…play until freshman year of high school. In the beginning, I tried competitive formats like standard, but around the time of original Innistrad I transitioned to mostly playing Commander. Commander…
…mentioned by the Commander Rules Committee in their ban announcement. Those against the ban mentioned that games go much faster in Oathbreaker, that many under-costed mana rocks (such as sol…
…are not. None of your friends can complain about you going “infinite.” After 10 games I didn’t once need an infinite loop. If you are going to play this Saheeli/Thoughtcast…
…command zone seems pretty harsh). Oathbreaker found a way to allow us to have multiple cards in the command zone and to draw on my love for Commander. In Oathbreaker…
…combo pieces should probably not be in your command zone. This is particularly true if your Signature Spell has a combo with your Oathbreaker. For example, Narset Parter of Veils…
…are made of 60 cards, including an Oathbreaker and a Signature Spell. You can fine out more by checking out the quick rules, the comp rules, and the homepage. What…
…minions worth commanding. While not as game ending as other combinations, by the time you resolve Command the Dreadhorde [], you should be so far ahead on board and card…
You may want to consider reading the Ban Philosophy as well. Who are we? The Oathbreaker rules committee is currently made of six players with a wide range of playstyles…
…specifically the mechanic of Companion. Wizards realized the implications of this mechanic in formats outside of their control and gave the Commander rules committee advance notice. We however, did not…
…cards caused an equal amount of debate amongst the Oathbreaker Rules Committee as it did for the Commander Rules Committee. At the end of that debate, this is where we…