It gets checked and resolved before any ETB triggers make it to the stack. This can lead to dies triggers going of, too, which, if controlled by the same player, can be ordered on the stack above or below that ETB trigger. Opponents may be hesitant to attack or use removal spells when they see the Quicksilver Amulet on the board, fearing that I may have a powerful creature waiting to be played. As a Commander player, I am always on the lookout for innovative ways to enhance my deck. In this section, I will discuss two strategies that have proven to be effective in my experience. According to some sources, some of the least played Commanders include Livonya Silone, Hythonia the Cruel, Maeve the Insidious Singer, and meta mtg Autumn Willow.
Yes, you can have multiple planeswalkers in your commander deck as long as they have different names. You cannot have multiple copies of the same planeswalker card in your deck, but you can include different planeswalker cards with unique names. In Commander, you can only have one copy of each card with a specific English name in your deck, except for basic lands. This means you can only include one copy of each named land in your Commander deck. Yes, you can have multiple copies of the same card in your deck in Commander, except for cards with the same English name. This means you can have multiple copies of non-land cards, but you can only include one copy of each non-basic land card in your Commander deck.
What is legal in a Commander deck?
Determining your land count requires balancing several factors. In Commander, everything is legal except for Silver-bordered or Acorn cards, which are essentially joke cards. Commander Rule 11 tells you that the only cards that are allowed to be brought in from outside the game are Companions. The only one that was worth creating extras (and this was before prestiging went in, so it might not apply anymore) is the Arch-Demon for higher chance of skipping a tier when merging creatures. The Legend Rule is how Magic balances the often powerful effects of a Legendary permanent. To put it simply, you can’t control more than one Legendary permanent (land, creature, enchantment, artifact, or Planeswalker) with the same name at the same time.
In this section, I will discuss how to balance colors in your mana base and how to incorporate utility lands to improve your deck’s performance. This means you should include more lands than you might in other formats to ensure you have enough mana to continue casting spells throughout the game [2][4]. While the number of lands you include in your deck will depend on your Commander and the strategy you’re using, most Commander decks run between 33 and 40 lands [1][3]. This gives you a good chance of drawing enough lands to cast your spells without flooding out and being unable to cast spells. The ideal land count in a Commander deck is around 35-40% of the total deck size. However, some Commander decks may have a slightly higher ratio of lands to ensure consistent mana availability.
Is 30 lands enough for Commander?
As for ramp cards, it is recommended to include a variety of ramp spells and artifacts to make sure you have enough mana acceleration in your deck. Aside from true duals, shock lands are considered the best dual lands. They have the basic land types and can enter untapped when needed. That’s why including ramp and acceleration cards in your deck is crucial. In this section, I’ll discuss the different types of ramp cards, the importance of mana rocks, and utilizing elves and other creatures to ramp up your mana. There is no restriction on the number of basic lands you can have in your deck.
Can you have more than one nonbasic land in Commander?
My friends suggested that I have basic lands in the deck but is that right? In most constructed formats (60 card ones) you’re limited to four of any one card, except basic lands. Commander (once known as Elder Dragon Highlander) is limited to one, except basic lands. No, you can only have up to 4 copies of each nonbasic land card in a Commander deck, similar to other card types. The number of lands you should play in your Commander deck depends on your deck’s specific needs, but a good guideline is to include around 40% of your deck as lands. This means that in a 100-card Commander deck, you should aim for about 40 lands.
Yes, some legendary planeswalkers are allowed to be used as commanders in Commander games. They have a line of text on their card that specifically states “this card can be your commander”. This exception to the usual rule that your commander must be a legendary creature allows players to use certain planeswalkers as their commander. No, you cannot include lands that have a basic land type that doesn’t correspond to your commander’s color identity.
However, it is recommended to have around 37 to 40 lands in a Commander deck. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. For a dual color Commander deck, it is recommended to have around 33 to 42 lands. However, it is important to note that relying too heavily on mana rocks can leave you vulnerable to artifact removal spells.
Draftsim recommends having between 10 to 15 mana rocks in your deck. One way to counter this is to include cards that allow you to draw additional cards or generate more mana. This can be especially useful in situations where my mana base is limited or when I need to quickly establish board presence. There are a few general starting points to consider when determining your land count. Here are some factors to consider when determining your land count.
There is no specific limit or requirement for the number of nonbasic lands in a commander deck. However, many players typically include a mix of basic and nonbasic lands to ensure mana consistency and access to diverse abilities. No, according to the Commander deck construction rules, players are not allowed to use any card whose color identity is not included in the color identity of their commander. So you can only use lands that match your commander’s color identity. Yes, according to Rule 903.5d, a card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
The average deck should have around basic lands, depending on your curve and mana requirements. However, the number of lands can vary based on your deck’s strategy and curve. The basic rule of thumb is that you play lands in a 40 card deck, and 24 lands in a 60 card deck. If you are playing more than a couple cards with mana costs of five or higher, increase the number of lands.
(Some dual lands are; scrublands, Bayou.. etc…) And in EDH more than 1? Commander Rule 11 states that the only cards that are allowed to be brought in from outside the game in Commander are Companions. This means that you can only include Companions in your Commander deck from outside the game, and no other cards are allowed to be brought in. It is recommended to have around 8-10 ramp cards in a Commander deck.
One of the key considerations when building a Commander deck is the abilities and requirements of your Commander. When choosing artifacts for a Commander deck, I focus on finding ones that provide synergy with my commander or other cards in my deck. Building a Commander deck is a unique experience compared to other formats.