Welcome, Summoner. Are you creating a new brew for your next Magic Night? What about adding some spice to it? Here, I'll try to spot gems, that will spice up your play. We all know the staples (thx EDHREC), but new discoveries are hard to aquire. (Suggestions are welcome)
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Choose a creature or land from outside the game and put it into your hand. Usually, the âoutside the gameâ refer to the sideboard of a deck. In commander, people doesnât use sideboard cause thereâs no 2 out of 3 games. But thereâs still one of 10 cards (same rules as the deck building) that is used for this exact kind of ability.
Why you want to play that card :
Iâve discovered this rule (and card) while I was looking for a game ender in a creatureless deck. With this card, I can have no creatures in the deck, but still get one when needed (like a Laboratory Maniac).
In any green deck, you might want to use this card. You can make a toolbox out of your sideboard, so when you get Living Wish (or any other âoutside the gameâ ability) you can grab one of those 10 answers to a threat on the board.
Interesting addition, you can grab a land as well. I donât know how this is relevant, but in a 5 color deck, you can but dual lands or even basic lands in your sideboard, to have fixing if needed.
In green, thereâs a lot of options to find a creature in a deck, but they usually tend to be expensive (money wise). So this is an affordable option to find something that is not always core to the strategy, but that might help you in varied situations.
The sideboard can be used to hide your win condition against exile effect from the library (like Sadistic Sacrament). Itâs a meta call for this one.
What colors bring to the card :
White : Thereâs a lot of hatebear in white and green that you might want to get to slow someoneâs strategy. Some win con could be placed in the sideboard as well, like Felidar Sovereign.
Blue : Access to Laboratory Maniac in a creatureless deck. You also get card draw, bounce effect, landwalk creatures. Also, copying this spell must be great.
Black : Thereâs many black creatures that when they enter the battlefield, they destroy another creature. Mixed with another color (like green) for other kind of removal, it might get a nice range of options. Also, graveyard recursion is an option.
Red : Beside artifact removal from a creature, red is mostly aggressive and doesnât make the best tool box in a control situation. However, you might get the best offensive creature for that specific situation.
Green : Enchantment or artifact removal on a creature, big creatures, graveyard recursion, ramp, flying defenses. Green has a lot of different options to play with. Combine with other colors, youâll have an answer to most things happening. Yeva, Natureâs Herald is also great here, to be able to play the card you searched for when you want.
Final thought :
This card (and other âWishâ cards) is very interesting in a deck building, making you spaces to add other cards cause this one has a lot of options. Itâs a mechanic that i havenât seen in commander and that should be more known. Itâs like creating a 110 card deck instead of 100.Â
If you plan to build a creatureless deck (or something else than creature using another wish) this might be useful to get this one creature you need but still having your deck building clean of creatures. For the curious of the deck I was building, it was based on Oath of Druids, so without any creature in the deck, I just mill my entire library. With Living Wish, I still have access to Laboratory Maniac to win the game.Â
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
This is an instant that forces attacking creatures to not attack you this turn.
Why you want to play that card :
Itâs a great defensive option against aggressive deck. You may have enemies in a game and had no blockers or attacked with everything last turn. By playing this, not only you save your life, but you make a non-optimal attack phase to your opponent.
By redirecting attacking creatures to other opponents, you create a little bit of chaos, making bad trades or even makes someone betrays alliance or even kill another player.Â
For sure, creatures will die, but not yours. Youâll feel like someone walking through a battlefield, but youâre the only one that is unhurt by all this mess. You sure get a big advantage at the end of this turn.
Can be a kind of uncontrolled board wipe, in the way that a lot of creatures gonna die.
Great for politics. You always can say âDonât attack me, youâll regret itâ or make a deal that cause someone else to attack you.Â
You might get enemies by playing it, but you should always say that if the one that attacked you didnât attack, nobody would have lost life points.
What colors bring to the card :
White : Usually, you have better board wipe options in this color. Blue can bring lots of control option, but this card is probably not what you want.
