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Summary
The creator prepares for a 120-player cEDH tournament by learning competitive Commander deckbuilding. Core cEDH principles: decks are collections of individually powerful, narrow cards (fast mana like Chrome Mox, Mox Diamond, Sol Ring, Ancient Tomb; card advantage like Mystic Remora and Rhystic Study; targeted interaction) rather than synergy engines. Commanders should be cheap and light on colored pips — Ragavan is ideal because he's free and generates mana; two-pip commanders like Vaarsuvius are weaker. Opening hands need a mix of advantage, mana, and interaction, making mulligans crucial, especially from disadvantaged later seats. The creator rejects all-in turbo decks (Lumra, Tivit/Etali) as roughly 30% coin-flips and instead builds monogreen Six, a lands deck. Six attacks to mill and recur permanents via retrace, generating constant card advantage, playing through counters, and enabling combos (Lumra loops, Grinding Station/Lion's Eye Diamond, Thassa's Oracle-free creature combos) while permanents double as interaction. Six is favored because he's easy to cast, draws cards, fuels many combos, and avoids going all-in. Turbo dominates tournaments because ~60 minutes per round is lost to mulligans and politics, so only fast decks reliably execute. The creator concludes cEDH is most fun played casually rather than in tournaments.
Key Clips
- [05:18] The first inclusion in any CEDH deck is fast mana cards that let us circumvent the one land per turn limitation. Chromox, Mox Diamond, Soul Ring, Ancient Tomb, Gaia's Cradle let us skip what would usually be the early game.
- [06:45] Colors are a surprisingly big consideration in CEDH. The best commanders are light on pips and low on mana cost — Vaniong needing two blue pips is a significant downside, while Archist of Agma is weaker but sees more play because he's much easier to cast.
- [10:30] In social Commander, decks are built for synergies. But for CEDH that isn't possible because the strongest cards only do that singular thing — Soul Ring only ramps, Mystic Remora only draws, Thassa's Oracle only wins the game. CEDH decks are collections of individually powerful cards.
- [11:36] Think of CEDH decks as a collection of advantage, mana, and interaction. For our opening hand, we want a little bit of all of those. If you're missing any category, that'll make the game much more difficult — and unlike social Commander, we're not going to draw into the stuff we're lacking.
- [12:24] Finding a good mulligan is crucial. If you're going last, you absolutely cannot keep a bad hand. So you mulligan until you find something good, and if you never do, then you lose.
- [18:26] He fits three very important criteria. He's easy to cast, provides card advantage, and is part of many powerful combos. Six also makes opening hands with only mana playable because he effectively draws us three cards a turn.
- [18:46] We can dump our hand, attack with six on turn two, and find things to do. Turn three win attempts are reasonable, turn four almost guaranteed — assuming no interaction. Longer matches work out in our favor because at the end of the day we are a lands deck.
Tags
Archetypes/Strategy: lands, combo, value-engine, ramp Format/Bracket: cEDH Card Categories: ramp, draw, counter, removal, tutor, recursion, win-cons, protection