Showing posts with label Andrew Pemberton. Show all posts
Showing posts with label Andrew Pemberton. Show all posts

Thursday, 30 December 2010

The Ten Command-Ments: Building your First Commander Deck

by Andrew Pemberton


Howdy, gang! I hope everyone had a suitably Magic-filled Christmas, and is ready to get back to some real brewing. Last article, I talked about my own Azusa Commander deck, and this week, I'd like to continue on from that to show you the steps to creating your own Commander deck, by not only leading you through the thought processes, but give you examples along the way.

1, Selecting your Colours and Commander


Now, to start off deck building, it's imperative to know what you wish to accomplish: Do you want to smother the battlefield with powerful board spells, or intricately build up a machine-like combo? Once you know what you need to accomplish, you can choose your colours accordingly. For the intricately minded, Blue offers a lot of tricks and disruption effects, while the aggressive strategies offered by both Red and Green may appeal to others among you.

You may not even want to choose your colours first: I have known many people (Including myself) to pick a Commander first and go with the colour(s) he or she offers. It's also fine if you like a Commander for his abilities, or even just sentimentality. It's Casual, so it's perfectly fine to have sentimentality enter the fray.


2, Knowing your Commander and your Plan of Attack

So, you've chosen your colours and (Hopefully) Your Commander. Now, we can start to build up an idea of the type of deck we would like to run. To do this, I often make a Pros and Cons list of what my deck should be able to do, as a result of my Commander choice. Doing this allows you to pinpoint both the strengths and weaknesses of your chosen Commander, and allows you to formulate basic plans of attack in order to fight your weaknesses. For example, if you need to sacrifice a creature in order to activate your Commander's effect, then having a few token generators allows you to use very little mana and card advantage to gain a continuous source of fodder.

Of course, knowing your Commander also means knowing your plan of attack, stemming into the Three major Archetypes: Control; Aggro; and Combo.

Control decks tend to favour a permission style of play: That is, they allow you to control what happens on the board, either through 'Sweepers' (Effects that destroy all of a given type of card on the field, i.e. Day of Judgment), Counterspells (Mana Leak), and bouncing permanents to their controller's hand (Unsummon). Supplemented with a fair amount of card draw, this style of play always needs a fairly large card count in hand in order to benefit fully, and cards that recycle themselves, such as Capsize, are often at use in these forms of decks due to the lack of Card Advantage spent in order to gain their full effects.

Aggro decks are the complete opposite of their Control counterparts: They want to win, and they want to do it as quickly and brutally as possible, either by playing a threatening creature every turn, or using fast ramp spells (Spells that increase your mana production or land count on the Battlefield) in order to put out their bigger Creatures as fast as possible. These strategies always include lots of efficient creatures that either have a high Power and Toughness, or that have very useful effects when in combat, such as Trample or Flying. Aggro decks also tend to have a lot of removal, either in the form of single-one-shot effects or their own versions of sweepers, and also gain benefit from having utility-style effects such as Hull Breach in order to target multiple threats at once.

Combo decks are a little more complex than the previous Archetypes: Combo decks support combination play, in that they want to assemble a game-winning set of cards as fast as possible. Not usually running many creatures, these types of decks instead want to use Card Draw and Tutors (Cards that allow you to search your library for a specific type of card) in order to assemble said combo as quickly as possible. There are plenty of Combination plays available, and even Aggro and Control decks can use certain combos in order to gain advantage. Combo play is also the most versatile form of attack, which can result in milling the Opponent's library; dealing infinite damage to every player; and making infinite mana to support said combos. Combo decks are also, by their nature, very fragile: If one of your pieces is gone, you may have trouble reforming it, so it does take careful consideration in order to make the right plays.

3, Choosing cards to fit your plan

Now, most Pro Players will say that a good basis to any deck is knowing what your deck does, and how its cards interact. In Commander, there is very little difference: In fact, the nature of Highlander formats allows us to have more interactions between our spells, and generally the more our cards interact, the better our results become. Certainly, it is important to consider what cards you need to achieve certain goals, and how versatile these cards are in our overall plan. Not only that, we need a structure so that we don't overdo it on certain areas: We don't want to be drawing too many removal spells when we need a Creature to end the game for us.