Blue : Good defensive tool in a mono blue deck. Goes well with Aetherize and other effects like that, punishing your opponents to attack you.
Black : If you have triggers out of creatures dying or opponents losing life, that cards can be useful.
Red : Chaos decks might want this card for... chaos purposes.
Green : Kinda neutral here. It depends entirely on you deck. If you have a good board, always bigger creatures and don't mind about being attacked, then this card is useless. But if you play a more combo deck that needs more protection or try to politics around the table, it might be interesting.
Final thought :
This is not a synergistic card. Itâs a defensive tool, that may destroy lots of creatures and deals damage to opponents. Usually good in a not too controlling deck, for tempo play, delaying the anger of your opponent. Need to be played carefully, it may backfire.
 What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
Not expensive sac outlet that lets you search in your library for a land with a basic land type (Plains, Island, Swamp, Mountain, Forest), it enters the battlefield tapped.
Why you want to play that card :
First of all, itâs a repetitive sac outlet on an enchantment. Yes, itâs 5 cmc, but itâs harder to remove than a creature. That card works great in a deck with a lot of death trigger or that need creature to die for any reason. Â
Great if someone wants to clean the board, so you can get a lot of lands out of your deck. This way, youâll be able to rebuild faster (if you have enough cards in hand).
This card makes you ramp for higher cmc spells. Usually, green have good options in this category, as well as Eldrazi. Itâs also useful to fix your mana, getting you the duals you need.
In a deck that you may take control of opponentâs creatures, this is a great tool for your second main phase, make you sacrifice their creatures instead of yours.
What colors bring to the card :
White : This color is great to provide you tokens, usually need ramps, so paired well with green. Thereâs also a lot of combo options that may need sac outlet.
Blue : Not the best colors. Usually, you gain the control of creatures permanently or copy them. It may be interesting to get big blue creatures out (Kraken and sea monsters). Not the best color pair.
Black : Provides you a lot of options. Creatures dying usually will provide value and that may trigger other permanents you control (Grave Pact and stuff like that). Also, you have a lot of reanimation / graveyard recursion. So you never really lose your creatures.
Red : Provides you Threaten effects, so you can sac opponentâs creatures. Undying creatures work well with it as well.
Green : As said, you get big creatures, you also have a lot of graveyard recursion.
Final thought :
I would see that card in an abzan reanimation, token or aristocrat deck, pretty much any golgary deck or decks that gain control of opponentâs creatures for a limited duration.
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
You enchant a creature, giving it haste. At the beginning of your upkeep, you destroy it and get the next creature of your deck on board with that enchantment attached to it.
Why you want to play that card :
Ideal card when you have creatures with high CMC and good ETB (ex : Terastodon). That way, you can get a free ETB every turn, while cheating a creature in play. Let you attack or use an activated ability, then, you get another one, next turn.
This goes well with death triggers, but ideally with ETB and death trigger (ex : Solemn Simulacrum). Synergies well with reanimation as well. Creatures are always easier to bring back in play when they are out of your library.
Good with indestructible creatures. Since you destroy the enchanted creature at your upkeep, you keep the indestructible creature and get one out free. Sadly, if the new one is not indestructible, youâll lose it at your next upkeep.
To stop the cycle of getting something new every turn, you need to destroy the creature or enchantment while the trigger is on the stack (to get the most value out of it). By doing so, you still reveal cards till you get a creature out, but since Shifting Shadow is no longer in play, you canât attach it to the creature.
Tokens are great to start the chain.
Persist, Undying and creatures that shuffle themselves back in the library are great with it.
What colors bring to the card :
White : Thereâs a good amount of cards that can bring back enchantment or low CMC permanent from the graveyard into play (Sun Titan).
Blue : Thereâs a similar effect from the card Polymorph and many other similar cards (that may apply to multiple targets). Also good if you can gain control of opponentâs creatures.
