ Walking Ballista

Another walking ballista combo, but honestly, that card is broken. The goal of this is to play food chain and cast eternal scourge. Then exile it to food chains ability. From there you constantly replay eternal scourge and constantly get 1 more mana each time. Do this 8,554,013 times and use it on walking ballista and kill everyone.

Kodama of the East Tree+ Field of the Dead + Guildless Commons

Kodama was considered broken when it was first revealed, and this mono green win con proves it. The goal of this is to get infinite 2/2 zombies that can swing for game. You cast Kodama, with field of the dead online. You play Guildless commons, bouncing field of the dead back to hand. Kodama triggers, allowing you to put field of the dead on the battlefield. Field of the dead triggers creating a 2/2 zombie. Kodama triggers allowing you to put guildless commons back on the battlefield. Repeat this process until you have 4,377 zombies ready to swing and kill the board.

Mono-Blue Commander win cons

Dramatic Reversal+ Isechron Scepter+ Aetherflux reservoir 

The dramatic reversal + Isochron Scepter is iconic. It works so easily that it breaks with a ham sandwhich. Simply play isechron scepter, imprinting dramatic reversal. Cast dramatic reversal with at least 2 mana-producing rocks. Generate infinite casts + mana. Cast Aetherflux reservoir and death star everyone with this mono blue win con.

Mystic Forge+ Sensei’s Divining Top+ Etherium Sculptor+ Laboratory Maniac

This mono blue win condition looks complicated but is actually relatively easy. Play mystic forge and sensei. Proceed to dig until you find Ethereum sculptor. Play Ethereum sculptor until you find laboratory maniac with sensei’s top. Cast lab man and draw with top until you win. Simple as that.

Bruvac, the grand delinquent + Maddening Cacaphony 

The ultimate mono blue win con for milling. Play the mill master himself, Bruvac, then cast a kicked maddening cacophony and watch as everyone mills their entire library and loses.

Mono-Black Commander win cons

Exquisite Blood + Sanguine Bond

Life gain decks love this combo. Simply play a sanguine bond and follow up with exquisite blood. Gain life or force someone to lose a life, and the chain begins, killing everyone with a combo that drains the table.

Bolas Citadel+ Senseis, divining top+ Aetherflux reservoir

This works a lot like Mystical forge. Play Bolas citadel and tap top to draw a card and put top on top. Pay 1 life to recast top. Do this until you find aetherflux reservoir. Cast aetherflux and proceed to gain an abnormal amount of life and kill your opponents with an insane amount of damage.

Professor Onyx + Chain of Smog

The mono black win con that is scary to cast. Play professor Onyx, then cast chain of smog on YOURSELF. Discard 2 cards then repeat, repeat, repeat. Do this until everyone is dead or counterspells the copy when you have no cards in hand. Either way, this wins games more often than not, just be careful of blue players.

Artifact Commander win cons

Painters Servent + Grindstone

Now time for the colorless artifact win cons. Painterservant and grindstone are one of the oldest combos in the world. Have grindstone on the battlefield, play painter servant naming a color. Proceed to mill target opponent till they have nothing left, and watch them lose the game.

Myr Battlesphere+ Nim Deathmantle + Ashnod’s Altar

This colorless combo requires 3 cards. The win con is simple, play myr battlesphere with Nim deathmantle on the board and ashnods altar. Myr triggers giving you 4 myr tokens. Sac a token and Myr Battlesphere to get 4 mana for Nim’s Deathmantle. Recur this ability until you have 69,420 myr tokens and swing out to win the game.

Salvaging Station + Flayer Husk+ Grinding Station

Another mill strategy but wins nonetheless. Play flayer husk getting you a 0/0 germ token. Sack the husk to grinding station milling someone for 3. The germ dies causing salvaging station to trigger. Return flayer husk getting another 0/0 germ token. Do this 42 times per opponent and watch this colorless combo win games.

Commander Win Conditions: Conclusion

There you have it 18 win conditions for any mono-color deck. With this, you should have a strategy that any deck can implement to win you the game. Be sure to check out my article, top 10 best combos in commander. It goes over more than just mono color win cons, but the most powerful win cons in the game for players to use. Have a great day and enjoy comboing!

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15 Counterspells Not In Blue

Finding 15 counterspells not in blue is a little bit of a challenge. As such, I compiled the list for you! Get ready for 15 counterspells not in blue that you will love.

It should be noted that some of these counterspells don’t exactly counter but they can counter counterspells, or redirect target removal making them work effectively like a counterspell in the defensive aspect. Now, with that said let’s go over these 15 counterspells, not in blue.

