Tuesday, October 28, 2014

Give 'em the Cane - Feldon of the Third Path EDH


Oh man, oh man, oh man...

New Commander 2014 spoilers! And boy if they aren't just awesome. Even with the few legendary creatures (as well as Commander-available planeswalkers) that have been revealed, I just know I'm going to end up buying one of each of the boxes. I mean, each box has a Medallion in it! How's that for value?

The two new lands that have been spoiled, Arcane Lighthouse and Myriad Landscape, are also awesome. A way to push through to annoying hexproof Commanders and a land-based ramp card? Sign me up. Freyalise and Ob Nixilis are both looking awesome in planeswalker form, and Reef Worm gets by creative juices flowing. But which of these awesome new Commanders am I going to be creating a deck for today?

That honor goes to Feldon of the Third Path. He might be a strange choice: there's no denying the artificer's power, but he seems a better fit as a normal card in a graveyard-based EDH deck for a multicolored Commander. Red's the worst EDH color, right? We're about to prove that wrong today. Besides, not every deck needs to center around power - especially when you're building budget decks, as we are here.

And I just love Feldon's story. If you can get your hands on the '99 short story about him, have yourself a good read. The idea of fashioning oneself a perfect, golden wife comes from Arctic Eurasian folklore, being a common myth in the area. The story is best laid out in Kalevala, the Finnish national epic - and since I'm a Finn myself, I'd be a traitor not to build a deck for ol' Ilmarinen!

What Feldon needs in his deck is a good number of powerful creatures that provide value both when entering and when leaving the battlefield, that is, the kind of creatures you'd put in an EDH deck anyway. Copying his ability is also a funny trick, especially since his ability doesn't remove the targeted card from your graveyard. Feel free to repeatedly copy your favorite creature - Molten Primordial is my budget choice - and make your foes feel the pain.

Give 'em the Cane - Feldon of the Third Path EDH

    CREATURE (46)

  • Anarchist
  • Balefire Dragon
  • Beetleback Chief
  • Bogardan Hellkite
  • Caldera Hellion
  • Chancellor of the Forge
  • Clone Shell
  • Conquering Manticore
  • Crater Hellion
  • Dong Zhou, the Tyrant
  • Duplicant
  • Firemaw Kavu
  • Flametongue Kavu
  • Hammer Mage
  • Hammerheim Deadeye
  • Hellkite Charger
  • Hoarding Dragon
  • Imperial Recruiter
  • Inferno Titan
  • Jaya Ballard, Task Mage
  • Keldon Vandals
  • Kiki-Jiki, Mirror Breaker
  • Magma Phoenix
  • Manic Vandal
  • Mindclaw Shaman
  • Mogg War Marshal
  • Molten Primordial
  • Myr Battlesphere
  • Pilgrim's Eye
  • Precursor Golem
  • Rage Thrower
  • Rummaging Goblin
  • Ryusei, the Falling Star
  • Scuttling Doom Engine
  • Siege-Gang Commander
  • Solemn Simulacrum
  • Spitebellows
  • Steel Hellkite
  • Stingscourger
  • Summoner's Egg
  • Thundermaw Hellkite
  • Tuktuk the Explorer
  • Tyrant of Discord
  • Volcano Hellion
  • Wurmcoil Engine
  • Zealous Conscripts

    ARTIFACT (712)

  • Anvil of Bogardan
  • Illusionist's Bracers
  • Magewright's Stone
  • Rings of Brighthearth
  • Sol Ring
  • Strionic Resonator
  • Thousand-Year Elixir

  • INSTANT (3)

  • Chaos Warp
  • Firestorm
  • Lightning Axe

  • SORCERY (5)

  • Blasphemous Act
  • Chain Reaction
  • Gamble
  • Tormenting Voice
  • Wild Guess

  • LAND (37)

  • Ancient Tomb
  • Buried Ruin
  • Forgotten Cave
  • Haunted Fengraf
  • High Market
  • Homeward Path
  • Keldon Necropolis
  • Miren, the Moaning Well
  • 22 Mountain
  • Nykthos, Shrine to Nyx
  • Opal Palace
  • Rogue's Passage
  • Shinka, the Bloodsoaked Keep
  • Temple of the False God
  • Thawing Glaciers
  • Valakut, the Molten Pinnacle
  • Winding Canyons


Any creature that has both an "enters the battlefield" and a "leaves the battlefield/dies" trigger is a godsend in Feldon's deck, thanks to his ability sacrificing the token it creates, instead of exiling it. This makes cards like Solemn Simulacrum and Wurmcoil Engine, both powerful on their own, incredibly strong in the deck. Feel free to tutor for either with Gamble - for once, you're hoping the random discard is the tutored card!

The battle plan is to get value creatures into your 'yard, cast your Commander, activate his ability a thousand times and pummel foes with massed creatures and effects. Pretty much every creature in your respectable arsenal has some effect or other. As the game goes on, you'll amass a hefty collection of possible creatures to copy with Feldon. Just be careful not to overextend: timely graveyard exiling ruins your day just as much as it ruins a reanimator deck's.

The discard and loot effects in the deck are there to allow you to get your creatures into the 'yard. Firestorm is by far the best of these: wipe the board clean and start copying things. The rest is creature-based removal of various kinds of permanents.

Being monored, the deck doesn't pack that many expensive cards, meaning making a budget version ought to be a piece of cake. However, you have to be careful not to change too much, or the deck gets inefficient and unpleasant to play. To get the deck from $200 to $50, try the following...

She Returns in Steel - Feldon of the Third Path EDH

    CREATURE (51)

  • Arc Mage
  • Bloodpyre Elemental
  • Burnished Hart
  • Caldera Hellion
  • Chancellor of the Forge
  • Chartooth Cougar
  • Cinder Elemental
  • Clone Shell
  • Conquering Manticore
  • Crater Hellion
  • Firemaw Kavu
  • Flamekin Harbinger
  • Flametongue Kavu
  • Ghost-Lit Raider
  • Giant Harbinger
  • Goblin Marshal
  • Goblin Matron
  • Hammer Mage
  • Hammerheim Deadeye
  • Hellkite Charger
  • Hoarding Dragon
  • Inferno Titan
  • Jaya Ballard, Task Mage
  • Keldon Vandals
  • Mad Prophet
  • Magma Phoenix
  • Manic Vandal
  • Martyr of Ashes
  • Mindclaw Shaman
  • Mogg War Marshal
  • Molten Primordial
  • Myr Battlesphere
  • Ogre Battledriver
  • Oxidda Scrapmelter
  • Pilgrim's Eye
  • Precursor Golem
  • Rage Thrower
  • Rummaging Goblin
  • Ryusei, the Falling Star
  • Siege-Gang Commander
  • Solemn Simulacrum
  • Spitebellows
  • Steel Hellkite
  • Stingscourger
  • Summoner's Egg
  • Tuktuk the Explorer
  • Tyrant of Discord
  • Viashino Racketeer
  • Volcano Hellion
  • Wrecking Ogre
  • Zealous Conscripts

    ARTIFACT (4)

  • Illusionist's Bracers
  • Magewright's Stone
  • Sol Ring
  • Strionic Resonator

  • INSTANT (2)

  • Lightning Axe
  • Starstorm

  • SORCERY (10)

  • Blasphemous Act
  • Chain Reaction
  • Tormenting Voice
  • Wild Guess

  • LAND (38)

  • Buried Ruin
  • Forgotten Cave
  • Haunted Fengraf
  • Keldon Necropolis
  • 28 Mountain
  • Opal Palace
  • Rogue's Passage
  • Shinka, the Bloodsoaked Keep
  • Smoldering Crater
  • Temple of the False God
  • Valakut, the Molten Pinnacle


The core idea of the deck remains the same, but they way to reach that goal changes. The deck is now even more creature-based, with many new additions to the Feldon-copy suite. Since expensive enabler cards had to be cut, cheaper alternatives (cards with cycling, bloodrush etc.) were added in their stead.