Black : Persist, undying, graveyard recursion and death triggers are the advantages you get out of this color.
Red : Good value creatures with undying or that trigger out of attacking are useful here (ex : Etali, Primal Storm).
Green : This card is a similar to Birthing Pod, with randomness added to it. Beside persist ability, another reason why I like green with this card is the giant CMC creatures that has ETB or death triggers (ex : Woodfall Primus, Worldspine Wurm, Terastodon)
Colorless : The Eldrazi are often just good stuff, that fit well in this strategy. Same goes with Blightsteel and Darksteel Colossus. As mentioned, Solemn Simulacrum is also a nice include. Iâve seen people using Crown of the Ages, which can be great, but Iâm not sure if itâs really worth it.
Final thought :
This is an amazing budget card, but with kind of niche ability, that you need a deck built specifically with that in mind. Gruul, Jund and Temur decks could probably use it better (graveyard recursion, big creatures, similar effect, etc). We got this card in the Commander 2017 Wizard precon, in the Grixis color. That card was interesting there cause of the constant ETB you want all the time. Thatâs a good example of a deck build with that card in mind.
The biggest downside is probably that is not instant speed and it does nothing till your next upkeep. Better in early game, to develop your board, more offensive than defensive and not the best in late game.
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
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During combat, you put a card from your hand in play, then return it to your hand at the end of turn.
Why you want to play that card :
Thereâs a lot of cards that are similar to it (Elvish Piper, Flash, Lure of Prey, Quicksilver Amulet, Sneak Attack, etc). Unlike those more popular options, Surprise Deployment is white, doesnât need any set up, is totally instant speed and you get the creature back in your hand. Flash is the most similar, giving you more flexibility, but doesnât give you a second cast or ETB on the creature.
By using this card, you have the occasion to use the ETB trigger twice on the creature youâre putting into play. Combine with Panharmonicon or other doubling triggered ability, you can really abuse the ETB of a card. Itâs perfect in a flicker deck.
Great for a defensive tool, when your opponent attack you can sneak in a big creature, block and kill the opponentâs creature.
The best thing about it, is probably the price of the card, that is less than 0.25$.
What colors bring to the card :
White : The card isnât good with white creatures, but all the âflickerâ effects are great to keep the creature in play.
Blue : Like white, thereâs flickers in this color as well. For the good ETB, thereâs draws, get spells back from graveyards, bounces, counterspells, tutors for artifact, gain control of stuff, and more.
Black : Deathtouch creatures are interesting removal creatures when blocking, but you should consider the ETB that destroys creatures, drains the opponent, âEdictâ effects, reanimations, tutors.
Red : Not the best color for this card. The ETB is often around dealing damage, Threaten effects, creating tokens (usually goblins or dragons).Â
Green : The ETB are varied. Can get lands, destroy artifacts or enchantment, bring cards from your graveyards in your hand (or even in play), gain you life, create tokens, draw you cards, tutor for creatures.
Note : Thereâs also a lot of great colorless options (Artisan of Kozilek, Meteor Golem and  Solemn Simulacrum for example)
Final thought :
Roon and Brago are great commanders for that kind of card, using flickers and lots of ETB. After looking at all the colors, I personally would include it in a Abzan graveyard theme deck. Could really gets you a lot card advantage and has a good amount of flexibility.
Can be good in early, to get a big ETB or ramp more. Can be great in a defensive position, to have a surprised blocker and get more value from a single card. Itâs also good in a long and grindy game.
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
It's an enchantment that provide to all player the ability to kill creatures on the battlefield by creating creatures.
Why you want to play that card :
This card will affect the board state slowly, by removing low toughness creatures one after the other. One way to get the advantage here, is to have more creatures entering the battlefield on your side, compared to your opponent. This way, you will be able to kill more creatures and it will need more for your opponent to remove yours.
