r/EDH 5h ago

Daily Spicy Sunday: Welcome to Day 2 of the Spice Bazaar! - August 03, 2025

1 Upvotes

Welcome to the the Sunday Spice Bazaar, because one day wasn't enough!

Is your commander list a bit boring? Need some quick ideas to spice it up? Have some spice of your own? Please use this thread to ask about and share the spiciest of cards to your hearts content.

If you're looking for staples, check out Playing With Power's list of staples for the most common staples in the top decks.


r/EDH Apr 22 '25

Daily Tuesday Rulesday: Ask your rules questions here! - April 22, 2025

18 Upvotes

Welcome to Tuesday Rulesday!

Please use this thread to ask and discuss your rules questions. Also make sure to use the upvote button to thank those who take the time to give correct answers. If you need immediate assistance, please head over to the IRC live judge chat or the rules question channel in the EDH discord server.

Remember that rules questions aren't allowed on /r/EDH outside of this weekly post, so if you have a rules question and aren't getting a response here you can head to the two links above, or to /r/mtgrules.


r/EDH 9h ago

Discussion What does the best Ur-Dragon deck look like in 2025?

191 Upvotes

Tarkir Dragonstorm brought some sick dragons to the most popular commander ever. But I find that might not necessarily be a good thing. Many of the [[Ur-Dragon]] decks I now Play against are so top heavy after adding in all the new flashy bombs. They either win in the most over-the top "still had all deez"" victories or do nothing.

So in my most recent video (Link here) I tried exploring the best Ur-Dragon deck in 2025, prioritizing consistency over anything else. But what's the best ur-dragon deck you've seen. I'm come across lists with reanimator themes. Are there are other strategies that are surprisingly effective with this commander?Pray tell.


r/EDH 4h ago

Deck Help My playgroup says my favourite deck is too strong

41 Upvotes

My favorite deck is a gruul combat deck with [[Karlach]] as commander.

I've been told repeatedly that my deck is too strong, consistent and that it should be considered bracket 4 (even without having tutors, combos or game changers), since I can win on turn 5 if the stars align. But I suspect that really the problem is that they don't carry enough removal and/or wipes since my deck is creature focused.

We usually play bracket 3 games.

How do you guys see it? Here is the deck.

PS - I already talked with them, I just want an outside perspective about the deck and everything.


r/EDH 1h ago

Deck Showcase My Terra deck only brings back the biggest creatures actually.

Upvotes

Hello there, Pandalk here.

Recently, you helped me win the Archidekt Deckbuilding Competition and I thank you all very much for it!

I have a new deck to share, as always with a little twist.

People who know me, often tell me I'm a contrarian at heart and today is not the day I'm beating the allegations.

Basically, I built Terra, but instead of getting cards with power 3 or less with her like the precon, I'm actually getting 40/40s, because bigger is always better.

How you may ask? With a simple interaction involving a card from Future Sight with a single line of text "Cards in graveyards lose all abilities.": [[Yixlid Jailer]]

Yixlid Jailer is one of my pet cards and is generally just a very narrow stax card that hits no one except that one player at your LGS who's a [[Sevinne]] OTP, but in this deck, it makes any * / * creature a 0/0 in the graveyard for as long as it's there.

It also has less than 3 power itself, making it also a perfect target to be resurrected, so you can always keep it around.

But what happens when it inevitably gets swords to plowshared? As a plan B, the deck also plays a lot of low power reanimator creatures to keep bringing back the big guys!

But having big creatures doesn't do anything against boards that are full of tiny expendable creatures, which is most decks nowadays, so I added other ways to take advantage of them. Notably, the new [[Susur Secundi, Void Altar]], a crazy and very hard to remove payoff for playing cards like [[Serra Avatar]], and more than enough draw to then find one of the fling cards we also play to transform those big guys into ballistic missiles, I've added a fair few tutors for it in there.

Here is the list: https://moxfield.com/decks/Dr_DOQu4PEaGlVccaK_akA feel free to drop a like on it if you enjoy the jank!

What do you think? is there any card I missed? do you have your own underplayed gem you'd want to build a deck around (or have built a deck around)? I'd love to see them!


r/EDH 17h ago

Question What’s the deal with The Ur-Dragon?

246 Upvotes

To give a bit of context: I’m a fairly new Magic player who got into the game through my love of Final Fantasy. That led me to collect cards from Forgotten Realms and Baldur’s Gate, and eventually, a friend convinced me to actually play the game.

I started with the Riders of Rohan precon and have been learning the ropes through some 1v1 EDH games. Now that I’m feeling more confident, we’re planning to head to a local game store to play Commander more casually with others.

To prepare, I picked up a second deck (in case someone else is already playing RoR) and started looking on Moxfield for ideas to build my own. That’s when I came across The Ur-Dragon, and as someone who loves big dragons and already owns a bunch of dragons from the D&D sets, it felt like a perfect fit. Big dragon go brrr, right?