As a basic plan, I tend to not have a fixed outline for deck building, as some decks need cards that others don't. As a basic principle, I would look to this as an outline;

-35-40 Land

As with any format, you can't do much without Land. This should be a mix of both colour-producing lands and utility lands. In accordance with the number of spells of a specific colour, your lands should have a similar ratio in producing those colours. Of course, two and three-colour decks have the benefit of Dual Lands and Tri-Lands in order to help fix their mana base. Utility lands are lands that serve a purpose other than producing mana, and should be at their minimum in a 3 or more colour deck. This will give you the right mana to cast your spells, but can be added to or reduced depending on the lands you need to accomplish your goals. Some lands can add Coloured mana as well as an effect, such as Oran-Rief the Vastwood, allowing you access to the lands without crippling your mana base.

-5-10 Mana producers (Land Search, Ramp, Artifact Mana)

Depending on the colour, you may have more or less access to Ramp. Green tends to be the best colour for land searching and ramping, and can easily be a support colour in a three colour deck to ensure you get your mana as fast as possible. However, in other colours this ramp is a little harder to achieve. One way around this is to use the best slots available within your colour: All colours have some form of Land search or ramp spells;

White: Land Tax; Weathered Wayfarer
Blue: High Tide
Black: Dark Ritual
Red: Desperate Ritual; Seething Song

It's up to you to weed out what you think is the best style of card for your deck. The second option is the use of Artifact-based mana. Though sometimes expensive in terms of monetary value, this allows you to ramp if your colour is a little weak in terms of options in this field. Cards such as Mana Vault, Darksteel Ingot, and the Signets from Ravnica Block offer fairly inexpensive ways of producing mana, and depending on your budget, Sol Ring makes an invaluable ally in Ramping for any deck.

-20-25 Creatures

Now, let me get this point across very clearly: Everyone has creatures in Commander. If you go in unprepared, you'll find it incredibly hard to win. These creatures can change, depending on the makeup of your deck, however. If you have a control style of deck, you may find that loading up on Removal is a better prospect than having more guys, and finding one to protect may be an easier prospect than having your creatures constantly destroyed.

I like to think of creatures in a few ways: I want a few creatures that do specific roles - Some to help me ramp, some to give me some utility, and some to win me the game. Getting the right balance is all about playing with the cards and finding out what works for you, and whether cards are optimal for the deck as a whole.

-7-12 Card Draw / Card Advantage

Having some form of card draw, even in colours that are scarce of it, allows you to keep refilling your hand and finding gas. Just like ramp, all colours have some form of draw, although some draw is better than others... and just like ramp, there are colourless options as well, though they tend to be more of a 'group hug' (Cards that help all players equally) field than anything. Colourless draw that is targeted (Jayemdae Tome, etc), can be expensive in most cases, but may be better than having no options at all.

-2-5 Tutors

Invaluable for combo decks, these allow you to find what you need straight away. Black tends to have the most versatile tutors, but some will cost you life. Depending on your game plan, you will need some form of tutoring in order to find what you need easier: If you know a card is key to your strategy, then packing a couple of ways to search it up is never a bad idea. These cards can be a little expensive in monetary terms depending on your colours, though, but there are always options in a field of 11,000 Cards. Reusable Tutors are always handy (Artificer's Intuition; Survival of the Fittest), and can let you go for whatever you need as you go through the game, often for minimal cost.

-8-10 Removal (Including Sweepers and Spot Removal)

As with creatures, removal is essential for any deck. The types of removal vary greatly from colour to colour: White prefers to destroy everything on the board or Exile certain threats, while Red prefers to burn everything to a crisp. The best way to pack your removal is to know that you have something for everything, so at least you have a chance at neutering opposing threats. The best cards in this category for versatility are the Command Cycle from Lorwyn Block. Each Command offers at least some form of removal over its four 'Modes', but that versatility means that the cards can still be useful should you not be under direct threat of a Woodfall Primus stomping on your face.

-10-15 Utility Spells (Recursion, Token Generators, etc)

These incorporate cards that aren't defined the above structure. These cards can include recursion, either returning cards to play or to your hand, or cards that allow you added utility in some regard. These cards are usually tied to your Commander in some way, either in creating a combination play, or just in aiding your board position a little by letting you re-use key cards.

Now, the structure is never a perfect structure: You can never tie many strategies into one style of deckbuilding, but you can at least get a starting point from this style of thinking. Just think of what you need to be playing, and dedicate an area of your 100 cards to that specific point.