You have to be extremely careful when playing with a deck like this. It's easy to draw hatred when playing with a creature deck, so keep your creatures untapped and on the defense instead of pecking at your foes 1 life at a time. All that's going to do is bite you in the ass when they go off.

Instead, stay your hand and carefully fill your 'yard, gaining advantage from copying things like Solemn Simulacrum and Pilgrim's Eye. Your game-enders can wait for the perfect moment - why not you?

That was a blast! I absolutely adore the new Commander 2014 products, and the fact that there's more to come keeps me on the edge of my seat. Seriously: five new decks, each with EDH gold and Commanders! What if there's going to be more reprints like the Medallions?

Oh man, oh man, oh man...

Sunday, October 26, 2014

Mr. Designer Man - the wonders of Magic Set Editor


Today's update is gonna be short one: still busy with a lot of stuff. Instead of attempting to cram an in-depth article into half a page of text, I'm going to do something of a marketing blurb for a program and a site that really got me into the M:tG game. People, meet Magic Set Editor! Quoting from the site:
Magic Set Editor, or MSE for short, is a program with which you can design your own cards for popular trading card games. MSE can then generate images of those cards that you can print or upload to the internet. Magic Set Editor also has a statistics window that will give useful information about your set, like the average mana cost, number of rares, etc. When you have finished your set, you can export it to an HTML file to use on the Internet, or to Apprentice so you can play with your cards online.
How cool is that? The WotC schedule of releasing new products and sets is fairly tight, but at least for me it's hardly enough. That's where the Magic Set Editor forum comes into play (or enters the battlefield in New World Order parlance): a lot of people do extremely high-quality cards and sets of their own, which you can gawk at on the forums. A lot of people even format the releases in WotC-style spoilers, which just makes it that much more awesome.

Using the program is super simple, so after just a few weeks you'll be designing and showing off cards of your own. And the forum has a lot more stuff than just the custom cards section. Discuss general M:tG matters in the Lounge, or give your two cents on new releases.

Check it out now!

Tuesday, October 21, 2014

Horrible Horticulture - Skullbriar, the Walking Grave EDH


Today, instead of talking deeply about some subject or other, or commenting on the latest releases, I'll present you with a deck that doesn't really have much to do with anything. It's a deck for the first Commander I ever player, traded from a friends pre-made EDH deck: Skullbriar, the Walking Grave. It's exactly the kind of card I like: unassuming at first sight but deadly if used correctly.

Neither the expensive or budget version of the Skullbriar decks presented here is exactly like my take on Skullbriar - I have a habit of growing attached to cards, and being unable to subsequently remove them from my decks. The decks here are a purer, stronger breed: they're the kind of decks that bash face without unnecessary finesse. Onto the decks!

Horrible Holticulture - Skullbriar, the Walking Grave EDH

    ARTIFACT (9)

  • Blade of the Bloodchief
  • Loxodon Warhammer
  • Nevinyrral's Disk
  • O-Naginata
  • Ring of Kalonia
  • Ring of Xathrid
  • Sol Ring
  • Sword of Vengeance
  • Whip of Erebos

  • CREATURE (34)

  • Acidic Slime
  • Aquastrand Spider
  • Brawn
  • Corpsejack Menace
  • Cytoplast Root-Kin
  • Cytospawn Shambler
  • Deadbridge Goliath
  • Eternal Witness
  • Fertilid
  • Festercreep
  • Forgotten Ancient
  • Fungal Behemoth
  • Golgari Decoy
  • Kalonian Hydra
  • Korozda Gorgon
  • Mycoloth
  • Nylea, God of the Hunt
  • Necropolis Regent
  • Sakura-Tribe Elder
  • Sewer Shambler
  • Simic Basilisk
  • Sluiceway Scorpion
  • Solemn Simulacrum
  • Spike Feeder
  • Sporeback Troll
  • Varolz, the Scar-Striped
  • Yavimaya Elder

  • ENCHANTMENT (10)

  • Doubling Season
  • Mighty Emergence
  • Ordeal of Erebos
  • Ordeal of Nylea
  • Pernicious Deed
  • Primal Rage
  • Primal Vigor
  • Quest for the Gemblades
  • Rancor
  • Strands of Night
    INSTANT (4)

  • Beast Within
  • Krosan Grip
  • Solidarity of Heroes
  • Strength of the Tajuru

  • SORCERY (12)

  • Beacon of Unrest
  • Consuming Vapors
  • Damnation
  • Decree of Pain
  • Gild
  • Increasing Savagery
  • Maelstrom Pulse
  • Overwhelming Stampede
  • Reanimate
  • Rise from the Grave
  • Sever the Bloodline
  • Vigor Mortis

  • LAND (37)

  • Barren Moor
  • Bojuka Bog
  • Command Tower
  • 8 Forest
  • Golgari Rot Farm
  • Grim Backwoods
  • Homeward Path
  • Llanowar Reborn
  • Miren, the Moaning Well
  • Mosswort Bridge
  • Nykthos, Shrine to Nyx
  • Opal Palace
  • Oran-Rief, the Vastwood
  • Overgrown Tomb
  • Rogue's Passage
  • Shizo, Death's Storehouse
  • 6 Swamp
  • Temple of Malady
  • Temple of the False God
  • Tranquil Thicket
  • Urborg, Tomb of Yawgmoth
  • Verdant Catacombs
  • Winding Canyons
  • Woodland Cemetery
  • Yavimaya Hollow


Skullbriar is a fun Commander to build around. As long as you make sure no one returns him to your hand or tucks him into your library, you can cast the cheap bugger again and again, with him being bigger every time. Just make sure you can put +1/+1 counters on him the turn you cast him: -1/-1 counters stay on him as well, so if someone manages to sneak a few on him, it becomes impossible to cast him again.

Most of the deck is built around throwing more and more +1/+1 counters on Skullbriar. Permanent effecets are the best (Ring of Kalonia/Xathrid, Forgotten Ancient etc.), but big enough burst effects are good as well (Quest for the Gemblades, Increasing Savagery etc.) Use your resources cleverly, since you're a bit low on answers and draw.