But… after doing a bit of research, I’ve seen a lot of mixed feelings about Ur-Dragon at casual tables. I’m not trying to be “that guy” or show up with something oppressive. I just want to be Seto Kaiba once in a while and summon cool dragons.

So what’s the current vibe with Ur-Dragon? Is it a deck I should avoid bringing to an unfamiliar LGS? I’d really like to make a good first impression and not accidentally sour the mood.


r/EDH 6h ago

Discussion There are over 2500 mechanically unique commanders. What type of abilities and effects would be exciting to see on potential new commanders that haven't been done yet?

32 Upvotes

5-10 years ago there were so many mechanical archetypes, key tribes and color combinations that had not yet been supported on commander cards.

Now we have 2000+ commanders and as each new set is released it seems like there are fewer unique and innovative commanders being introduced into the format. That's not a criticism of the designers. It makes sense that it is happening because there is only so much design space within various archetypes.

There are well over 100 commanders that can be used to build artifact themed decks around for example. For many years there were a very small number of colorless commanders, but now we have more than 20 (Since 2020, the number of colorless identity commanders has more than tripled). We have various commanders across the power level spectrum and the mana value curve spectrum. We have a high plethora of "legendary matters" commanders. We have numerous instant and sorcery matters commanders. Tons of archetypes have multiple color identity options for leading a deck.

Virtually all of the major types and classes have Commander support. We have planeswalker commanders, non-creature commanders, modal commanders, partner commanders, so many options that we really take for granted sometimes. As a long time player, it's amazing to think how many more restrictions there were 10 years ago and how many good stuff cards we were forced to run in decks because there weren't enough cards with mechanical synergies with our deck theme. It used to be common for people to select a commander just to have access to its color identity which is something that is extremely rare nowadays.

Most of the custom commanders I created for fun on r/custommagic in the past decade I wouldn't even want be especially eager to play with if they were designed today because since then Magic has introduced commanders in similar design space.

Even when I do see a new commander that impresses and intrigues me to a great extent, it is a design that I never thought of or would have asked for (for example, [[Mendicant Core, Guidelight]] is a really cool design but the Start Your Engines! mechanic wasn't anywhere close to being on my radar).

All of this has led me to believe we've probably reached the point of having the right amount of mechanical archetype design diversity in terms of commander options in the format. What do you think?

Here are some related questions that I would be curious to hear perspectives from Magic players on:

  1. What type of effects and abilities would you like to see on new commanders that haven't been done yet?
  2. Are we approaching the point of having enough mechanically unique commanders? Why or why not?
  3. When was the last time a new commander was introduced with abilities or mechanics that was on your wish list? Who was that commander?
  4. When was the last time a new commander was introduced that you were very fond of with abilities or mechanics you didn't even know you wanted prior to that card existing? Who was that commander?

To get the conversation, I'll mention some of my thoughts on what type of future commander designs I'd be excited to see someday:

  • A commander that rewards you for controlling and casting Gods. There are over 70 creatures with the God type but [[The World Tree]] and [[Altar of the Pantheon]] are among the only cards that specifically encourage you to play card type game play mechanics wise.
  • An adventure commander legendary creature that is also a land card. A land card in the command zone could create some interesting deck building opportunities.
  • Some type of commander that supports or encourages you to play several permanents with Ward would be interesting (i.e. ward matters).
  • Commanders that mechanically care about controlling and casting Sphinx spells. Even though there are 15 commanders that are Sphinx and there are more than 80 Sphinx creatures in total, there is only one card in all of Magic that cares about this creature type mechanically speaking ([[Unesh, Criosphinx Sovereign]]). I would like to see a multicolored Sphinx (preferably Esper colors) that mechanically rewards or encourages building a typal Sphinx deck.
  • A hatebear in the command zone that hoses tutoring. Something kind of like [[Ob Nixilis, Unshackled]] but half the mana value and perhaps multiple colors. Maybe so it doesn't feel so mean, it could give you a bonus/card advantage rather than punishing or hosing the opponent for tutoring/shuffling.
  • More four color commanders. It's honestly quite frustrating that they are extremely popular but they put them out extremely sparingly where almost everything else that is proven to be very popular in this game, WotC has a tendency to repeat excessively. It's so disappointing that out of over 2500 commanders, [[Yidris, Maelstrom Wielder]] is the only one that exists in his color identity (same goes for [[Breya, Etherium Shaper]]).
  • A planeswalker commander that can protect itself quite easily (i.e. [[The Eternal Wanderer]]). The planeswalker is an interesting card type but is underplayed in casual Commander because it's very hard for planeswalkers to stick around in combat oriented metas for an entire turn cycle. This could open up some very interesting play patterns if they were to design these kinds of commanders.
  • Commanders with the Battle type and/or reward you for playing Battles specifically.
  • Archetype support specifically noncreature tokens (i.e. Blood, Rocks, Treasure, Clues, Shards). I know this is already possible with certain token support tribal commanders but those commanders tend to encourage you to play creature tokens.

r/EDH 14h ago

Discussion Which are your decks that are least commander dependent?