4. Testing and tweaking your Deck.

Of course, Commander is meant to be a fun format, but that doesn't mean you can't always tweak your deck. Building the deck is half of the fun, but actually playing and enjoying your deck is the major part of any game of Magic. Now, you can never make a perfect Commander deck on the first try: I find myself always finding cards that I want to try, or cards that I didn't find were up to the task that I'd set for them.

Deck Construction in this format should be in a constant state of flux: You should always want to try and adapt your strategies, try new cards if and when your budget allows, or even so much as change the Commander you're using if it means developing your play style further. If there's one thing I want you to take away from this, it is that you never have to keep your deck the same: Change cards, mix it up a little, and you'll find your understanding deepen, and even take some helpful hints into Standard or Drafting at the next WNM. Your deck won't evolve if you don't evolve with it.

5. Repeat Ad Nauseam

Now, once you've caught the bug of actually building and playing decks, you can experiment with new colours and Commanders. The world of Commander is a constantly evolving format: With each new set comes new potential for Commanders, new removal cards, and new cards to supplement our strategies. Only by exploring these intricacies will we find our new ways to play.

...and with that, I will bid thee adieu. I hope you enjoyed this week's segment as much as I enjoyed writing it. Until next week, feel free to use the links below to contact me, or just grab me for a chat at WNM next week.

Until then, take your game to the next level!
Andy P
e-mail: Ajpem@castlecore.com
MSN: Mirage_Knight@hotmail.co.uk

Sunday, 19 December 2010

The Ten Command-Ments: Azusa, Lost but Seeking

by Andrew Pemberton

Howdy, all. After last week's success (or so I've been told), I can now announce my further involvement in the Team Leeds Blog! Ron Wagner has set me up as a Co-Author for the site, and I will be using this capacity mainly as a multiplayer writer. My aim is to get more people involved and interested in all formats, but for the most part, I'd like to talk about Commander in many facets, from strategy and politics to deck techs from not only myself, but other players within the group.

However, as of last week's discussion, two major rules changes have occurred:

*Emrakul, the Aeons Torn is now BANNED!


For those of you just getting into Commander (Or for those who have played against John Ingham or Mark Hammond any time during the last 3 months), Emrakul was the bane of any player's existence. Play would devolve into one of two scenarios usually;

1, You cast a 15-Mana 'I win the game spell', which forces everyone else on the table to try and kill you before you kill them.
2, A player would cast Bribery, and often steal a player's Emrakul, sealing the win for themselves as early as turn 4 or 5 with acceleration.

Now, the Giant Tentacle Monster is no more, and we can all feel free to enjoy intricate combos again. As for the other change;

*When building a Commander deck, the mana symbols in the text box are just as important as those in the cost of a card. The Commander’s color identity restricts what cards may appear in the deck.

In short, this translates to previously unplayable Generals such as Memnarch; Bosh, Iron Golem and Rhys the Exiles being legal for Commander play. Colour Identity refers to both the mana cost and any mana symbols in your chosen General's text box, and you may use cards of those colours.

i.e. I am running a Thelon of Havenwood Commander deck. Under the old rules, I could only use Green or Colourless cards because Thelon's colour identity was only Green. Now, Thelon decks are allowed to use both Green and Black coloured cards, as Thelon has a Black mana symbol within his text box: Perfect for those who love Pernicious Deed!

OK, now that those have been addressed, I'd like to begin my real talking point. At the request of Steve McAleer, I have produced a Deck Tech for my own Commander deck. I present to you... Azusa, Lost but Seeking!


Commander:
1 Azusa, Lost but Seeking


If you remember from last week, I described a few ways in which you should look to use your general. Azusa, in my eyes, is a little bit of a unique general, in that you want to be able to cast her often, but even just casting her once can put you incredibly far ahead based on what your hand looks like. I sit in the Sam Black school of thinking, in that I want to abuse my general as much as possible, and what way to do that than with a lot of land?

Lands:
20 Forest
1 Misty Rainforest
1 Verdant Catacombs
1 Windswept Heath
1 Wooded Foothills



As a Mono-Green build, the Forests are essentials. The fetches allow me to thin my deck slightly, and also combo well with cards further down the list. I generally want one or two Green-producing lands in my opener, ideally with one of the next few cards.

