Ramp that puts it in your hand won't be ramp if you've already played a land this turn. It puts the land onto the battlefield which is key. If your playing casually and everyone has tap lands, then focus on your ramp. Buy the fancy stuff only if you can afford it. ![]() There are cheep-ish options to replace dual lands that come in tapped, no amount of 1 life or scry 1, is worth the tempo loss. Mana is where I always suggest spending your money first, its not flashy, but a good house is built on a good foundation. Tap lands are okay, but Anowon needs to be hitting and milling early to create his lead and prepare for the early game. However before all that I suggest you upgrade your mana, increase your ramp cards, your card draw and lower the overall cmc of the deck. ] is a good tutor, a good political tool and in the event of failing politics its not difficult to mill away whatever they choose. Also because milling and thievery are the most reliable ways of making someone openly weep during a game of magic. ] A neat little 2 mana counter or removal spell any mill deck shouldn't be without. ] - Rogue, evasion for the team and monarch is both a fun addition to your commander table and good card draw that you and your rogues shouldn't have too much trouble getting back if/when you lose it. Welcome back to magic, your wallet has just jumped on a treadmill and is about to be supermodel thin. ![]() On the off chance everything I said has already crossed your mind I hope you'll forgive me. I hope I could provide you with some useful tips and advice. I'm under the impression that you might be newer to commander specifically and thats why I wrote this essay for you. I've been playing commander for years now and was more than eager to share all my thoughts and ideas with you. Hey, I made a similar decision as you when the deck came out.
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