Tibalt’s Trickery

The newest and premier counterspell. Able to counter any spell, this works fantastically as a red option that can be both offensive and defensive. While they may get something good, the chances that they get something better than what you are counterspelling is slim. Combine this with the ability to counter your own spell with the hopes to “draw” into something more relevant and you have a counterspell with additional benefits.

Lapse Of Certainty

White has counterspells. It’s amazing I know, and this is one that works similar to delay. Where it doesn’t necessarily remove the threat, but it does delay the threat. Giving you and the board 1 turn to find a solution. Which sometimes is all you need.

Imps Mischief

The only counterspell not in blue, but in black. Imp’s mischief is a weird one, able to redirect counterspells to target themselves or redirect removal to hit your opponents. This is the definitive Uno reverse card a person can play to throw people off their game. A great control option when playing mono-black.

Red Elemental Blast

The original counterspell not in blue. What is great about this one is even if you miss your chance to counter the spell, you can still destroy it! As long as it is still blue of course. Still, just about all my red decks have this card even if I run blue because no one expects an untapped mountain to counter their spell. 

Pyroblast

Second verse, same as the first. Pyroblast and red elemental blast are identical in just about every way. The only difference is pyroblast can target non-blue permanents and spells. It just doesn’t do anything to them. Still useful if you are needing a cast or target trigger.

Autumn’s Veil

An auto-include for green decks not in blue. Being less than a dollar makes this a fantastic counterspell if you find yourself against blue or black decks a lot. You can cast this preemptively to protect all your spells for the turn, or you can do it in response to a counterspell. Either way, this does a great job at playing the defensive role of a counterspell.

Veil of summer

The upgraded version of Autumn’s veil. This one allows you to draw a card to replace the effect, makes your spells uncounterable, and gives you hexproof. Making this the best “counterspell not in blue” for green. A definite choice to look at if you can afford the card.

Gutteral Response

Incredibly specific, but I have definitely been bamboozled by this card before. Costing a red or a green, guttural response is a solid choice for those who want more counterspell options or are going against mono-blue decks often. This can also hit things like pongify and blue sun zenith. Making this more than just for counterspells.

Rebuff The Wicked

My personal favorite counterspell not in blue. Rebuff the wicked is a white counterspell that just counters… as long as the spell is targeting a permanent you control. There is nothing more satisfying than playing something like Sythis and someone throws removal at your commander and you can counter it. The look on people’s faces is amazing and definitely makes this a note-worthy one.

Deflecting Swat

The most expensive counterspell not in blue. Free counterspells are amazing and a free redirect is incredible. Being able to do everything imp’s mischief does without the loss of life and for free, makes this a top-tier spell many would love to have. If you are ever needing a counterspell not in blue and have the money, this is definitely one to consider.

Silence

The only counterspell that does not redirect or counter, but man this is a good one. Casting this on your upkeep makes it to where all your spells can’t be countered. Casting this on an opponent’s upkeep makes it to where they can’t cast their spells. Effectively memory lapsing them. This puts in work and while it does not read like a counterspell, this effectively is a counterspell not in blue.

Mana Tithe

A popular counterspell, but really only noteworthy in high power games where mana gets tight, or for the early game to stop ramp. This is probably the weakest counterspell in commander as excessive mana is abundant, so its use is limited. That said it is a fan favorite because who doesn’t love saying “if only you had 1 more mana”.

Null Brooch

The all-in counterspell not in blue. Casting this one is a high-cost high reward. Once a turn you can stop any non-creature spell, throw in some untapping effects and you can use this multiple times. While it’s initial cost of losing your hand is steep, this can work in your favor if you are running a madness deck or graveyard deck. Effectively not losing these cards and getting a solid counterspell to thwart your opponents.

Bolt Bend 

Love big creatures? This is the counterspell for you. Working similarly to Deflecting Swat, this only casts 1 red if you control a creature with power 4 or greater. Making this a really great red spell if your commander has 4 or greater power. Etali decks love this as it works as a form of protection and is easy to have online. Definitely a choice to consider.

Ricochet Trap

The alternative version of bolt bend. While conditional to be going against a blue player, this is a solid redirect option for those that like bolt bend but don’t run creatures with power 4 or greater. Able to surprise opponents is always fun, but being able to say “you activated my trap card” is even better.

15 Counterspells Not In Blue: Conclusion.

There you go, 15 counterspells not in blue. Sure not all these straight-up counter, but you aren’t in blue so your options are limited. That said, each of these has their uses and are great options to have to stop counterspells or other forms of removal that will hurt your decks. Making these vital to make your deck consistent, and ultimately win more.

