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Summary
Core heuristics: a deck can do ~5-6 things well (counting ramp, removal, card draw); synergize support with the core plan. With ~8 copies of an effect you draw it by turn 6-7, so scale card counts to how many you need plus card draw. Plan the exact path 'from zero to winning.' Distinguish linear commanders (don't scale ΓÇö Tasigur, Sauron Lidless Eye, Gut, Fractal Tender) from multiplicative ones. Run only 1-2 alt win-cons unless a dedicated combo deck; most decks want ~8-9 win-con/payoff cards (budget Baba Lysaga runs 7). Treat EDHREC as a base, not gospel ΓÇö hunt niche cards yourself (untap: Instill Energy, Nature's Chosen, Wirewood Symbiote in Lathril). Bracket 3 needs to win or lock the game by turn 7-8. Ramp-heavy commanders can skip 4-5 CMC slots; add cheap protection (Tamiyo's Safekeeping). Kaalia wants 12 ramp sources and cheapest removal (Deadly Rollick, Terminate, Snuff Out), cut slow Phyrexian Arena. Aristocrats (Zulaport Cutthroat) + sac outlets power token/counter decks (Zask, Xyira). Gar wants cheap pump + instant-speed graveyard exile (Reckless Charge). Burn scales with damage doublers/copiers (Price of Progress + Increasing Vengeance). Control decks need a telegraphed combo finisher (Hullbreaker Horror). Isochron Scepter + cheap spells for Nira.
Key Clips
- [23:50] Based on the maths, if you have about eight of a card in your deck, you're going to probably draw it by about turn 6 or 7 ΓÇö assuming you have some card draw. So you just have to choose what you want.
- [20:48] It's better to have many decks that give different experiences than one deck that does multiple things, because by diversifying too much in a deck, you make your deck worse and weaker, less fun.
- [26:01] Grave Crawler is one of the most broken combo pieces when you add it to a Phyrexian Altar and a way to replay it ΓÇö lean into recurring Zombies and doing cool stuff, not just turning them sideways.
- [36:32] You ramp into Lathril with your elves, make her big, make a bunch of elves, get to 10, and then you want things that untap Lathril so you can go 10 life, untap, 10 life over 1 to 2 turns to kill the table.
- [39:28] Lathril is pretty solid, but I'd run Instill Energy and Nature's Chosen for untapping ΓÇö and neither is present on Lathril's EDHREC, which is where most people go. If you know you want untap, go search for the cards yourself.
- [41:05] At lower brackets I don't like too many alt win cons because they won't interact with your main strategy and feel clunky to draw. Maybe one or two per deck, and an alt win con shouldn't require 10 cards out of your deck.
- [54:06] Tasigur is an example of a linear commander ΓÇö the effect can't scale with anything else you add. You're paying four mana to mill two and get one card back. It's inherently weak; there are easier ways to return cards.
- [122:11] In most decks you probably need at least eight to nine win condition cards that facilitate you actually winning the game, so you reliably draw into one across a game.
Tags
Archetypes/Strategy: combo, value-engine, aristocrats Format/Bracket: Upgraded, Optimized Card Categories: win-cons, ramp, removal, draw, finishers