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Summary
Discusses ways to orient a Commander deck relative to its commander. Conventional approach: pick a cool commander, add cards that synergize, then fill gaps with what the deck needs. Warns that commander and deck can end up doing the same thing (example: Krenko, Mob Boss in a goblins deck both just play goblins). The speaker's preferred approach: build the commander to do the opposite of the rest of the deck — build a midrange deck with a glaring weakness that the commander solves. Example: Glissa Sunslayer, a strong 3-mana blocker, draw engine, and enchantment punisher; instead of the EDHRec counter-removal builds, he built a battlecruiser deck jammed with ramp, removal, and big cards, since Glissa covers early blocking and draw. Example: Liesa; instead of the common lifegain build, he built a hatebears deck that chips damage and hinders opponents, then plays Liesa (5 mana) to cut through the resulting board — a deck with a "Liesa-shaped hole." Principle: a commander that covers one element lets you put that element on the backburner and focus deck slots on what the deck does well, solving a known weakness ahead of time. Endorses midrange as underrated.
Key Clips
- [01:42] You're building a 99 card singleton deck, something with naturally high variability, but you have an ace up your sleeve: a card that you will always have, every single game.
- [01:26] A lot of strong decks will opt to have the commander do something tangential to the rest of the deck—tying in with some key cards but broadly offering something different in nature than the rest of the deck.
- [01:42] My favorite form of this relationship is where the commander does the exact opposite of what the rest of the deck is trying to do: you pick a commander, then build a midrange-y deck with a glaring weakness solved by that commander.
- [02:02] Glissa Sunslayer is a fantastic creature for three mana—an absurdly effective blocker, a draw engine, and a source of endless sadness for decks running enchantments.
- [02:18] Rather than the usual counter-removal build, I made a hardcore battlecruiser deck. Glissa's flexibility means I can forget about early-game creatures and not worry as much about draw, instead jamming the deck full of ramp, removal, and massive cards.
- [03:37] Instead of the usual lifegain build for Liesa, I built a hatebears deck—crammed as many hate bears as possible—so the deck is craving a beater to cut through a stale boardstate, and Liesa cuts through the resulting board quagmire.
- [04:19] By design it's a deck with roughly a Liesa-shaped hole, and I'm able to play Liesa for 5 mana anytime I want in any game I want.
- [04:33] Running a commander that covers a particular element of the deck lets you build a deck that puts that element on the backburner and focuses effort on what it knows it can succeed at—you solve the problem you know your deck will have ahead of time instead of agonizing over how many deck slots to devote to it.
Tags
Archetypes/Strategy: midrange, voltron Format/Bracket: Core Card Categories: ramp, removal, finishers