1 Havenwood Battleground
1 Hickory Woodlot
1 Ancient Tomb
1 Crystal Vein



These lands are all special in that each one allows me to cast a turn 2 Azusa. Some do it at the cost of life, others at the cost of a sacrifice. Either way, the resources in Commander are such that you can afford some form of liberties, either with your life total or with sacrificial outlets. The increase in tempo they allow you is well worth the cost.

1 Dust Bowl
1 Strip Mine
1 Tectonic Edge
1 Wasteland



Land Destruction is helpful both in 1V1 and Multiplayer situations. In any case, most LD is used to keep a cap on someone trying to abuse utility lands such as Academy Ruins to set up a combo. At a push, you can keep people off colours, but it depends how cut-throat you want to be. Know that by destroying lands just for the sake of it, you will likely incur the wrath of your opponent.

1 Blasted Landscape
1 Slippery Karst
1 Tranquil Thicket



The cycle lands offer a little bit of extra draw late game, while being acceptable as land drops in the early game. Every card matters, and having some that can pull double-duty is important in such a format.

1 Gaea's Cradle
1 Yavimaya Hollow
1 Boseiju, Who Shelters All
1 Eldrazi Temple
1 Eye of Ugin
1 Petrified Field
1 Reliquary Tower
1 Temple of the False God
1 Vesuva



The rest of my mana base just offers various utility depending on what I need. Cradle gives me lots of mana; Hollow allows me to protect my creatures, while Boseiju protects my spells. The Temple and Eye of Ugin are for my small Eldrazi contingent, and it gives me a tutor for not only them, but also other Colourless creatures, depending on what I need. Petrified Field lets me re-use my sacrificed lands; Temple of the False God is an easy 2 mana in this deck; Reliquary Tower lets me go overboard on some of the draw effects; and Vesuva allows me doubles of any land, or just detroy my opponent's Legendary land.

Mana Acceleration:
1 Crop Rotation
1 Hermit Druid
1 Lotus Cobra
1 Rofellos, Llanowar Emissary
1 Sylvan Scrying
1 Life From the Loam
1 Realms Uncharted
1 Journey of Discovery
1 Gaea's Bounty
1 Oracle of Mul Daya
1 Seek the Horizon
1 Primeval Titan
1 Krosan Tusker
1 Mana Vault
1 Sol Ring
1 Armillary Sphere
1 Crucible of Worlds



Many green Commander builds are based around the production and effective use of mana, and mine is no different. There's plenty of cheap, effective ramp for my strategy, and I don't skimp out on it. Land search is prevalent, and it mainly adds lands to my hand, allowing me to use Azusa to her full potential, as well as trigger Landfall, making Lotus Cobra a very good addition. Primeval Titan is usually seen fetching Valakuts, but here it allows me to fetch any two lands I need. However, the two most important cards are Life From the Loam and Crucible of Worlds: Both of these allow me to add another layer to my gameplay: Using the graveyard as a resource. Crucible allows me to recur my 2-mana producing lands, as well as fetch lands, while Life from the Loam gives me back the cycle lands to re-cycle (Heh ;p) for more advantage. Cast, Dredge, Repeat. The ability to constantly cantrip with the Cycle lands gives me plenty of options, including the ability to dredge back Loam should I have two or more of them at my disposal.

Draw:
1 Sylvan Library
1 Harmonize
1 Greater Good
1 Regal Force
1 Sensei's Divining Top
1 Scroll Rack
1 Horn of Greed
1 Well of Knowledge
1 Mind's Eye



Green does have some of the worst time with stable draw, so I've tried to include not only the best draw from my own colour, but also some artifact-based draw. Sylvan Library, Harmonize and Greater Good let me dig deeper, while Sensei's Divining Top helps me filter what I need, along with Scroll Rack. However, the most influential card is Horn of Greed: The ability to get three draws a turn with Azusa out gives you plenty of gas, or more land to continue to cycle through next turn.

Removal:
1 Lignify
1 Relic Crush
1 Rootgrapple
1 Acidic Slime
1 Desert Twister
1 Duplicant
1 All is Dust



Most Green-based removal tends to be favourable towards Non-Creature destruction, as can be seen via Rootgrapple, Relic Crush and the Slime. However, Green also has the undeniably strong Desert Twister, allowing you to destroy ANYTHING for 4GG, and as an uncommon, is a staple for those of you on tight budgets. All is Dust gives me a good board sweeper should I need it, and Duplicant gets rid of pesky fatties trying to get in your way, not to mention opposing Generals.