The deck costs over 250 dollars, and although most of the cost comes from a few expensive spells, the deck still needs a big revamp to be a budget deck. So bye bye Doubling Season and Kalonian Hydra, here come the cheap powerhouses!

Garden of Cheap Pain - Skullbriar, the Walking Grave EDH

    ARTIFACT (5)

  • Loxodon Warhammer
  • O-Naginata
  • Ring of Kalonia
  • Ring of Xathrid
  • Sol Ring

  • CREATURE (34)

  • Acidic Slime
  • Aquastrand Spider
  • Brawn
  • Corpsejack Menace
  • Cytospawn Shambler
  • Deadbridge Goliath
  • Dreg Mangler
  • Drudge Beetle
  • Eternal Witness
  • Fertilid
  • Festercreep
  • Fungal Behemoth
  • Golgari Decoy
  • Korozda Gorgon
  • Korozda Guildmage
  • Korozda Monitor
  • Necropolis Regent
  • Sakura-Tribe Elder
  • Sewer Shambler
  • Simic Basilisk
  • Slitherhead
  • Sluiceway Scorpion
  • Solemn Simulacrum
  • Spike Feeder
  • Sporeback Troll
  • Thrashing Mossdog
  • Varolz, the Scar-Striped
  • Yavimaya Elder
  • Zanikev Locust

  • ENCHANTMENT (10)

  • Death's Presence
  • Feast on the Fallen
  • Mighty Emergence
  • Ordeal of Erebos
  • Ordeal of Nylea
  • Primal Rage
  • Quest for the Gemblades
  • Rancor
  • Strands of Night
  • Triumph of Ferocity
    INSTANT (10)

  • Altar's Reap
  • Beast Within
  • Carrion
  • Krosan Grip
  • Launch Party
  • Momentous Fall
  • Rescue from the Underworld
  • Solidarity of Heroes
  • Strength of the Tajuru
  • Tribute to Hunger

  • SORCERY (8)

  • Consuming Vapors
  • Gild
  • Increasing Savagery
  • Overwhelming Stampede
  • Rise from the Grave
  • Sever the Bloodline
  • Soul's Might
  • Vigor Mortis

  • LAND (37)

  • Barren Moor
  • Bojuka Bog
  • Command Tower
  • Evolving Wilds
  • 12 Forest
  • Golgari Rot Farm
  • Grim Backwoods
  • Llanowar Reborn
  • Mosswort Bridge
  • Opal Palace
  • Oran-Rief, the Vastwood
  • Rogue's Passage
  • 9 Swamp
  • Temple of the False God
  • Terramorphic Expanse
  • Tranquil Thicket
  • Vivid Grove
  • Vivid Marsh


I'm really happy with how the budget version turned out this time. Playtesting has shown that even without the power cards, the deck functions really well. Cheap, yet effective cards like Triumph of Cruelty and Feast on the Fallen allows the deck to work even without the big bucks.

The rest of the deck is rounded out with extra creatures that, while not superb, fill an important role. The deck is so Commander-centric that it's important he doesn't get bounced or tucked. Thus, to replaced expensive sacrifice lands, cards like Altar's Reap and Momentous Fall have been introduced to the deck. Just sac Skullbriar out from under spells that would wreck your plan, and punish the caster with a face full of +1/+1 power!

And that's todays decks. I'll try to write a post on Thursday, but my current schedule suggests I might not have the time to. So I'll be back either on Thursday or Sunday - see you then!

Sunday, October 19, 2014

Cards That Draw Ire - what you shouldn't put in your deck


How awesome is Luminarch Ascension?

With a hand of two lands and that card, always take the hand, even if everything else is inappropriate. It's the quintessential multiplayer card: in four-player games, you've got the necessary quest counters on it in two rounds - quicker if you have more players. And since the ability is instant-speed, you can pump out those tokens at your leisure. In fact, don't cast anything else. Why would you? You'll win off of Luminarch, or if it gets wasted, off of the cards you've saved by not casting anything else.

Luminarch Ascension is so awesome, in fact, that I never use it in any of my decks. I used to: the first time my Rhys the Redeemed completely took over the game in the fifth round of the game, I basked in the awe and envy of my mates. The second time it got destroyed, but my 5+ angels weren't wiped quick enough, and it was victory for me.

After that, I've never won a game after resolving Luminarch Ascension. The targeting is infernal: when people know you'll automatically win if nothing is done, they're gonna do something. What's more, it won't be a kind, happy race: people go sour. They stop smiling, joking, talking. It becomes a race to destroy not your deck but you, the jerk who uses Luminarch Ascension. So I took it out of my decks. What's the point of making everyone angry and losing?

That's our subject today: cards that draw ire. Many cards, techniques and playstyles are strong, effective and fast - in a vacuum. In practice, they draw such hatred and attention to you that they're not worth playing, especially since we're in budget country here: it's hard to build a deck that completely ignores what your opponents are doing unless you're throwing hundreds of dollars at the problem (unless you intend to destroy all lands; don't, it's stupid).

I've compiled a short list of the most (in)famous of cards in the "hit me" department. You might disagree with it, it might not suit your playgroup, you might think it stupid - but when you get wrecked in every game even though you're playing "amazing cards", you might want to check the list out again.The cards are in alphabetical order.

Top 10 Cards That Draw Ire


In general, when a card makes your opponents feel desperate, you've got a candidate for this list. Avacyn is exactly that kind of card: it's big, it's flashy, and many decks can't deal with it in reasonable time. Especially dangerous (both for you and your opponents) as a Commander, since you're giving your opponents plenty of turns to beat you down for such an unpleasant choice. And once it gets dealt with, you become the president of Blame City. Similar cards: Darksteel Forge, Iona, Shield of Emeria


You know what's not fun? Slowly draining away everything everyone has. While Call to the Grave and similar cards aren't necessarily unfairly powerful against all decks (although some can be completely wrecked by it), it's just not a fun card: everyone keeps losing something, which starts to annoy people, which they (rightly) blame on you. If you can somehow work around the effect (Zombie tribal, death-trigger creatures), all the worse. Similar cards: Copper Tablet, Cunning Lethemancer


This will be a controversial choice, since many people think Chaos Warp and similar tuck cards are an integral part of Commander, due to their Commander-ridding nature. In reasonable amounts this holds true, but more often than not tuck effects are solely used to wreck someone's game plan before he ever gets to do anything. The rest of his or her game is spent on tormenting the tucker in any way possible. Similar cards: Bant Charm, Condemn


With this card we're talking ridiculous amounts of power, but that's not necessarily what draws the hate. It's more in the fact that the amount of resources you gain off of it feels at the same time unfair and excessive. When you're facing a Consecrated Sphinx, you face someone gains tons of resources, while you get breadcrumbs. That creates envy, which in turn creates hate. Similar cards: Sheoldred, Whispering OneWellwisher