P.S. Looking to Commander better? Check out my guide on becoming a better player. It is filled with tons of resources to help improve your gameplay and be better than 80% of players!

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Archive Decks Tips/Tricks

Commander Deck Building Template

Looking for a Commander Deck Building Template! Whether you are new or looking for a fresh take on how to build a commander deck, commander20 has you covered. 

A good commander deck building template has 4 steps

  1. Step 1: Choose Your Commander
  2. Step 2: Include your ramp, draw, and control
  3. Step 3: Put your win-cons in there.
  4. Step 4: Shuffle up and play!

But, before we get into the discussion of the commander deck building template, it should be mentioned, that this template is designed to give you a streamlined look at “how-to” build a commander deck. It does not go over the reasons a ton.

The logic is that there is a huge detailed guide linked here, that this entire guide is based on. This has math, examples, and reasoning to defend each part of building a commander deck.

So if you want a full in-depth guide that teaches you the entire logic behind this article, I highly recommend getting the free guide. That said, if you don’t have a lot of time, this will cover the highlights and give you the streamlined Commander Deck Building Template.

Alright, enough of that, lets build a commander deck.

Step 1: How to Choose Your Commander?

The first step to building a commander deck is choosing your commander. 

To choose your commander, the simple answer is to choose a commander that is any legendary creature you like. So if you like Yargle, Glutton of Urborg, then that is your commander, if you like Tymna and Thrasios, then there is your commander.

This is the usual suggestion for new players as, a commander you are passionate about is easy to choose and begin building.

BUT, there is an alternative way to build your commander deck and it is a way I am a firm believer in, function. 

The idea behind this one is that, rather than choosing your commander first, you decide on what your deck wants to do first. Once you do this, you look to find a legendary card that can fufill that desire which then becomes your commander. 

For instance, I love being able to reuse spells to progress my board state, therefore I would look into cards that allow me to recast spells multiple times or get multiple copies. From there I would look at commanders that can do that, where I then stumbled upon Muldrotha. Muldrotha seems to fit the function of my commander so that is who I choose to be my commander.

Either way is a good way to choose your commander and the choice is up to you! If you are looking for inspiration I suggest looking at the most popular commanders of all time which are listed here. From there, we need to decide what should be in our commander deck.

What should be in your commander deck?

There are a few things that are should be included in your commander deck. These are 

  1. A commander who is a legendary creature
  2. A deck with a total of a 100 cards (including commander)
  3. Anything not on the commander ban list

As long as you abide by these 3 rules, then you should be fine no matter who you play with. That said, there is more to building a commander deck than this and there are 4 functions that every commander deck should include. These are:

  1. Ramp
  2. Draw
  3. Control
  4. Value

If you can include these 4 functions in your commander deck, then building a commander deck becomes remarkably easy. Now if you have read “The Rule of 20”, then you should know all this and more. That said, let’s briefly go over these and why they are important to building a commander deck.

Ramp

Ramp is simply “anything that nets you more mana”.

This means things like strike it rich which stores 1 mana for later is ramp, just as things like mana rocks such as sol ring, or mana reducers like Goblin Electromancer are all in the category of ramp.

At the time of writing, there are four main versions of ramp

  1. Storing mana for later
  2. Mana rocks
  3. Mana reducers
  4. Burst ramp

Draw

If you have no cards in hand, your ramp doesn’t matter. Drawing cards is fundamental to deck building for commander.

While ramping is necessary for consistently casting spells, drawing cards is necessary to consistently play the game.

So what defines card draw? Put simply anything that allows you to see/use more cards. Scrying, tutoring drawing, exile effects, recurring and milling are all common ways that work for card draw and are commonly used.

There are currently 5 common ways to draw cards.

  1. Draw
  2. Mill
  3. Scrying
  4. Tutor
  5. Casting from outside of hand

Each of these can be used to see, or reuse cards allowing for maximum deck usage.

Control

While ramp allows for consistently casting spells, and drawing allows you to consistently play the game, control is necessary to let your deck operate.

Think of it as the grease in a machine, ramp gives you the power for your deck to work, while drawing allows the machine to operate as it should, the grease is there to make the machine work smoothly.

Control does one of two things; 

  1. Protect your board, or
  2. Stop other people’s boards.

By correctly utilizing control, you will see your decks consistently perform better, while other decks have a hard time doing their thing. The ratios of each are gone over in more detail in this guide here, but the general rule of thumb is 13/7 or 7/13 depending on your decks goals.


Value

Now if you noticed, assuming 30-32 lands, 1-2 commanders, and 60 other cards, that only leaves 6-9 cards left over for everything else.