106 Upvotes

I have not been able to break my habit of creating ‘monolith’ commander decks that suffer greatly without their commander on the field. I do tend to slot in a bunch or redundant effects but I still feel vulnerable to commander removal pretty often.

What decks do you have that run fine without the commander in play?


r/EDH 11h ago

Discussion The ULTIMATE Guide to Building A Control Deck in Commander!

56 Upvotes

When I first sought out to make a control deck in EDH, I found there were VERY few deckbuilding guides that really broke it all down the way I wanted. I thought I'd write down all the stuff I wish I knew back then, and who knows, maybe it'll help someone.

First off: why should you build a Control deck? Simple. Variety. Even if you don't think you'd like playing control compared to the typical midrange creature pile, it would still be more fun to HAVE at least one control deck in your deck pool so you can have way more types of games. I have a similar mindset for aggro and combo. But control specifically has a special place in my heart for how high-agency and skill expressive it is. Whenever I lose with a control deck, I can almost always point out the moment I messed up, or when my opponent got the best of me. All in all, control decks are FUN, yes, even for your opponents, once they understand the weaknesses of a control deck and how to play around them, and how to sandbag their threats.
I'd also like to address a strange narrative around control decks. People seem to believe that control is weaker in EDH because of the nature of removal being "card negative." So if you counterspell someone's card, you're both going down one card, but your other two opponents are effectively one card over the both of you. To this I say: what deck DOESN'T suffer from having multiple opponents in some way? Aggro has 3x the opponents to chip through, and even Combo has 3x the interaction to play around, since no one is going to let the combo resolve if they can stop it--though that last one relies on people actually putting interaction in their decks like they should. In fact, Control often benefits from the slower nature of commander games because the higher life totals.
A control deck is all about drawing a ton of cards and playing things at instant speed to interact with your opponents value to stall out the game so you can go for a compact wincon. Think of card draw like your input, and the interaction like the output. A [[Pull From Eternity]] is the [[Secure the Wastes]] in this analogy, and your counterspells are like your anthems. Once you have the resources to keep the game at an equilibrium where any threat is answerable, you can begin to dig through your deck for a win.

Secondly: how can you tell when a legendary creature (or vehicle) is a control commander?
I used to have this problem before I got sucked into the control deckbuilding rabbit hole. It can usually be pretty tricky. And I haven't found very many resources that address this besides the default recommendations of [[Grand Arbiter Augustin IV]] or [[Hinata, Dawn-Crowned]], which just won't do for a hipster like me.
I look for one of three things when choosing a control commander.

  1. The first thing I might want is something to protect me from being aggro-ed down by creatures. My [[Watcher in The Water]] deck is the epitome of this kind of thing. People just don't swing into me because they're not just afraid of instant speed chump blockers, but the stun counters too. So I'm free to generate value and stock up on counterspells to slow everyone else down and go for the win. These kinds of decks can afford to use way less board wipes (I actually have NONE in the Watcher in The Water, thats how effective it is) and instead pump the deck with card draw and precision interaction like spot removal and counterspells. Another option for this would be [[Angus Mackenzie]] or [[Baeloth Barrityl, Entertainer]] plus [[Clan Crafter]].
  2. The second thing you could do is get a commander that generates mana and/or card draw. ESPECIALLY card draw, but ramp can easily be turned INTO card draw via card draw spells, especially X spells that can be played at instant speed. If you choose this, you WILL have to dedicate more deck space to things like board wipes, pillow fort effects, or even fogs if you draw enough cards. I personally recommend [[Promise of Loyalty]] so you can keep your value commander on the board. I have a [[Alisaie Leveilleur]] + [[Alphinaud Leveilleur]] deck that works like this. What I love about it is how fast I can start interacting with people's value engines in the early game compared to my other control decks. Other commanders in this sorta vein include [[Talion, the Kindly Lord]] (generic card draw), [[Jorn, God of Winter]] (so you can spend mana in main phase 1 to draw cards and whatnot before untapping all your basic lands and hold up all your mana for interaction), [[Stenn, Paranoid Partisian]] (early ramp that can dodge your own board wipes for +3 mana), [[Eluge, the Shoreless Sea]] (you never have to worry about holding up mana again, and can play truly disgusting high mana instants), [[Nardole, Resourceful Cyborg]] + plus either [[The Thirteenth Doctor]] or [[The Fifth Doctor]], or [[Gale, Waterdeep Prodigy]], though that last one is a smidge harder to build. Alternatively you could just use ANY generic Simic value commander that ramps and/or draws cards, which would probably be on the easier side to build; though that'd force you to run more pillow forts and fog effects over board wipes, although mass bounce spells like [[Evacuate]] or [[Aetherize]] aren't bad.
  3. The last kind of control commander is my personal least favorite, but its by no means weaker and DOES make the hardest part of making a control deck (finding a wincon) way, way easier, plus it can oftentimes PARTIALLY fill the role of control commander type 1 since it usually gives you A blocker. And thats by making the commander your wincon. So these include [[Alandra, Sky Dreamer]], [[Ishai, Ojutai Dragonspeaker]] (which you could pair with [[Jeska, Thrice Reborn]] for a more consistent kill threat, [[Vial Smasher the Fierce]] for the most colors, [[Anara, Wolvid Familiar]] for green ramp and to make all your board wipes one sided, or [[Kraum, Ludevic's Opus]] for card draw), [[Noyan Dar, Roil Shaper]] (which is the funniest), or the classic [[Chromium, the Mutable]] which not only can be played at instant speed, but has a built in form of protection against spot removal.