If you think tucking a Commander is not fun, wait until you face this bad boy. While it makes a ton of sense playing cards like this in the format, it's hardly a wise idea: deny someone their Commander, and the rest of their deck (often dangerous in its own right) will come right at you. Use cards like this with caution. Similar cards: Meddling Mage, Nevermore


I believe I've pretty much made my point about this card in the above slice of my gaming life. Luminarch draws hate since it gives so much for so little. Very quickly (often immediately) the other players are going to figure out that getting you out of the game is going to benefit everyone, and act accordingly. Similar cards: Aura ShardsBloodchief Ascension


"You win the game" effects really shouldn't be a part of EDH. Most playgroups I know ban all alternate wincons outright, which makes sense, since in the fairly slow format they're far too easy to fulfill. Mayael's Aria is a particularly nasty example: in the voltron environment of EDH (think Uril, the Miststalker) 20 power is nothing at all. Similar cards: Biovisionary, Felidar Sovereign


No one likes lockdown. It can be fun to play (I don't particularly enjoy it but some people clearly do; sadist bastards) but it's never fun to play against. That's why cards like Rule of Law rub people the wrong way: you're telling people how to play the game instead of letting them do what they want. You can be sure the one spell they can cast each turn is coming your way. Similar cards: Æther Barrier, Contamination


I'd really prefer it if everyone played with their own cards in EDH. A sharply-placed steal effect (especially enchantment-based ones, since at least they can be destroyed) can be awesome, but most of the time people play these spells to make up for their lack of imagination. Similar cards: Threads of Disloyalty, Twist Allegiance


Isn't lockdown fun? Now, no one gets to do anything (except me, with some wicked combo or other). It should be obvious why cards like this are hated far and wide. Control is often said to be a hated archetype (often by control players, to seek pity), but the problem is more in the lockdown department: control the game all you want, but let me at least try something, goddamn it! Similar cards: StasisVorinclex, Voice of Hunger


In addition to the cards discussed above, I'd like to bring attention to a few gaming styles and types of decks that gather hatred, and which you should think twice about before playing. Some of them don't automatically make you the target, but even so they're all boring and degenerate ways of playing - steer clear!

Land destruction: tactical land destruction is fine, repeated destruction is not
Massed counterspells: repeatedly countering spells instead of playing your own is bound to draw hate
Pointless group hug: if you make a group hug deck, have a way to win
Repeated board nullifying: boardwiping over and over without a point is aggravating
Wrong environment: don't bring a competitive deck into a casual game and vice versa

Thursday, October 16, 2014

Stand the Test of Time - Ghave, Guru of Spores EDH


Khans of Tarkir brought us a whirlwind of new mechanics and keywords, as well as returning an old one (morph). In my opinion, the five new clan keywords can be assessed from least interesting to most interesting as follows: Prowess (pff), Ferocious (meh), Raid (getting there), Delve (awesome) and Outlast (aww jiss). There more options a keyword offers, the more interesting it is to me. Prowess and Ferocious are very insular, very simple mechanics - not bad ones, just far from what interests me.

Delve and Outlast, on the other hand, have a simplicity to them but nonetheless offer more design choices. The released Outlast cards are all amazing, especially the rares (Herald of Anafenza makes me weak in the knees). Only one thing is better than boosting a single creature to superhuman levels of power, and that is boosting all of your creatures to superhuman levels of power.

And who better to lead them than Anafenza scratch that, he's hardly interesting or EDH-proper. Let's go with a blast from the past: a character who was well-loved - and for reason - when the first Commander sets came out. Introducing... Ghave, Guru of Spores! Mr. Ghave seems to have an Abzan family vibe about him, what with the self-sacrifice and all. So instead of the traditional token shenanigans you get into when playing the Guru, let's see how he fares with an Outlasting posse.

Stand the Test of Time - Ghave, Guru of Spores EDH

    ARTIFACT (4)

  • Ring of Kalonia
  • Ring of Thune
  • Ring of Xathrid
  • Sol Ring

  • CREATURE (41)

  • Abzan Battle Priest
  • Abzan Falconer
  • Acidic Slime
  • Ainok Bond-Kin
  • Archangel of Thune
  • Avenger of Zendikar
  • Bane of Progress
  • Cruel Sadist
  • Custodi Soulbinders
  • Demonlord of Ashmouth
  • Drakestown Forgotten
  • Eternal Witness
  • Fangren Firstborn
  • Fertilid
  • Gyre Sage
  • Herald of Anafenza
  • High Sentinels of Arashin
  • Hooded Hydra
  • Howlgeist
  • Kalonian Hydra
  • Korozda Gorgon
  • Longshot Squad
  • Meadowboon
  • Mephidross Vampire
  • Mer-Ek Nightblade
  • Mikaeus, the Lunarch
  • Mycoloth
  • Protean Hydra
  • Realm Seekers
  • Renegade Krasis
  • Sakura-Tribe Elder
  • Shinewend
  • Solemn Simulacrum
  • Spike Feeder
  • Tuskguard Captain
  • Twilight Drover
  • Varolz, the Scar-Striped
  • Vastwood Hydra
  • Vigor
  • Vorapede
  • Yavimaya Elder

  • ENCHANTMENT (5)

  • Abzan Ascendancy
  • Cathars' Crusade
  • Doubling Season
  • Parallel Lives
  • Retribution of the Ancients

    INSTANT (7)

  • Mortify
  • Path to Exile
  • Putrefy
  • Return to Dust
  • Solidarity of Heroes
  • Strength of the Tajuru
  • Swords to Plowshares

  • PLANESWALKER (3)

  • Ajani Goldmane
  • Ajani Steadfast
  • Elspeth, Sun's Champion

  • SORCERY (2)

  • Day of Judgment
  • Wrath of God

  • LAND (37)

  • Bojuka Bog
  • Command Tower
  • 3 Forest
  • Gavony Township
  • Godless Shrine
  • Grim Backwoods
  • Homeward Path
  • Isolated Chapel
  • Krosan Verge
  • Marsh Flats
  • Murmuring Bosk
  • New Benalia
  • Nykthos, Shrine to Nyx
  • Opal Palace
  • Oran-Rief, the Vastwood
  • Overgrown Tomb
  • 3 Plains
  • Sandsteppe Citadel
  • Sunpetal Grove
  • 2 Swamp
  • Temple Garden
  • Temple of Malady
  • Temple of Plenty
  • Temple of Silence
  • Temple of the False God
  • Vault of the Archangel
  • Verdant Catacombs
  • Vitu-Ghazi, the City-Tree
  • Winding Canyons
  • Windswept Heath
  • Woodland Cemetery
  • Yavimaya Hollow


This is the kind of deck that doesn't seem strong before you see it do it's thing - which is a great thing in EDH: no one considers you a threat for casting Shinewend or Cruel Sadist, and thus targeting is rare. After you've built up your army, feel free to cast Doubling Season/Kalonian Hydra/Vigor and completely dominate the field.

