The Goldfish Test Every Commander Player Needs

Source: RebellLily Apr 23, 2026 Bracket unknown spellslinger

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Summary

A two-phase goldfishing method for deck design. Phase 1 "the rough": test only the game plan. Dedicate ~27 cards to the plan; pick main payoffs, enablers, and pet/meme cards you insist on playing. Don't get married to cards early. Use placeholders — the video says throw in eight Arcane Signets, eight Swords to Plowshares, and Islands that tap for everything — because at this stage ramp doesn't matter, only how the deck flows. Fill 100 cards, mulligan to a playable hand, play up to six turns, and tune until the game plan executes smoothly (example: a spellslinger pinger deck should clear the table by turn six, else add cheap spells, pingers, or doublers). Phase 2 "the polish": replace placeholders, then repeatedly mulligan to judge keepable hands, aiming to keep six or seven of ten. Note why hands are keepable or not (e.g., mana/color support, too many payoffs vs enablers). Goldfishing can't test interaction; instead use template-recommended removal numbers split between board wipes and other interaction. Core principle: being proactive is best even for reactive decks — pose a strong enough question opponents must answer. Cards named: Mystic Remora, Rhystic Study, Esper Sentinel.

Key Clips

  • [01:14] The number one problem I see of players who goldfish during deck design is they are trying to solve too many problems at once — the land base isn't tuned to the cost ratios of the spells, the game plan doesn't have enough payoffs, and the payoffs aren't even the right ones.
  • [02:12] Commander at any level is about resolving your game plan. The first step, before you worry about protection, is designing a deck that poses a strong enough question for opponents to answer, or a strong enough threat they must respect.
  • [04:37] Rough out the space dedicated to your plan, roughly 27 cards by my template system. Within those, pick your main payoffs and enablers, plus the pet/meme cards you absolutely want to play — that forms the infrastructure around the plan.
  • [05:14] One of the biggest issues with deck builders is getting married to their cards too early. Throw in eight Arcane Signets and eight Swords to Plowshares as placeholders and Islands that tap for everything, because at this point it doesn't matter what the ramp is — it matters how the deck is flowing.
  • [06:16] Once you rough out 100 cards, mulligan into a playable hand and play up to six turns, because that should reflect enough of a game. For example, if your spellslinger pinger deck doesn't clean the table by turn six, something is seriously wrong.
  • [07:09] In cEDH we build for stronger mulligans because the game is so compressed. Within a mull of five or four you want a range of keepable hands — a proactive combo hand or backup hands hitting Mystic Remora, early Rhystic, or Esper Sentinel for mana.
  • [07:37] Mulligan again and again and see how many hands you can keep out of 10, and note the hands you can't keep. If you're playing Esper and your cheap blue-black cards that need to be cast on curve aren't supported by your majority blue-white lands, that tells you how to tune.
  • [08:50] Goldfishing is a solo activity, so it structurally cannot tell you whether you have enough removal or interaction. The fix is integrating the right removal numbers through the template system and splitting them between board wipes and other interaction so you're likely to draw responses.

Tags

Archetypes/Strategy: combo, control, spellslinger Format/Bracket: cEDH, Optimized Card Categories: removal, protection, counter, draw, ramp

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