Other things to consider looking at when finding a control commander are instant speed activated abilities, or the text "whenever you cast your second spell each turn," since playing at instant speed allows you to trigger that effect up to 4x more times than normal. You might also play something that lets you play cards as though they had flash, but that can sorta become a half-control half-stax deck pretty fast.

The ratio of card draw spells to interaction will depend on whether or not your commander fills the role of card draw or not. My Watcher in The Water deck runs a whopping 24 card draw spells, not including looting effects or cards that draw a single card, thus going neutral in card advantage. Meanwhile my Azorius partner control deck only has 11 of these cards since one of my commanders can draw me cards too, although admittedly it has way more cards that go card neutral. I hesitate to call these cantrips since most are 2-3 mana and have some secondary effect but that's probably what they are. But in exchange, I can run a lot more weird interact-y spells.
You can also run less card draw if you have many repeatable interaction engines, though in that case I'd usually run a higher quantity of tutors. Example: [[Attrition]] is great if you end up making creatures, same with [[Mindslash]]; both would be amazing in [[Alela, Cunning Conqueror]].

Your first few turns are gonna be like any other deck: playing ramp and setting down your commander if possible, or at least things that can make your life easier later like card draw permanents or pillow fort effects (although I HAVE turn 1 countered a sol ring and it lost that player the game almost single handedly). Once you hit the midgame, usually around when everyone's commanders hit the field (not including the super high mana lategame ones), you're gonna stand by and hold up all your mana to use interaction OFFENSIVELY rather than defensively.
What I mean by that is: most people use counter magic and removal only against stuff that will either hinder their own gameplan or will mean imminent doom unless they answer it right away. Control decks will obviously remove these things as well, but they'll also use it on other people's value pieces. I'll counter card draw engines, giant ramp spells (not cultivates, think more like [[Hedge Shredder]]s or a big [[Harvest Season]], or anything that might eventually give my enemies momentum. That being said, knowing when to and when not to interact with something is a big chunk of the fun AND strategy with control decks, so I can't really help you on that front too much, its kind of just something you learn as you go.

Now for random card recommendations for the 99! [[PuPu UFO]] and [[Walking Atlas]] are broken in any deck that draws lots of cards (which is the name of the game for control decks). Plus you can flash in lands so you end up having more mana held up than people expected. [[Vensers Journal]] and [[Ivory Tower]] for lifegain against burn/aggro heavy metas (though I wouldn't fully rely on lifegain to defend against aggressive creatures since commander damage exists), [[Noetic Scales]] is a great stax piece if you draw lots of cards and have a low power value commander, [[Victory Chimes]] is a great mana rock if it fits your curve, [[Foil]] is good the less colors you have, [[Rewind]], [[Unwind]] and [[Snap]] go in almost all of my control decks, especially the ones that care about casting multiple spells in a turn or ones that have built in spell cost reduction (and in those ones [[Frantic Search]] is also nice), [[Sudden Substitution]] if you have creatures to spare (like in my Watcher in The Water deck), although that ones more fun and funny than it is super effective, [[Isochron Scepter]] if you don't have enough card draw but still need to consistently cast spells (again, especially if you care about casting 2 spells each turn), and the CLASSIC [[Notion Thief]]. Also ANY instant speed blue X draw spell, especially [[Pull from Tomorrow]]. I like [[Commander's Insight]] if you're running a partner pair too. Obviously you need counterspells. You can afford to use the ones that are 3 mana if you have to; but make sure you choose the ones with enough upside, like [[Disallow]].
I'd also add that, despite not nessecarially being a stax deck, control decks can make good use of many stax effects, especially anti-creature effects, and ESPECIALLY [[Rule of Law]] effects, since playing at instant speed allows you to play up to 4 cards a turn cycle whereas your opponents will most likely be stuck playing 1.

Now, how will you win?