These are your “Value” cards. These are cards that don’t necessarily progress your board state but win you the game. Some common examples of this would be Beastmaster Ascension, harmonic prodigy, or Seedborn Muse. These cards are powerful but neither draw, ramp, nor control the board, making them really only useful in winning the game.

Now while some cards are strictly value (like the ones mentioned above) there are some that can win you the game but work in other categories. 2 common examples of this is underworld breach and mizzix mastery.

Both can be a form of card draw in that you get to use the draw function ‘of cast from outside your hand’ but an overloaded mizzix mastery or an underworld breach+brain freeze can be great ways to win the game. Determining which cards bring your deck the most value, is a very important function of actually winning the game. As talked about next.

How To Build A Win Con In The Commander Deck Building Template?

There are 3 ways to win in commander when building an mtg deck.

  1. Beats
  2. Combo
  3. Value

Beats win through beating people to death, usually through a swarm of small or big creatures.

Combo is usually playing an effect that just states you win the game.

While value is winning through an overwhelming amount of board advantage that the other three can’t beat.

When following this commander deck building template, you will need on average at least 3-6 cards dedicated to winning. If you don’t then even if you run the 20 ramp, draw, and control cards, you will end up having a great board state, but you can never end the game. Leaving people unhappy. As such a deck should always be built with at least 1-2 ways to win the game. Failure to do so leads to more losses on your end and a lower overall enjoyment rate with the other players.

That said, how to build a win-con for commander decks?

Simple, put your cards that you want to see win the game as your win cons. 

If you want to win through beats, play cards like blightsteel colossus, then blightsteel is your win con, and the rest of the deck should go to being synergistic or supporting these win cons.

If you want to win through combos, find your favorite combo such as dualcaster + twinflame, and build your deck around doing that.

Then if you want to win by value, just find the cards that will overwhelm your opponents and make it impossible for them to catch up, like consecrated sphinx.

Finding those cards can be a challenge so I recommend looking at actual decks you want to play and see what win-cons those include.

How Many Lands In A Commander Deck?

The final part you need to know for building a commander deck, is how many lands?

A commander deck should have 28+commanders value in land count. 

The reason is explained in this article, but the general reason is that lands are best for casting your commander and ramping, outside of that they have very little function.

Therefore, if you go off that number, your land counts should be what you need fairly consistently to progress your board and play the cards you want.

That said, once you play the deck a few times, feel free to add or subtract lands to the deck depending on personal preferences, but 28+ commanders value is the best starting point for discovering how many lands in a commander deck.

Commander Deck Building Template: Conclusion

There you have an easy-to-follow commander deck building template. With this, you should be able to easily build any deck you want. As long as you abide by this deck-building template, then I am sure you will have your deck do what you want every time.

Of course, if you are looking to become a master deck builder, then I highly recommend “The Rule of 20” it is a great ebook that goes over everything you will ever need for deck building. Making you a master class deck builder that everyone will be jealous of! Be sure to keep an eye out for my next article going over some of the more advanced options that deck building and strategy can have. 

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Why MTG Propaganda/ Ghostly Prison Suck.

I dare to say it, MTG’s Propaganda & Ghostly Prison suck. Don’t believe me? Let me prove it to you, and if by the end you still don’t believe me, then keep running it. Just keep what I said in mind if you start seeing the card’s faults.

Iconic as they are, MTG’s propaganda and ghostly prison suck because they fail to stop what they actually want to do; stop combat players.

What is the Goal of Propaganda/ Ghostly Prison in MTG?

To first prove to you that Ghostly Prison and Propaganda suck in MTG, we need to discuss what their goals are. 

Ghostly Prison and Propaganda’s goal is to stop your opponents from swinging at you to stop them from winning. 

To break that down further, these two cards are designed to stop combat players from going to combat.

And yes, against you it definitely stops players from attacking you…. At least at first glance.

The thing is Commander is broken into three stages: (1) Developing, (2) maintaining, and (3) winning. Let’s take a look at the actual effect is when you play a propaganda in MTG.

DEVELOPING: When a combat deck is developing they are not swinging creatures at players except for value. A propaganda effect does not stop them from swinging for value, just makes them less to swing value at YOU. After all, there are 2 other players not affected by a ghostly prison.

MAINTAINING: When a combat deck is maintaining their board, they are accruing value that develops a winning board by swinging stuff like Varchild, Betrayer of Kjeldor. Again this does not stop them from hitting the other 2 players. Moreover, your board can still be hit if they want to pay the mana or they can just use removal spells like Generous Gift to stop your board.