The deck sports wonderful and what's more flavorful removal in Retribution of the Ancients and Bane of Progress, and while it doesn't sport the usual power cards (Demonic Tutor et al.), it stood quite well to opposition in playtesting. Remember that for once, your deck isn't based around your Commander; Ghave is a toolbox, to be used and discarded as you feel like. That doesn't mean you can't combo with him and Doubling Season a bit if you feel like it.

This is a deck I wouldn't really like to make a budget version of, since I really love how it turned out. Unfortunately, the price tag is around 350 dollars, which is unacceptable here at EDH on a Shoestring. We've got better things to spend our money on (like hot dogs). So we'll put ol' Ghave on a diet, tone back the power cards and concentrate on conservative synergy. Cards like Doubling Season have to go, to make way for flavorful, nifty additions.

Sensible Gardening - Ghave, Guru of Spores EDH

    ARTIFACT (5)

  • Illusionist's Bracers
  • Ring of Kalonia
  • Ring of Thune
  • Ring of Xathrid
  • Sol Ring

  • CREATURE (40)

  • Abzan Battle Priest
  • Abzan Falconer
  • Acidic Slime
  • Ainok Bond-Kin
  • Blood Artist
  • Cruel Sadist
  • Custodi Soulbinders
  • Dauntless Escort
  • Demonlord of Ashmouth
  • Drakestown Forgotten
  • Etched Oracle
  • Eternal Witness
  • Falkenrath Noble
  • Fangren Firstborn
  • Fertilid
  • Festercreep
  • Fleshbag Marauder
  • Gyre Sage
  • Herald of Anafenza
  • High Sentinels of Arashin
  • Howlgeist
  • Indrik Stomphowler
  • Korozda Gorgon
  • Longshot Squad
  • Meadowboon
  • Mer-Ek Nightblade
  • Mikaeus, the Lunarch
  • Protean Hydra
  • Realm Seekers
  • Renegade Krasis
  • Sakura-Tribe Elder
  • Shinewend
  • Slum Reaper
  • Solemn Simulacrum
  • Spike Feeder
  • Tuskguard Captain
  • Twilight Drover
  • Varolz, the Scar-Striped
  • Vastwood Hydra
  • Yavimaya Elder

  • ENCHANTMENT (3)

  • Abzan Ascendancy
  • Cathars' Crusade
  • Retribution of the Ancients

    INSTANT (12)

  • Beast Within
  • Golgari Charm
  • Mortify
  • Path to Exile
  • Putrefy
  • Ready // Willing
  • Return to Dust
  • Rootborn Defenses
  • Solidarity of Heroes
  • Strength of the Tajuru
  • Swords to Plowshares
  • Wrap in Vigor

  • SORCERY (2)

  • Diabolic Tutor
  • Increasing Ambition

  • LAND (37)

  • Barren Moor
  • Bojuka Bog
  • Command Tower
  • Evolving Wilds
  • 7 Forest
  • Gavony Township
  • Grim Backwoods
  • Khalni Garden
  • Krosan Verge
  • New Benalia
  • Opal Palace
  • Oran-Rief, the Vastwood
  • 5 Plains
  • Sandsteppe Citadel
  • Secluded Steppe
  • 4 Swamp
  • Temple of the False God
  • Terramorphic Expanse
  • Tranquil Thicket
  • Vault of the Archangel
  • Vitu-Ghazi, the City-Tree
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow


The deck is still very effective, even with the most ridiculous power cards taken away. To make up for the lost efficiency and ability to return from boardwipes etc. the deck now contains more protective measures for your creatures (Dauntless Escort, Golgari Charm etc.) and boasts tutors, since every card you draw won't be superb any more.

Many of the cards in the deck are available as cheap and expensive versions (thanks to being released in Duel Decks, core sets and so on), so keep looking out for that good deal. All the cards in the deck are exchangeable - another good side of a multi-faceted deck - so you can customize the deck to what you want it to be.

Try the deck out, and watch out for garden shears (har har). Come back on Sunday, when I'll muse on the implications of being a target, and what cards to choose to avoid that.

Tuesday, October 14, 2014

Zurgo the Cimmerian - Zurgo Helmsmasher EDH


The fairly recent release of the first set of the Khans of Tarkir block was a godsend for EDH players. Sure, the original Commander release finally made wedges interesting to play: no longer would you be forced to play one of the god-dang-nabbit dragons as your Commander (no offense to people who like the scaly fellas, but to me they're all fairly boring). Even so, you can only make so many Animar, Soul of Elements or Ghave, Guru of Spores decks before wishing for more.

Enter Khans of Tarkir. The set gave you a whooping five new Commanders to play with, as well as a plethora of all-around awesome wedge cards to fill our decks with. While not all of the legendaries were meant for EDH (I'm looking at you, Anafenza), the rest open up a world of possibilities when it comes to deck design. And as you can probably guess by now, I'm going to design a deck for one of them today.

A lot of people have been instantly (and sensibly) drawn to Narset, Enlightened Master, but that's not the way I'm going to go today. In vacuum she's the strongest choice of the five, what with built-in defense from hexproof and ability to cast ridiculous spells like Time Stretch for free. Free. But her deck would, by default, be an expensive one, so after drooling about the possibilities (hooray for Aggravated Assault and extra turns!) I went another way.

And by that I mean the way of speed, the way of bloodshed, the way of aggression. My general is a man (or should I say orc) of the horde, one who wishes only to crush his enemies, to see them driven before him, and to hear the lamentation of their women (sorry, couldn't resist). That's right: today we'll be playing around with Zurgo Helmsmasher. Instead of the basic aggro deck one might imagine when looking at him, we're going to go a cleverer route. Guess what goes well with indestructibility during your turn? Boardwipes. Lots of 'em.

Zurgo the Cimmerian - Zurgo Helmsmasher EDH

    ARTIFACT (12)

  • Champion's Helm
  • Chromatic Lantern
  • Coalition Relic
  • Darksteel Ingot
  • Fireshrieker
  • Grappling Hook
  • Mardu Banner
  • Nevinyrral's Disk
  • Sol Ring
  • Trailblazer's Boots
  • Vorrac Battlehorns
  • Whispersilk Cloak

  • CREATURE (20)

  • Anarchist
  • Athreos, God of Passage
  • Aurelia, the Warleader
  • Darksteel Sentinel
  • Dimir House Guard
  • Erebos, God of the Dead
  • Eternal Dragon
  • Ghostblade Eidolon
  • Heliod, God of the Sun
  • Hellkite Charger
  • Iroas, God of Victory
  • Mageta the Lion
  • Mogis, God of Slaughter
  • Purphoros, God of the Forge
  • Scourge of the Throne
  • Silverblade Paladin
  • Solemn Simulacrum
  • Tajic, Blade of the Legion
  • Transcendent Master
  • Wrecking Ogre

  • ENCHANTMENT (3)

  • Aggravated Assault
  • Battle Mastery
  • Rage Reflection

  • PLANESWALKER (1)

  • Ajani, Caller of the Pride

  • SORCERY (17)