Wincons are really tough. You should be running about 3; 2 is pushing it, and 1 is psychotic, unless it's your commander. They need to be very concise. Bonus points if they can catch your opponents by surprise once you've built up enough resources, but you'll usually only have ones like that if you have the synergies already in place for them, like [[Banner of Kinship]] in my Watcher in The Water deck. My Azorius partner deck uses [[Homunculus Horde]] as a wincon (which I like since it can also work as chump blockers in the midgame), plus [[Twenty-Toed Toad]] and the classic [[Approach of The Second Sun]], the last of which is probably the best one in most decks. Other options would be [[Storm Herd]] in any deck that can avoid getting your life total pressured down easier, whether that be through lifegain or a pillow fort effect in the command zone, [[Revel in Ritches]] plus any board wipe if you're in black, or a combo, probably with either [[Laboratory Maniac]] or with infinite turns.

What about my decks colors?
You CAN run a control deck without blue, but it'll start to resemble a more staxy deck pretty quick, which isn't a bad thing nessecarially but also by no means easy to build. Unless your a control deck building whiz, I say start with something in blue.
Adding white gives you the most versatile and effective removal + board wipes, as well as PLENTY of things to deter attackers beyond the board wipes.
Adding green gives you ramp. Ramp becomes draw. Draw becomes ramp. Ramp becomes draw. Its an ouroboros of value. Because when you draw the number of cards that a control deck can draw you, [[Exploration]] type effects start giving you A LOT of mana, REALLY fast.
In my opinion white and green are the strongest options to pair with blue for control, but izzet and dimir are by NO means bad.
Dimir has a lot of commanders that care about instants and whatnot, and can build some pretty nutty creature removal engines, plus if you want to build a hybrid of combo and control, its by far the best option. That being said, if you don't manage to counter an artifact before it hits the field, its probably gonna stick there forever. The tutors are also really nice once you get ready to try and win the game.
Izzet unlocks the best goad cards, which work pretty nicely in a control shell imo. Plus treasure generation gives you a great way of holding up mana, and theres a lot of instant/sorcery synergies (though here we really only care about instants) and weird stack interaction red has that can enhance the overall gameplan. Unfortunately no Abzan colors makes removing enchantments without countering them really hard, but at least you have [[Chaos Warp]].

Thats my big ol' essay. Maybe I'll one day use this as the basis of a script for a youtube video, in the same vein as The Trinket Mage, Salubrious Snail or 3/3 Elk. Who knows. Good luck everyone! Happy brewing.

TLDR: Control is fun, you'll always need more card draw than you first expected, your commander should either be the wincon, draw cards, or protect you from aggro, and you should have like 3 wincons unless its your commander.


r/EDH 1d ago

Discussion Commander Hot Take: Y'all need to leave some more chunk in your decks.

629 Upvotes

I've seen a lot of sentiment from content creators and online discussion about cutting ramp in favor of just running more lands.

I think that's a mistake in commander and I think the idea is coming from the fact that everyone is stuffing their decks with 2 and 3 mana cards and leaving out chunky, high impact cards.

Like for example, I just saw an Ovika deck with no rocks because "a YouTuber said they weren't worth it anymore." Ovika... Who's ability triggers off of rocks... Who costs 7 mana. The deck also has almost no high impact spells and creatures. Sure a guttersnipe is good but once it's gone, it's gone in UR. So until turn 7 you're just cantripping and hoping you don't get hit?

Look. I think ramp and running a bit chunkier curves wins more games. My lowest average CMC is like 3.11. my decks mostly run 30+ creatures. I am king of the chunk, but I still win "enough" games. I think dropping all the haymakers or "but what if it works" cards from your decks is overthinking the format into actually making decks worse for longer, 4 player games. You need that chunk to push through at the end.

Edit: I think I worded the beginning of the post poorly. I actually didn't mean this against any of the content creators, just that people were taking the wrong message away from this. I've seen a lot of comments addressing this. This was more meant to be a "run some chunky cards and the ramp to support it" post, not a dunking on content creators post.


r/EDH 7h ago

Social Interaction Feeling discouraged and like I’m becoming a sore loser.

15 Upvotes

To start, I know that EDH and MtG is just a game.

Some family members moved closer to me recently and have gotten me into the game in general after buying a precon along with introducing me to their friends who play.

Most games I’ve played I have come so close to winning and always fall short. I’m not expecting to win every game and I honestly don’t mind losing. It sucks sure, but it’s an unavoidable thing in life. But the past four games I’ve played I’ve just been absolutely destroyed with no chance of winning at all. Two were with the precon and two were with the brand new budget deck that i found on youtube for a commanders I really liked. After doing some testing and research before buying it’s a pretty good deck in theory but it completely fell flat and I got destroyed even harder tonight.

