…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…
…the presence of spell in the command zone and the speed of the format. In Commander, games often last long enough for the Sol Ring advantage to be overcome. We…
…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…
…card includes the casting cost of both sides of the card. The “command zone tax” is calculated based on the number of times the card has been cast. It doesn’t…
…puts their Oathbreaker and Signature Spell from their deck face up into the command zone. Then each player shuffles the remaining 58 cards of their deck so that the cards…
…but currently it remains legal. The Elderspell [] In internal play testing, playing around the elderspell [] in the Command Zone was relatively easy. Most of the rules committee members…
…the Dreadhorde [] Unlike other pairings, this combination doesn’t outright win the game. Rather, Sorin, Vengeful Bloodlord []’s static abiltity mitigates the drawback for arguably one of the most powerful…
…your command zone. Speaking of counter spells; I wouldn’t recommend putting a counter spell in your command zone in most cases. The commander tax will make the spell inefficient to…