Yet this Anchorman anecdote is oddly relevant to our topic here today. So, why why why why why would you continually put the same cards in your deck over and over again? It’s when those combos are fast, degenerative and / or non-interactive that we have a problem. Then top it all off with a Cyclonic Rift and a Phyrexian Metamorph, because screw it, I’ll still have 10 slots to be creative with. When building your Commander decks, opt for more Cannon and less Niv-Mizzet. Magic has thousands more moving pieces than Chess does, though, and as a card game, it’s sort of impossible to eliminate the random hand of chance. The juxtaposition is what makes the scene funny. Commander decks are 100 card amalgamations of different ideas, flavors, themes, play styles and mechanics. If you’re playing Commander, that’s where your mindset should be. Brian’s statement is blatantly ridiculous, and the audience is supposed to acknowledge that fact. Once all luck is removed from a game, you end up with something like Chess, and at that point, it becomes a test of skill. It also had a particularly fun combo we affectionately referred to as “The Cannon”. In EDH, this is done in two particularly frustrating ways: abusing combos and reliance on “staples”. In the end, if you’re making the same repetitions in a format designed to be lengthy and varied, you’re either bound to lose interest in the format, or players will lose interest in playing with you. They take time to slowly ramp up into anything of consequence happening, and even longer for the games to resolve. (Crystal Ball is a nice choice, for example. If you were playing a poker game, that’d be respectable: a flush is a winning hand in many cases. Of course, the deck also had the old Niv-Mizzet, the Firemind + Curiosity combo (with a Clout of the Dominus for the kicker). Then you needed to dump 10 mana into the combo for it to ‘go infinite’, which in turn was used create a silly number of replicated Pyromatics. Commander lets you build decks of 100 different cards, allowing for a wide spectrum of interesting and innovative card uses. If your combo comes up fast and has little recourse in the way of being stopped, consider using something different. So what I did do was use the foundry inspectors ability to use the 2 voltaic keys to infinitely untap each other and create an army of infinite golems. In the next segment, we’ll explore the importance of theme. Legallity. However, not only will drawing the same five cards get pretty boring after a while when there’s almost 100 other cards available to you, but there are plenty of hands out there people could luck into that will still beat that nifty looking flush of yours. So much so, in fact, that you couldn’t even really be upset. Essentially, if you’re thinking of using a combo in your deck, follow Wheaton’s Law – Don’t Be A Dick. Then imagine that those five cards are always Spades. You simply have no chance, and the game stops being fun. If you’re a fan of the movie Anchorman, or you’ve just happened to be on the internet in the last few years, you’ve seen this line by Paul Rudd’s charmingly ignorant character, Brian Fantana. There are over 30 Blue Enchantments alone that let you draw cards, and while not all of them are amazing, always relying on Rhystic likely means you won’t have the opportunity to even consider other cards like Mystic Remora, Zur’s Weirding, Thought Reflection or Honden of Seeing Winds. Infinite Mana. Commander is ultimately about casual play. All you really need is Time Vault + Voltaic Key and the mana to play said cards/abilities. Few argue that Rhystic Study is bad, for instance, but that doesn’t mean it should be added to every Commander deck with Blue in it.
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