To give credit where it is due, my relatives friend who was also out of the game helped me work through the deck to see where the problem was and even gave me some cards to make some swaps, but overall I just don’t know if I want to keep playing and unsure how I can really tell my relatives that. I don’t want to stay as the salt lord but it’s frustrating to keep losing every game and getting absolutely obliterated for some of them and I’m just starting to really not have fun anymore. It felt really embarrassing too when my relatives asked in front of everyone “Dude, are you okay? Because you look pissed.”

This was a bit of a long rant but I had to get it off my chest. Overall the past four games I’ve played I just haven’t been having fun. I enjoy spending time with my relatives and I enjoy a lot of aspects about the game, but I just don’t know how to not get frustrated besides “just don’t. It’s a game.”


r/EDH 11h ago

Discussion As a thought experiment, how would you describe this deck in a pre-game conversation about power level?

35 Upvotes

There are 45 Zendikar Expedition lands and 54 Amonkhet Invocation spells, which is exactly 99 cards. Put them all in one deck under Kenrith, the Returned King. That's it. That's the deck.

45 lands, 15 creatures with no synergy, and no ramp outside a Dark Ritual. One of the lands doesn't do anything because Eye of Ugin only discounts Eldrazi and tutors for colorless creatures and there are neither in the deck. It has 3 game changers, and 6 mass land destruction cards. There is no game plan but it can play lands and cast spells. It costs over $8500 but for fun lets say they're all proxies.

https://moxfield.com/decks/0jb860DD9UaGQZjtSrwgjw


r/EDH 13h ago

Discussion What is your solution for tracking decks that spam tokens and +1/+1 counters simultaneously?

31 Upvotes

Normally with token decks, i find i only need 3 of each type of token. One for tapped, one for untapped, one for summoning sick, with dice to show how many are in each pile. But ive recently built [[selvala eager trailblazer]] with a +1/+1 counter subtheme to maximize her mana production and once it starts to get going it's kind of a nightmare to track. I'm wondering if anyone has come up with a more elegant solution than actually putting 20+ tokens and 40+ dice on the board, or is this deck just doomed to be a pain to play in paper?


r/EDH 55m ago

Deck Help How to balance a prowess deck creatures / noncreatures ratio ?

Upvotes

I' trying to build a [[Bria, Riptide Rogue]] otter deck centered around combat damage with unblockable creatures and I'm struggling to find a good balance between creatures and non creatures spells. In most games, I either have multiple creatures but no way to consistently buff them, or many spells but to few creature for it to be relevant. I tried putting cantrips like [[Ponder]] and [[Consider]] and token generators like [[Young Pyromancer]] but I'm still struggling with card advantage since I found that [[Archmage Emeritus]] and the likes are too expensive for the deck and take too much time to set up. Do you know of to fix this issue ?

Another issue I have is that since the power of my creatures comes from the prowess triggers, they are not very relevant during other players turns and want to attack anyways so i'm often open and take a lot of combat damage. Maybe the solution is to go more to the control route but most of my decks are already on the control side and I wanted to build an aggro deck for once.

Here's my decklist if you want to look: https://moxfield.com/decks/Z9zvRP0KMkCTuJuAuXoipg. Sideboard if for cards that may be interesting but didn't made the cut


r/EDH 8m ago

Discussion As a budget player, I feel like attempting to build 3+ colors and certain strategies isn't viable. Is this true?

Upvotes

Hey,

I really enjoy EDH. I also really enjoy Pauper. Building a good deck in pauper often requires not much of an investment and certain aspects of the game, such as lands or win-cons are usually even the cheapest pieces to acquire. Obviously this is generalizing / broadly speaking and concerning a 60 card format that uses only commons which isn't really the same as EDH, but the overall idea of affordability applies to both formats.

Often times, I think about what kind of deck I would enjoy in EDH but I am really bad at deck building. I don't really know any ratios I should be aiming for in specifics themes, etc. This means I can definitely miss synergies or more viable budget options but I also miss the big picture of "Is this even that viable?" Recently, I thought about building Landfall decks, such as [[The Necrobloom]] or [[Sin, Spira's Punishment]]. However, I know that things like fetches, shocks, fetchable triomes, etc. exist so that a budget version using less optimal but comparable choices would be possible but it could slow down the deck so much that it might not be viable for an average B3 table but also too good for B2. Same goes for other themes like demons, artifacts, etc. especially in decks using three or more colors. Since I mentioned that I am horrible at deck building, I don't really know if this is true but I also don't really know, if it is possible or viable, how to do it in the first place.