  • Austere Command
  • Beacon of Unrest
  • Damnation
  • Day of Judgment
  • Demonic Tutor
  • Diabolic Tutor
  • End Hostilities
  • Ill-Gotten Gains
  • Increasing Ambition
  • Kirtar's Wrath
  • Phyrexian Rebirth
  • Rise from the Grave
  • Seize the Day
  • Sunscour
  • Vindicate
  • Waves of Aggression
  • Wrath of God

    INSTANT (9)

  • Boros Charm
  • Mortify
  • Path to Exile
  • Psychotic Fury
  • Return to Dust
  • Savage Beating
  • Swords to Plowshares
  • Terminate
  • Utter End

  • LAND (37)

  • Arid Mesa
  • Barren Moor
  • Blood Crypt
  • Bloodstained Mire
  • Bojuka Bog
  • Buried Ruin
  • Cathedral of War
  • Clifftop Retreat
  • Command Tower
  • Dragonskull Summit
  • Forgotten Cave
  • Godless Shrine
  • Haunted Fengraf
  • Homeward Path
  • Isolated Chapel
  • Lavaclaw Reaches
  • Mana Confluence
  • Marsh Flats
  • Mountain
  • New Benalia
  • Nomad Outpost
  • Nykthos, Shrine to Nyx
  • Opal Palace
  • 2 Plains
  • Rogue's Passage
  • Sacred Foundry
  • Secluded Steppe
  • Shizo, Death's Storehouse
  • Sunhome, Fortress of the Legion
  • Swamp
  • Temple of Malice
  • Temple of Silence
  • Temple of the False God
  • Temple of Triumph
  • Urborg, Tomb of Yawgmoth
  • Winding Canyons


This deck is just wicked. People are used to boardwipes in EDH, but usually not quite to this extent. You can reasonably boardwipe three turns in a row, what with all the tutoring (Demonic Tutor, Increasing Ambition etc.) and recursion (Anarchist, Ill-Gotten Gains etc.) in the deck. Only decks with amazing card draw can compete with this kind of destruction.

To make sure you can't be attacked from any angle, the deck also sports good targeted removal (you can't compete with Utter End, another wonderful card from Khans of Tarkir), other indestructible-sporting creatures (the Gods of Theros are especially enticing) and extra combat phase spells. The God Squad is there to provide a little extra with their passive effects, but if and when they turn online, your opponents are in for a beating.

And there's the rub: all of these cards are expensive. Even if you manage to get wonderful deals for the cards, the deck still sports a price tag of around 400 dollars. What's more, many of the expensive cards in the deck are irreplaceable with the current strategy. You can't take the boardwipes out of a deck that intends to win with repeated boardwipes. What's a budget player to do?

Change strategy, that's what. Boardwipes are still going to be a part of the deck's plan, but we'll move towards an aggressive recursion deck. Instead of expensive indestructible creatures, the deck will sport creatures that return themselves from the graveyard or provide benefits as they go away. Instead of focusing solely on Zurgo, the deck will embrace a more rounded-out offensive strategy. Commence raid!

Always a Bigger Fish - Zurgo Helmsmasher EDH

    ARTIFACT (14)

  • Boros Cluestone
  • Darksteel Ingot
  • Fireshrieker
  • Grappling Hook
  • Loxodon Warhammer
  • Mardu Banner
  • Nemesis Mask
  • O-Naginata
  • Orzhov Cluestone
  • Sol Ring
  • Tenza, Godo's Maul
  • Trailblazer's Boots
  • Vorrac Battlehorns
  • Whispersilk Cloak

  • CREATURE (19)

  • Anarchist
  • Archetype of Aggression
  • Blood Artist
  • Butcher of Malakir
  • Dimir House Guard
  • Falkenrath Noble
  • Fleshbag Marauder
  • Ghostblade Eidolon
  • Hellkite Charger
  • Luminate Primordial
  • Mageta the Lion
  • Netherborn Phalanx
  • Ogre Slumlord
  • Pawn of Ulamog
  • Silverblade Paladin
  • Slum Reaper
  • Solemn Simulacrum
  • Tajic, Blade of the Legion
  • Wrecking Ogre

  • ENCHANTMENT (7)

  • Battle Mastery
  • Dictate of Erebos
  • Holy Mantle
  • Proper Burial
  • Rage Reflection
  • Spirit Mantle
  • Unquestioned Authority


    INSTANT (8)

  • Abolish
  • Condemn
  • Mortify
  • Orim's Thunder
  • Psychotic Fury
  • Return to Dust
  • Savage Beating
  • Terminate

  • SORCERY (13)

  • Day of Judgment
  • Diabolic Tutor
  • Flesh Allergy
  • Ill-Gotten Gains
  • Increasing Ambition
  • Kirtar's Wrath
  • Phyrexian Rebirth
  • Rise from the Grave
  • Seize the Day
  • Sunscour
  • Terashi's Grasp
  • Waves of Aggression
  • Wrath of God

  • LAND (38)

  • Barren Moor
  • Bojuka Bog
  • Buried Ruin
  • Command Tower
  • Forgotten Cave
  • Haunted Fengraf
  • 7 Mountain
  • New Benalia
  • Nomad Outpost
  • Opal Palace
  • 9 Plains
  • Rogue's Passage
  • Secluded Steppe
  • Sunhome, Fortress of the Legion
  • 6 Swamp
  • Temple of the False God
  • Vivid Crag
  • Vivid Marsh
  • Vivid Meadow

The main focus of the budget deck is still on Zurgo: voltron him up at will and boardwipe as necessary. Your tools for giving Zurgo the push he needs are increased, although at the cost of the best method (destroying all other creatures). Always seek to give Zurgo double strike, because the 14 Commander damage he deals after that is quickly fatal - especially with double combat phases.

The deck also has a new interesting aspect in using Zurgo's less-flashy ability: gaining counters from killing opposing creatures. Nemesis Mask and Grappling Hook go a long way when you want to destroy a specific creature in combat, and since most other Commanders can't stand up to Zurgo's high power, you can repeatedly kill them by forcing them to block. And if Zurgo hits the 'yard, Dictate of Erebos and other when-dies effects take care of the rest.

Whew, I managed to get through the article without too many Conan references. Come back on Thursday, when I design a deck for a legendary creature that's been quite a contender in the competitive scene as of late.

Sunday, October 12, 2014

Pack a Punch - Cards every EDH player should own

(Dollar by Images Money, licensed under Creative Commons)

While I'm just about the biggest advocate for playing cheap cards and unlikely decks in EDH (just look at the blog you're reading), I will say that for the most part, it's a relentless field. Not every fellow player you'll run across will enjoy quirky, budget decks as much as you do - far from it. At the end of the day, all players just want to have fun playing, but for most (or at least some) having fun equals winning.

That's why even budget decks need the occasional boost from a particularly powerful, on-its-way-to-expensive card. Since there's so many of that type to choose from, today's post contains a list of good candidates for what I like to call "splurge cards": cards so powerful/interesting/awesome that you're ready to spend a little extra on them.

