…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…
…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…
…none are expected to warp the format from within the deck. The takeaway: Companion will not function in Oathbreaker. The rules do not allow it, the companions being released would…
…of the Veil [] and the like. I think about the decklist below as the “current iteration,” because I’m sure that improvements can be made. Maybe after more reps, we…
…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…
…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…
…important to note that inherent in their design, these three Chandra’s synergize directly with each other. They belong in each other’s 58. They are well designed to curve into each…
…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…