Beating down with your Commander deck is fine when everyone else knows what to expect. What happens when you have to shift to an entirely new group?
Jules Robins
The commanders in Innistrad all state they’re not dead. Jules digs to the bottom of this.
The Devil’s come to collect his due: everything you own for the next six cards.
The leyline of Innistrad’s mechanics lead to some interesting places!
Jules shares the chorus in his head as he covers a deck around Chorus of the Conclave.
Remember learning Magic, and that life gain was good, then bad, and then rarely but conditionally useful? Where does it fit into multiplayer politics and Commander? Jules has the answers!
It’s Time Walk! It’s Time Warp! Taking two turns with Time Stretch! Gotta make my mind up: how much edge can I take (without actually taking extra turns)?
Ready for another round of gravedigging? Not your own grave, of course, but that of opponents’ graves? Jules is back with a round of graveyard action. Get primed right here for Innistrad in Commander!
Jules is digging deep to uncover and share the mysteries of the grave. Are you ready for playing in the dirt, six feet under?
Jules writes about writing about Commander, while he’s writing about an unusual commander. Journey with Jules down a stream of Commander writing consciousness.
How may bad commander choices can you name? Jules says there really isn’t any! See how he breaks down crafting decks, and why you should consider something a little more unconventional!
You’ve heard about “the danger of cool plays” in Magic. Jules shares with us the danger of un-cool plays, and how to amp your entire Commander troupe’s fun up to 11!
Winning isn’t a “dirty word” in Commander. Buck up, buckle down, and take the tables one at a time! Jules has the lowdown on a not-so-sneaky and straightforward way to win games at Commander!