…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…
…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…
…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…
…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…
…Why? Are you going to sleeve up one of these Deadly Duos? Share your decklist with me in the comments. Roll safe. And remember, break oaths and not your bank!…
…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…
…banned in this format, since they cannot sit in the Command Zone. Because of the Signature Spell, some instants and sorceries are too powerful to be allowed access to the…
…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…
…the list: Final Thoughts I want to note that I purposely left out some of the finer points of the deck, like the mini-proliferate theme, and the lack of creatures,…