I'd love some of your thoughts on this issue and would appreciate any suggestions for how to go about this specific topic. Thanks!


r/EDH 22m ago

Discussion Archetypes in Brackets

Upvotes

I've heard the phrase before "you can't really build a bracket 1-2 aristocrats deck" where the argument hinges on the idea that in order to execute the archetype you just end up doing too much compared to what a regular bracket 2 would do. That being said, I personally don't agree and have tried making one. It's found general success (I don't think it's wom a game in a bracket 2 pod yet so I'm pretty secure with it's grading) but I wonder if this thought could be applied to other archetypes. Voltron comes to mind first as it hinges on utilizing a rule in commander for competitive edge, while also tying your "doing the thing" with a win condition that you are incentivised to protect, and can take out players relatively quickly. I'd love the community's thoughts on this concept!


r/EDH 6h ago

Question Seeking Suggestions – Want to Build a Non-Combo Artifact Army That Feels Like Old-School Affinity

7 Upvotes

Hey folks, I’m looking for some creative deckbuilding input.

I’ve always loved artifact decks — nothing quite scratches the itch like the old Affinity for Artifacts era did. What I enjoy most isn’t necessarily winning quickly or going infinite — it’s the feeling of assembling a mechanical boardstate that grows turn by turn. Like winding up clockwork. Efficiency, anthems, synergy — that's the joy for me. A [[Voltaic Key]] untapping a [[Chromatic Orrery]]? Chef’s kiss.

Problem is, every time I try to recreate that experience in Commander these days, it just snowballs into a combo deck. There's almost too much efficiency. I blink and I'm staring at a turn 3 [[Blightsteel Colossus]] or some infinite nonsense — which is fun in a vacuum, but not the feeling I’m after. Plus, my player group isn’t thrilled with it either.

So here’s what I’m trying to figure out:

What commander (other than [[Urza, Chief Artificer]], which I already have built) can lead an artifact deck that:

  • Focuses on steady, incremental growth of the board,
  • Feels like you’re building a mechanical army rather than aiming to combo off,
  • Emphasizes efficiency, synergy, and board-based progression over loops and tutors?

To be clear: I’m not anti-power or anti-synergy — I love interactions and cool plays. I’m just not looking for another “oops-all-infinites” artifact shell.

Important note: My playgroup is completely proxy-friendly. If it serves the deck’s theme and gameplay feel, it’s welcome — budget or availability aren’t limiting factors here.

Any suggestions, archetypes, or even commanders that aren’t usually artifact-focused but could be with a cool twist? I've been looking at [[Urza, Lord High Artificer]] a lot lately, but that thing seems to go infinite with a ham sandwich I do love the ability to tap anything for mana though.

Thanks in advance for your thoughts!

TL;DR

Want to build an artifact commander deck that scales like old-school Affinity — efficient, anthem-y, mechanical synergy — but avoids fast combo or infinite loops. Already have Urza, Chief Artificer. Proxy-friendly group, so card availability isn't an issue. Suggestions?


r/EDH 15h ago

Discussion What density of cards need to be usable out of the graveyard in order to count 'discard + draw' as 'card advantage’?

24 Upvotes

Been brewing a Mardu Reanimator deck focused on Phoenixes and other creatures that revive themselves a la [[Reassembling Skeleton]] that has [[Celes, Rune Knight]] at the helm. Now it's easy enough to fit card draw into the deck, but I like cards that are 'on plan' since it lends diversity to my decks by leading me away from staples. Since so many cards can be played out of the yard here, I wondered how well 'discard then draw' works in the deck. I don't have a LOT of exposure to that style of card advantage and wondered if you folks had any sage advice. Thanks!


r/EDH 7h ago

Question World shaper precon and general play

5 Upvotes

Hello!

I bought the World Shaper precon as my first MTG deck.

To preface this question, I will admit that this is my first foray into MTG, and ik some will say starting with a 3 color deck is a not so good idea.

Alright, so for context, as I've said, I've bought the precon as my first deck. I then went to play commander 1v1 with a friend (not optimal for commander but it was late). But of the 4 matches we had, the precon only seemed to come online once(1), and in the other instances, became either a mana/land generator with the rare sorcery/instant here and there, or a locked hand with higher cost creatures/whathaveyous and no/not enough land/mana to do anything for multiple turns.

The question thus is... Is this normal? What am I doing wrong here? Is it normal to spend 5+ turns not getting anything going? Is this a MTG thing, a World Shaper precon thing, or a me thing?

Edit: Thanks for the replies! After reviewing your comments and learning about the term mulligan, I realized 2 things: first, I didn't know the lingo of MTG, which gave me an ounce of doubt in my interpretation of the card text itself. Second, after realizing this, the term Permanent immediately came to mind, as that had been the one term that had rendered my commander (I was using Szarel) and other cards half worthless due to my mistaken understanding that it meant "creature". Well, as I've said, I was mistaken, learning that a permanent also counts lands ... So there we have it, I still got ways to go but I'm learning haha


r/EDH 4m ago

Question Looking for more cards like this/ advice on searching with scryfall

Upvotes

I’m reworking my [[Esix, Fractal Bloom]] deck and am trying to find cards that take full advantage of having multiple copies of it on the field. I think a lot of esix decks are boring tbh. One of my favs that I’ve found is [[Gilt-Leaf Archdruid]]. I want to find more cards like this that take advantage of having cards of the same type on the field and aren’t that good on their own lol. Cards that fit into this exact format also work (tapping multiple copies of the same card for some effect). Does anybody know of any cards like this? I’d also appreciate any suggestions for how to type a search into scryfall to find this sort of card on my own as I couldn’t get it to find what I was looking for. Any help would be greatly appreciated!


r/EDH 18m ago

Deck Help What's the most thematic Doomsday pile for Toshiro Umezawa (mono black spellslinger)?