Tutors:
1 Worldly Tutor
1 Sylvan Tutor
1 Treefolk Harbinger
1 Survival of the Fittest
1 Eternal Witness
1 Natural Order
1 Primal Command
1 Tooth and Nail



Whether tutoring for a utility creature or for a game-winning combination, these allow me to search for exactly the right type of card for the situation. One of the more intricate of these is Treefolk Harbinger: He can fetch me a Forest if I need mana; Lignify if I need creature removal; Rootgrapple if it's a non-creature giving me trouble, or Woodfall Primus if I need a fatty AND removal in the late game. Natural Order and Tooth and Nail are both very powerful as well, giving me a tutor and allowing the creature(s) to enter the battlefield, ready to fight. I will admit that Tooth and Nail is one of my pet cards (My first forays into Standard were during Onslaught-8th-Mirrodin), it's hard to ignore such a drastically powerful spell that can set up any number of game-winning combos.

Control:
1 Mwonvuli Acid-Moss
1 Plow Under
1 Stunted Growth



These cards just give me a little more control over certain situations. Acid-Moss and Plow Under gives me some control over my opponent's lands, while Stunted Growth gives me a very rare ability: The ability to affect my opponent's hands. Usually a Blue or Black ability on the 'Colour Pie', this is a rare and very powerful effect for Green, and certainly a hidden gem of mine. Serving the same type of role as Plow Under, setting your opoonent back three cards in hand and neutering their draws for three turns can have a drastic effect on the game. I recommend it for any Green player out there :).

Creatures / Win Conditions:
1 Masticore
1 Rude Awakening
1 Kamahl, Fist of Krosa
1 Steel Hellkite
1 Avenger of Zendikar
1 Terrastodon
1 Woodfall Primus
1 Artisan of Kozilek
1 Kozilek, Butcher of Truth
1 Ulamog, the Infinite Gyre
1 Genesis Wave



...and finally, we come to our win conditions. Eventually, once we have our mana set up, we want to cast a huge threat for beating face with.This can be anything from an Avenger of Zendikar with a ton of Plant tokens; Terrastodon and his Elephant buddies; or even just an Eldrazi. Steel Hellkite gives you some much-needed evasion, and allows you to hurt your opponent's field after he hits.

Strategical advantages of Azusa:

Obviously, Azusa's main goal is to set you up with a lot of land, in order to cast your bigger spells. Azusa does this by trading in your hand for more board prescence, in the form of extra land. When combined with the draw engines and other ways of attaining Card Advantage, this becomes an immense way to keep on top.

Azusa also has the benefit of helping you ramp without painting a serious target on your face: In 1v1 games, you should aim to get a Turn 2 Commander casting, into a turn 3 massive spell, by which point, you're so far ahead that it becomes very difficult for the other player to make it back into the game.

Finally, I'd like to go few a few combination plays I use when playing;

Azusa + Horn of Greed: Horn of greed is powerful in its own right, helping you get more value out of extra lands. However, when combined with Azusa, you'll be getting 3 cantrips for the price of your opponent's one in most cases.

Crucible of Worlds + Azusa + Strip Mine: This allows you to nuke up to three lands a turn. Great for getting ahead, but not so great when everyone turns against you for it!

Masticore + Kamahl, Fist of Krosa: Another Land Destruction element, this allows you to turn your opponent's land into a 1/1 for G, then shoot it to death with Masticore's ping ability. Mid-Late game, this can be devastating, leaving your opponent with an insurmountable task to accomplish.

Regal Force + Avenger of Zendikar: Depending on the amount of land you have in play, this will almost certainly refill your hand, if not give you a little more to play with. Add Gaea's Cradle if you want a lot of mana to go with it as well.

Survival of the Fittest + Kozilek / Ulamog: Allows you to grab any creature you need, while also allowing you to shuffle your graveyard back into the deck, ready to use those spells a second time.

Well guys, that's all I have for this week's installment. As always, if you have questions, comments or just wanna chat, you can hit me up on the blog, at WNM or via MSN at Mirage_Knight@hotmail.co.uk. Thanks, and have a great week!

Andy P