…of the Multiverse to something more akin to a legendary creature. In game, they often were flash-in-the-pan cards. They resolved and were almost always dealt with by the opponent(s) in…
…thus: Weirdcards are the PEOPLE that do the “care and feeding” of MagiKids. Weirdcards is an inward-facing social club that volunteers their time in supporting the educational mission of MagiKids…
…2017, most of us were in the midst of playing a mix of modern, legacy, and commander. Since the inception of the format, two of us have had children and…
…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…
…in limited, you know they’re powerful and can get out of hand really fast. The buy in for these are low and they see a lot of normal Commander play…
…slow down your opponents and lock them out from playing the game. Similarly, Teferi, Time Raveler [] can be utilized in conjunction with Whir of Invention [] to lock opponents…
…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…
…and win anyway, check out Medina’s list. Are any of these cards your Signature Spell? Are there any similar ones I missed? Let me know in the comments below. …
…you combo off. Of course, those can certainly attack when needed. Here’s where our second win condition comes into play. Coat of Arms is pretty self explanatory. The dozens of…
…haste! They must attack themselves with Avatar (because of Evil Presents []), and they must attack with their other creatures (so they can’t block). This means they’ll take 16 from…