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Summary
Argues against turning a synergy-engine commander into a combo piece when combo is NOT the deck's primary gameplan. Fine when combo IS the plan (makes it compact, frees deck space), or when combo pieces also fit the main plan—e.g. Samut beatdown running Combat Celebrant and Sword of Hearth and Home, where the haste-combo is a bonus. Problem: an out-of-place, far-stronger combo. Two issues. (1) Vibes/table-whiplash: mixing weak and wildly-powerful plays makes the deck hard to read. (2) Tangible: opponents' removal reflects combo potential. Zaxara is normally medium-priority removal, but 46% run Freed from the Real (infinite colored mana), so it becomes top removal priority even when the player just has hydras/ramp. Tivit: 72% run the Time Sieve one-card infinite combo; 63% of voting-oriented Tivit decks also run Time Sieve, so a held counterspell always hits Tivit. Atraxa + poison counters reads as 'each opponent gains a poison counter per turn,' drawing focused attacks; poison is near-impossible to remove. Counter-examples where roles don't conflict: Radha (mana dork + lieutenant enabler). Author's Malcolm deck is both combo piece and mana engine—handled by running many counterspells cast off Malcolm's treasures and maximizing Time Sieve consistency. Know what Magic you want to play.
Key Clips
- [01:33] If I'm building a Samut beatdown deck, Combat Celebrant and Sword of Hearth and Home are both great cards for the deck in general, and the fact that they also combo with the haste the commander provides is just an added bonus that can allow for explosive wins on certain boardstates.
- [02:10] If you build a deck that's mainly doing one thing but has some other much more powerful thing it can draw into 10-20% of the time, that's gonna lead to some table whiplash. It's much more difficult for people playing against that deck to conceptualize it and strategize around it.
- [03:07] According to EDHRec, 46% of Zaxara decks run Freed from the Real, a card that can produce infinite mana with Zaxara's ramp ability. If I know my opponent is among those 46%, that Zaxara immediately becomes a top priority for removal—so the hydra player gets their fair gameplan slowed down just because they made their commander part of an infinite combo.
- [04:56] About 45% of players are playing a Tivit deck based around voting—sorting by inclusion of Brago's Representative shows lots of voting-oriented cards plus flicker and artifact synergies, a reasonable mid-power deck. In plenty of cases I'd be fine letting Tivit resolve to get a counterspell on a more critical spell later.
- [05:54] 63% of voting-oriented Tivit decks run Time Sieve. Statistically speaking, no shot that's resolving—the one-card infinite combo means I counter the commander even though the player may just be looking to do fun voting things.
- [06:27] The second you throw some poison counters on your opponents, the commander immediately reads 'each turn I get a poison counter' for all your opponents, and their removal choices reflect that. Since poison counters are almost impossible to remove, even if Atraxa isn't in play, the threat that she could be warrants very focused rounds of attacks.
- [08:19] In my Radha deck the commander serves two roles—mana dork and enabling lieutenant creatures—and this works because neither steps on the other's toes: removing it early to cut mana isn't a setback to lieutenants I haven't played, and removing it as a lieutenant enabler isn't a major mana setback since Radha as a mana dork isn't that important past turn 4.
- [08:58] In my strongest deck Malcolm is both a combo piece and a mana engine, which makes him the scariest creature on board. I account for that by running a massive pile of counterspells cast using the treasures Malcolm generates—I know how opponents will feel and I'm prepared to say no when they send removal in the most logical direction.
Tags
Archetypes/Strategy: combo, value-engine, midrange Format/Bracket: Core, Upgraded Card Categories: removal, counter, win-cons, protection, ramp