I'll give you five cards of each of the five colors, five artifacts and five lands for a total of 35 cards that I am willing to bet my favorite deck on you'll enjoy playing in your decks. The cards I suggest still cost less than ten dollars; good is good, but budget is budget. The list presented here is not a be-all end-all list of must-have EDH cards. If you don't play a given color, don't get those cards. If one of the cards doesn't fit your play style, skip it. The choices are yours - the suggestions mine.

(NOTE: Two or more cards can be listed at once if they're a good-enough replacement for each other - although getting all of the mentioned cards is always better. All card prices acquired from http://www.mtgprice.com on October 13, 2014)

White

Day of Judgment/Wrath of God: Depending on your metagame, boardwipes are either useful, incredibly useful or a must. White has seen a lot of boardwipes through the years, but these two hold on to their position as some of the best thanks to their cheapness (four mana each) and effectiveness (even regeneration won't help with Wrath). For a more varied approach, try Austere Command. Price: $1.6 (M12)/$4.55 (5th Edition)

Hallowed Burial: Any and all "tuck" effects (cards that put a permanent into an opponent's library, either on the bottom, X from the top or shuffled into) are good in EDH, solely because they can throw a Commander-based deck completely off the tracks. That's why a card like Hallowed Burial, which tucks all creatures on the field, is wonderful. Nothing better than shuffling away three or more Commanders just before casting your own. Price: $6.85 (Eventide)

Path to Exile/Swords to Plowshares: White offers a player some of the best targeted removal ever printed in Magic, and nothing can compete with these two bad boys. While powerhouse cards like Oblivion Ring and Banisher Priest are great (and worthy additions to most decks on their own right), nothing beats the one-mana, instant-speed removal Path and Swords offer, especially when used against a particularly grating Commander. Get at least one of them - or both, if you're an avid White player. Price: $5.89 (Conflux)/$2.43 (Conspiracy)

Prison Term: Nothing says "stay there" like an Aura that jumps around the table, looking for the most dangerous creature to tie down. What's more, many strong Commanders are based around their activated abilities, which Prison Term just loves to negate. Remember to play up the diplomatic aspect ("I'll move it to another player's game-winning creatures when the time comes") to swerve your enchantment around counterspells and removal. Price: $0.82 (Shadowmoor)

Return to Dust: At this point you might have noticed all of White's splurge cards are removal of some sort. This is very much intentional: White offers the best and most varied removal in the game, so concentrate on it. Return to Dust offers you an easy two-for-one when cast during your main phase, and since it exiles the artifact/enchantment instead of just destroying it, conveniently gets rid of things like Rancor and Fool's Demise. Price: $1 (Time Spiral)

Blue

Brainstorm/Preordain/Whispers of the Muse: The amount of one-mana cantrips Blue has to offer is amazing, and pretty much all of them are at least playable in EDH; the ones listed here are just the most powerful. Every draw spell in your deck means you're effectively playing a smaller deck, which means you're more likely to run into your most powerful/important cards, which means you're happier. Price: $0.64 (Beatdown Box Set)/$1.06 (M11)/$0.19 (Time Spiral)

FabricateYou might be a bit confused with this one. "I'm not playing artifact", you say. Sure, your deck might not be artifact-based, but what Fabricate (and other artifact tutors, like Trinket Mage) brings to the table is a tutor for one of the best cards ever printed, which is also one of the cards I'd advocate you to splurge on (scroll down to artifacts to find out which one). Price: $1.66 (M10)

Hinder/Spell CrumpleSince you're playing Blue, you might as well be playing counterspells. I'm not a big fan of countering myself: I've always rather done interesting things than stop others from doing them. This doesn't mean I don't respect the power of well-placed counters, and I do advocate people to play at least a few of the really strong ones. Price: $3.57 (Champions of Kamigawa)/$5.39 (Commander)

Rhystic StudyDraw is good in EDH. Blue is the king of draw. Hence, you should play Blue draw spells when playing EDH. However, the amount of draw spells available is so staggering it can be intimidating. Rhystic Study is about as simple as you can get: they forget/can't/won't pay, you draw - a lot. If you're into creature-based card draw instead, try Mulldrifter or get yourself acquainted with Green. Price: $3.12 (Prophecy)

Rite of ReplicationBlue has no lack of copy spells, and many of them are incredibly good in EDH (my personal preference is Stolen Identity: you can immediately copy the most powerful artifact or creature on the battlefield, and in many situations immediately copy it a second time). Nonetheless. the late-game potential of Rite of Replication makes it the best in the budget department. Price: $4.12 (Zendikar)

Black

Beacon of Unrest: Recursion of cards is a good way of gaining card advantage, and I for one prefer to return cards from my graveyard straight to the battlefield instead of my hand. But wait, my rich opponents are playing far better creatures than me! Let's give them a taste of their own medicine with a few reanimation tricks. I go for the reanimation cards that allow me to steal my opponents dead creatures just for this reason. Price: $3.3 (Planechase)

Beseech the QueenWould you like to have two, or three, or more of your favorite EDH card in your deck? Play tutors! Each tutor in your deck stands for every other card in your deck, for just a small mana investment. As far as Beseech the Queen goes, there are far more powerful tutors out there (*cough* Diabolic Tutor *cough*), but they have a habit of having a price tag in the hundreds of dollars - yikes! Price: $3.03 (Shadowmoor)

ExsanguinateEDH games tend to be long affairs, and if you're unable to keep up your basic resouces - your hand, your life total and your field position - in good condition, you're going to lose the game in the long run. Exsanguinate is a wonderful card just because of that: it takes the steam out of early-game oriented aggro decks, punishes everyone while benefiting you, and more than once I've single-handedly won a game off a bloated Exsanguinate. Price: $1.05 (Scars of Mirrodin)

Fleshbag Marauder/Slum Reaper: What with all the hexproof, shroud and indestructibility going around, a little sacrifice-based removal is always good to have. What these two guys have going for them is that they're also bodies that stick around if you've got a worse creature to sacrifice (or one that gives you something when it hits the 'yard), and they repeat for each player, allowing you to clear plenty of creatures for a small cost. Price: $0.39 (Shards of Alara)/$0.16 (Return to Ravnica)

Grave Pact: This is one card that isn't absolutely necessary in every Black deck, but it sure is a wonderful addition to any that plays even a moderate amount of creatures. In an offensive creature deck or a sacrifice deck, though, it is an absolute must. The card is heavy on Black mana, but the effect is just so powerful that it's almost always worth splurging on. Beware of becoming the target after casting it, though. Price: $9.88 (Planechase)

Red

Anger: While the ability to attack a turn earlier is not quite as good in EDH as it might be in other formats, it's still worth it if the creatures or their activated abilities are powerful enough (which they often are). Mass haste, like the one offered by Anger, is a great way to push through Commander damage as well, or activate the wicked abilities yours offers before the inevitable flurry of removal enters the scene to spoil your fun. Price: $1.15 (Judgment)