WINNING: At this point, a combat deck either has an army of creatures able to swing wide or a big creature to kill players. A ghostly prison incentivizes a go-wide strategy against the other two players first, but if they have a big creature then your ghostly prison does nothing. Even in the case of a go-wide strategy, if the combat player has a form of removal for your ghostly prison, then the card still does nothing, and they most likely had 4+ turns to find an answer. Meaning, you lose and the combat player wins.

What does Ghostly Prison/ Propaganda in MTG Actually Do

Stops incremental damage. That is what these two cards do, and incremental damage does not matter in most cases. 

Let me prove it to you. If you have 40+ life, you are still alive and can win. If you have 1 life, what can you still do? You can still win. 

Incremental damage, even if it is 39 points of damage, might as well be no damage at all in denying you the chance to win the game. 1 life does not stop you from comboing off, swinging wide yourself, or casting a board wipe. The only thing it does is make people nervous. 

Therefore, propaganda and ghostly prison suck in most cases. That said, there is one strategy where ghostly prison does not suck… let’s talk about it now.

When MTG’s Propaganda does not suck.

Propaganda does not suck in only one instance, where incremental damage is relevant. Now, some of you might be thinking I just spent the last x sentences talking about how these cards suck and incremental damage does not matter.

In most cases that is true. The reason being is that it does not stop you from winning. But there are a few game strategies, where incremental damage does stop you from winning. This is when you have a deck that cares about life totals.

In the case of life totals, aetherflux reservoir, ad nausuem, and fellidar sovereign are all cards that care about your life total being above a certain number. So, by deterring incremental damage, it helps protect your win cons. Much like destiny spinner prevents cards from being countered.

Now, just because these can work here, does not mean these should be used. After all, a counterspell, stax piece, removal, or even just a big creature can all do the same job as propaganda can in mtg. These can all stop threats that would hurt you. So, even in these cases, you should determine how relevant that card actually is for your deck.

Common Arguments rebutted 

Now, that we have addressed when propaganda in mtg does not suck. Let’s go over some common rebuttals that do not work. Tymna, & Enchantress decks. 

Tymna Decks

Stopping tymna from drawing a card is huge. 1 card turns into 2 cards which turns into 6 cards. So denying them an attack option is relevant. But, it is not as consequential as you think. 

The reason being the other ways to stop tymna, removal, creatures, or out-pacing the tymna player can make tymna’s card draw irrelevant. Throw in the option of notion thief and other similar cards and those cards will do a better job at stopping tymna draws than ghostly prison will ever do.

Meaning there are just more impactful cards than a propaganda effect in mtg. So those should be run over a ghostly prison effect. Especially when you consider you are putting this card in to stop 1 commander when you could put a card that stops all commanders instead.

Enchantress 

Enchantress does not play a lot of creatures and is thus susceptible to damage. Moreover, propaganda in mtg has synergy with enchantress and will allow me to draw cards. This may seem relevant but let’s go over when propaganda is good.

These effects cost 3 mana and will draw you one card. Meanwhile, you could play something like Settesan Champion, which can block and draw you more cards. Or some other control piece like cast out, and still stop the main threat from hurting you. 

The only card like propaganda that enchantress should consider running are solitary confinement and maybe sphere of resistance. These do a much better job than the other 2 effects and are much more relevant.

What To Do To Stop Go Wide Strategies?

Truth is a late-game propaganda does nothing to stop a combat player. At this point, a player has a developed board, their win-con online, and are able to present that to players. If no one has an answer to stop it, then that player wins. 

And, despite protests, MTG’s propaganda and ghostly prison is not an answer. It is a delayer. A ghostly prison does not stop that person from swinging out and killing the other two players. It does not stop them from having enough mana to swing their biggest creatures at you to kill you, and it definitely does not stop them from getting value from combat through creatures like toski.

All ghostly prison and propaganda do in mtg are let the opponent kill the other 2 first then kill you last, or use a piece of removal to hit you.

Making the goal of these cards, completely negated.

Then what should I do to stop combat players? There are two solutions to stop combat players: (1) Take propaganda out and put in a better from of removal/stax, or (2) outrace the combat player. 

If you do either one of these two solutions, you will find that your deck will not only function better, but you will win more games too.

Conclusion

As you can see, ghostly prison and propaganda in MTG fail to do what they are designed to do. Because of this, this card usually becomes a useless card in a majority of scenarios. Therefore, this should only be considered when you have a strategy that incremental damage ruins. Because of this, life loss strategies are the only time when mtg’s propaganda does not suck.

I hope you all have a wonderful day and look forward to seeing your replacements!