Andy builds on an old theme in Commander, the token deck. He takes the classic strategy in some new directions, putting Trostani at the helm.
Mirari’s Wake
What if you could play hundreds of the best cards in Magic and not worry about mana? Isn’t it cool to think about drawing off the top of a giant deck and playing what comes up?
The Danger Room is a new way to play Magic. It uses a shared box of cards, meaning that you can play it with everyone, and it is very simple to learn.
Part 1 of a two part series investigating foils, their prices, factors which make them desirable, and how YOU can identify and profit from them!
Break cards is what Carlos does best. This week, it’s Saffi Eriksdotter bending the world of Commander to its knees. You’ve been warned!
Jules shares the chorus in his head as he covers a deck around Chorus of the Conclave.
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)?
Old-fashioned, creature-based card advantage. Let Robert take you through a Mayael deck that’s packed to the brim with it!
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!
10 Magic players of superior skill enter a single team cube draft. How do you handle the volume without taking up an entire day? Anthony has the clever, and fun, solution of Survivor Draft!