Banefire/Comet Storm/Demonfire: Red is often called the worst EDH color, but while I see the reasoning behind this train of thought (in a format where draw, long games and card advantage are the key to victory, Red has little to offer), Red is a wonderful secondary or tertiary color in a deck, thanks to its powerful single cards. Big burn spells like the three mentioned here are a good way to milk Red for all it's worth. Price: $3.54 (Duels of the Planeswalkers)/$1.27 (Worldwake)/$0.67 (Duel Decks Jace vs Chandra)

Bogardan Hellkite: One of the few things Red has to offer in EDH is its biggest creatures: dragons. Many of them have found their place in classic EDH decks, but Bogardan Hellkite is perhaps the most useful, boasting instant speed, two- or even three-for-one advantage at entering the battlefield, and a fat flying body. And if you're playing Blue, repeatedly copying one is good for many, many laughs. Price: $2.16 (Time Spiral)

InsurrectionA game-ender if there ever was one. A successful Insurrection pretty much ensures at least one opponent is going down, but more often than not you can divide the pain so that by the end of your attack phase, you're the only one standing. It's a prime counter target, though, so you'll have to be wily with casting it; just throwing it around is gonna end with you down eight mana to no effect. Price: $1.45 (Onslaught)

Reiterate: EDH is an intense game of trying the get the most bang for your buck. Everyone's playing top-notch cards, meaning most anything being thrown around is worth copying with cards like Fork. Except with Reiterate, you'll eventually reach a point where you can copy things again and again and again. No sorcery game-ender, no instant draw is safe from your greedy hands. Price: $3.12 (Time Spiral)

Green

Beast Within: Best removal spell in EDH, bar none. That's really good for a color not particularly known for its removal. The fact that Beast Within can remove any permanent, at instant speed, for a measly three mana, makes it a card worth having in just about any Green deck. The 3/3 creature your opponent gains is little compared to the fact you've just destroyed their best permanent, and in a pinch Beast Within can target your own permanent to provide you with an extra body. What versatility! Price: $1.8 (Planechase 2012)

Eternal Witness: This girl gives you recursion like no other. Since she can give you a second try with any card you cast, she's definitely worth it in basically every Green deck ever. Not only that, but she also offers a body, all for a measly three mana! There's nothing quite like blasting an opponent out of the game with some massive, game-ending move, only to do it again the next turn with a little help from Eternal Witness. Price: $2.55 (Duel Decks Izzet vs Golgari)

Harmonize: Since this is a color-shifted version of Concentrate (listed above), everything said previously holds true here as well. Green can often get card draw from creatures (Garruk's Packleader immediately springs to mind), but never forget the straightforward power cards like this one. Price: $1.55 (Planar Chaos)

Sakura-Tribe Elder/Yavimaya Elder: Respect your elders, especially if they intend to fix your mana for you. Any number of land search spells could be listed here, from Cultivate to Tempt with Discovery, but these two guys have served me well, and find a place in every Green deck I possess. Big spells, here we come! When choosing land search for your deck, go for the cheap and efficient, and preferably anything that can search for any land instead of just basic lands. Price: $0.39 (Conspiracy)/$0.69 (Urza's Destiny)

TerastodonTwo-for-ones are an important part of taking care of your card advantage in EDH. That's why guys like this are so good: they offer you a powerful creature and a removal spell, all in one neat package. And while repeated or mass land removal in EDH is just unpleasant, removing a few key lands with Terastodon is just good strategy. Price: $0.36 (Conspiracy)

Artifact

Coalition Relic: The best cards ever printed aren't going to do you any good if you can't cast them. That's why mana fixing and ramping are so important, especially in the long-winded, giant spell environment of EDH. Artifact mana fixing isn't quite as good in raw power as the Green spells tend to be, but has the added benefits of 1) fitting every deck, and 2) being colorless, meaning you're left mana screwed far less often. Price: $5.95 (Duel Decks Phyrexia vs The Coalition)

Lightning Greaves: You build your decks around your Commander, right? What if, instead of having him removed the moment he enters the battlefield, you instead equip him with a little piece of tech that protects him from all targeted removal? This is what makes this card (and the various other similar cards) so powerful: they insure your Commander/best creature from harm - or at least force a boardwipe from an opponent. Price: $5.6 (Commander)

Mimic Vat: Any creature with an enters-the-battlefield effect is a creature worthy of imprinting onto your Mimic Vat. Imaging the land search you'll get from imprinting, say, a Yavimaya Elder! And it's not just your creatures that you can stick into the depths of this gooey piece of creature recursion: you can also steal your opponents best guys. Imprint a Bogardan Hellkite and watch your opponents break down. Price: $2.33 (Scars of Mirrodin)

Solemn Simulacrum: I have this guy in every single EDH deck I've ever made. Literally every single one. The card advantage you receive from him is just golden, and he often fills extra roles depending on the deck (he's a classic in sacrifice decks, for example). For added laughs, always try to get the "sad robot" artwork version - it's glorious! Price: $3.84 (M12)

Sol Ring: This is the card I spoke about in Trinket Mage, and another card I have in every EDH deck along with my Solemn Simulacrum. A hand with a few lands and a Sol Ring is almost always worth starting on. You can't compare with the raw mana ramping potential this card offers. To put it into perspective: Worn Powerstone is a great card, and Sol Ring is better than it in every way. Wow. Price: $3.98 (Commander 2013)

Land

Homeward Path: This is not so much a must-include card as it is a must-own card. Many players of the Blue and/or Red persuasion have been lured into the stealing game, where you play with mostly your opponents cards. If you have even one of those players in your group, Homeward Path is the card for you. Just make sure you're not playing steal effects yourself, or you're gonna shoot yourself in the foot. Price: $2.89 (Commander 2013)

Krosan Verge: Of the five lands suggested for splurging here, this is the only one with a color identity. Before you scream foul and accuse me of being biased, notice that of all lands, only Krosan Verge and Thawing Glaciers will actually lands for you, and Thawing Glaciers does it slowly. This is a powerful card, and if you're playing Green and White, you definitely want to have this among your hundred cards. Price: $0.41 (Judgment)

Reliquary Tower: In EDH you want a full hand, plain and simple. If you're playing enough draw to potentially flood your hand, this card is a godsend, and an auto-include. What's more, many players play cards like Howling Mine and Prosperity, so sometimes having Reliquary Tower in your deck is justified even if you're not playing tons of draw cards. Price: $2.37 (M13)

Scrying Sheets: This card provides any deck with a nifty little piece of tech: while it might at first look like a fit only for snow-heavy decks, you can have all your basic lands be snow lands, meaning Scrying Sheets often provides you with card advantage. Buying all those snow lands might be a hassle, though, and a deck with the card must have at least around 20 of them, so think about it carefully. Price: $2.88 (Coldsnap)

Temple of the False God: If by now you haven't figure out that having tons of mana is a great thing in EDH, nows the time to get it into your head. When you do, it should become obvious why Temple of the False God is a great card. Beware of starting hands with this card in your hand, though: if you don't get to the necessary five lands, the Temple is just a dead card. I've sat on an unactive Temple of the False God before; not only is it useless, it's kind of embarrassing. Price: $0.26 (Commander 2013)