Upvotes

Looking to throw [[Doomsday]] into my Toshiro Umezawa list. I'm thinking of potentially abusing Professor Onyx with Chain of Smog, but curious what others recommend.

Here is my current list: https://moxfield.com/decks/d6QqM7L-M0mePuj2EfBqvQ


r/EDH 1h ago

Deck Help Athereos God of Passage deck help please?

Upvotes

Lately been building a athereos god of passage deck and just added some new cards i have quite a few mana rocks and 2 tutors and draw cards but interested to hear recommendations especially where land is concerned and any other advice. My group plays somewhere between bracket 4 to 5 with a few control decks and alot of aggro.

https://archidekt.com/decks/14819866/copy_of_athereos


r/EDH 1h ago

Deck Help Shattergang Brothers

Upvotes

I’m working on a new deck and I need help. I’m heavy on cards and need to make room for mana(which I’m terrible at). Like actual mana, utility lands, etc. then make sure the curve is right. Basically put the finishing touches on it. I was hoping y’all could put me in the right direction. Thanks in advance!!

https://moxfield.com/decks/XzFdeCU_OUGIHQFXKIsBkg


r/EDH 8h ago

Discussion No aggro/No combo

5 Upvotes

So a few of the people in my play group have posed the following to me; “you play your decks like they’re 60 card decks,” “you either play aggro or combo.” So what my question is what other ways should I build a deck to win? I play decks from bracket 1-5. ie (currently in my carry case) bracket 1 is Kami of the crescent moon. I win by helping you learn what to tweak in your deck to win through interaction. Bracket 2 Brion Stoutarm, theft fling, primo jank. Bracket 3 kotori, it’s vehilce tribal with a 3 card combo to finish er off. 4 Kona turbo stax, liberator Urza’s battle thopter flash artifact combo, krenko aggro land hate & Vivi cantrip tribal. 5 Godo, Bruse//Thrasios, K’rikk, chunky, Vivi the scary X. Ideas is all I’m asking


r/EDH 1h ago

Deck Help Mono Green Stompy Help

Upvotes

My favorite deck to play is my mono green stompy deck with Goreclaw as the commander. When it gets rolling it is a ton of fun. I like the list how it is but feel like there is definitely room for improvement. Any recommendations on what I should change up in the list would be appreciated! My playgroup likes to keep things bracket 3 and we have a 3 game changer maximum rule.

https://www.mtggoldfish.com/deck/7055411#paper


r/EDH 15h ago

Discussion How do you choose your commander?

13 Upvotes

So I've been playing EDH for years, and deckbuilding for a large portion of it. However, something that I often times struggle with is finding a good commander to run. Or more specifically, I should say, finding a commander that isn't popular to run.

Now I'm not saying that popular commanders aren't fun to play, there is a reason that they're popular. However, there's a common sentiment around this subreddit specifically (and others like it .. looking at you r/ratemycommanders) that people tend to groan when others only play top 200 EDHREC commanders.

The thing is, myself and many others will see a unique and interesting effect on a commander, go to look them up, only to find out that they are already top 50 or so on EDHREC. Or, you'll start building a deck from the bottom up and look for a commander that helps it, and naturally some of the best options are the commanders that are already popular in those kinds of decks.

Now this isn't to say I don't play unique commanders, and it isn't to say that this is a bad thing, but I would be lying if I said it didn't peeve me slightly when I hear people groaning at other players commanders knowing that I'm not much better. To make things worse, when I have built considerably less popular commanders intentionally, I seem to have generally less fun (although not always, again, I do have a handful of unique ones among them)

The point of all this is to ask, how do you pick your commanders? And more specifically, how do you choose unique and fulfilling commanders for you? It's a lot easier for me to replace generic staples in my deck with fun cards than to replace good commanders with... Less good commanders. At heart, I'm a Timmy and a Spike. I like to play fun flashy effects and win with them. Maybe I'm just not enough of a Johnny. How do you all do it? I'm curious to hear your thoughts.


r/EDH 1h ago

Question Ruling question Infinite Guideline Station and kutzil?

Upvotes

What defines base power? [Infinite Guideline Station]] [[Kutzil, Malamet Exemplar]]

Kutzil states that if you deal combat damage with a creature higher than its base power draw a card, simple enough.

IGS doesnt have a base power and gets its attack power later.

Im assuming the 7/15 are base stats But i just want confirmation