It's a great tool when you can rebuild your board very quickly or when you play with your graveyard (Ex : Marchesa, the Black Rose ; Muldrotha, the grave tide, etc). It's also very good when you play big creatures, or growing ones (with more than 6 toughness, ideally), so the opponents will need to have at least 3 creatures to enter the battlefield to kill it with that ability.
If you like politic mixed with chaos, that's your kind of card. Everybody will be able to get rid of any creatures.
Also, this card can answer deal with a lot of commander and indestructible creatures.
What colors bring to the card :
White : Blink effects are quite effective here, especially at instant speed, when you can save one of your creatures while killing another one. Also, creating a lot of token is part of this color identity.
Blue : Here again, blink/fliker effects are great. Leviathans and krakens monsters are interesting as well. There's a lot of decks with blue that are more controlling and doesn't run lot's of creatures, which is making this card painful for the other players, cause you're not a target.
Black : Triggers out of dying creatures, good synergy with recursion and token strategy (Orzhov colors).
Red : Very aggressive color. If you maintain a low board state for the opponent, then have no blockers for your hasty creatures. Can get value out of what you play immediately.
Green : Graveyard recursion, big creatures, lots of tokens are the advantages that provide green.
Final thought :
Clearly not made for any deck or anyone, this card can be a nice budget option to replace Grave Pact or Dictate of Erebos. Can fit multiples strategy, nice political tools, you want this card in decks that will play lots of no creatures, usually with recursion or blink effect. With this in play, the board will never have a lot of creatures, so you need to take advantage of this. Gives you time in early games, good in defense but not on offense. It's ideal after a board wipe, so if there's already too many creatures on the battlefield, it's probably too late for this card, you should play a board wipe instead.
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.
Its a repeatable "Threaten" effect that doesn't untap and gives haste, at instant speed.
Why you want to play that card :
First of all, it's a great defensive tool. If you have no defense and someone attacks you, by activating Chamber of Manipulation you can take control of the attacking creature (remove it from combat) or take control of any untap creature to block with it (can be the one of the opponent attacking you, or not). In the second situation, you may have the possibility of destroying 2 creatures that are not yours. It also can be use offensively, removing a blocker from an opponent board.
It synergize very well with any sac outlet (that you usually run anyway in your deck) or to counter any "Edict" effect (someone make you sacrifice a creature). Imagine a scenario where you have to sac a creature, instead, you just discard a card and take control of an opponent Commander and sacrifice it.
It may be a great tool if your opponents has utility creatures. "Opponent can't play more than one spells per turn"? take control of it, then cast any number of spells you want. "Whenever you cast X, Y happens"? take control of it, so you can benefit of this ability as well during your turn. Possibilities are countless.
Finally, it may just be an all star in certain decks. A deck that want discard outlet to triggers Madness abilities, or that want to sac creatures to do X or Y. (Marchesa, the black rose ; Nin, the Pain Artist ; Zedruu the Greathearted ; Yasova Dragonclaw, etc)
What colors bring to the card :
White : Probably the weakess color for that card. May be interresting in a control deck like Azorius, but can't really get all the potential of the card.
Blue : Provides you the draws you need to be able to activate the ability. Has some madness cards and like to steal stuff in general, which is on theme.
Black : Like blue, has a lot of card draw and madness cards. It's also the best color for sac outlet and profit of that (Grave Pact, Dictate of Erebos, Butcher of Malakir, etc)
Red : The haste enabler can make this card much more aggressive, especially paired with other "Threaten" effect or multiple combat steps.
Green : Has some untap mechanic to untap the land or the creature stolen. Has access to great sac outlet like Greater Good.
Final thought :
It's a great tool card that offer you a large range of option to brew around. It's also budget friendly and can fits multiple strategy that exist already. Better in a defensive position, it can be offensive as well. Also nice for politic, you can remove attacking creatures or blockers from opponent in exchange of something. Not bad in early, can be useful if you're behind, winning and in late game.
What do you think about it? Already using it? Post your comments, I'll love to read them. If you have any card suggestion, I'm always up to discuss about it.