Commander Deck Building Template
Commander Deck Building Template - I recently started listening to the command zone podcast and dug out their edh deck template, and since i tend to make a lot of mistakes building my decks and optimizing them, i decided to follow their template and make a tool to make the whole process easier. It's not fun playing commander and finding your deck barely works. Listed below is their old template vs their new template. The outlined numbers and ideas are generalisations for a first draft of a typical commander deck. But yeah, i think as a starting point their template is great and prevents players from building decks with 3 ramp spells and 2 removals. The goal of the spreadsheet is to quickly visualize t
In my mono blue [[emry]] deck i run 29 lands because my commander is super cheap and my whole deck is built to power out cheap artifacts with effects that reduce costs and either grind out or combo with them. Things like 50 lands and ramp, 10 card draw, 10 removal, 3 board wipes, 27 cards on theme… i always feel like these templates leave out categories that every deck will have. You know, the classic guidelines people say you should use when starting a new deck. Below is my summary of what they said, alongside a brief summary of the commander format. The outlined numbers and ideas are generalisations for a first draft of a typical commander deck.
It talks about revising their deckbuilding template. In this episode, we're going to bring up the functions that a commander deck can/needs to contemplate to be playable, in addition to the necessary amount of cards it needs for each of them. Then i might change it up if the commander is already a ramp / card draw engine, or it is a combo deck, or the deck has a really unique plan, etc. These categories will actually take up 50% (or more) of the cards in your deck.
Then i might change it up if the commander is already a ramp / card draw engine, or it is a combo deck, or the deck has a really unique plan, etc. Things like 50 lands and ramp, 10 card draw, 10 removal, 3 board wipes, 27 cards on theme… i always feel like these templates leave out categories that.
It talks about revising their deckbuilding template. Then i might change it up if the commander is already a ramp / card draw engine, or it is a combo deck, or the deck has a really unique plan, etc. Below is my summary of what they said, alongside a brief summary of the commander format. These categories will actually take.
Then i might change it up if the commander is already a ramp / card draw engine, or it is a combo deck, or the deck has a really unique plan, etc. But yeah, i think as a starting point their template is great and prevents players from building decks with 3 ramp spells and 2 removals. I recently started.
Intro guide to building/improving commander decks. I recently started listening to the command zone podcast and dug out their edh deck template, and since i tend to make a lot of mistakes building my decks and optimizing them, i decided to follow their template and make a tool to make the whole process easier. Then i might change it up.
I recently started listening to the command zone podcast and dug out their edh deck template, and since i tend to make a lot of mistakes building my decks and optimizing them, i decided to follow their template and make a tool to make the whole process easier. In this episode, we're going to bring up the functions that a.
Below is my summary of what they said, alongside a brief summary of the commander format. The outlined numbers and ideas are generalisations for a first draft of a typical commander deck. These categories will actually take up 50% (or more) of the cards in your deck. You will need enough mana, card draw, and answers to ensure you can.
That's roughly half of the nonland cards in your commander deck! Intro guide to building/improving commander decks. You will need enough mana, card draw, and answers to ensure you can actually play. Below is my summary of what they said, alongside a brief summary of the commander format. These categories will actually take up 50% (or more) of the cards.
Commander Deck Building Template - In this episode, we're going to bring up the functions that a commander deck can/needs to contemplate to be playable, in addition to the necessary amount of cards it needs for each of them. You know, the classic guidelines people say you should use when starting a new deck. It talks about revising their deckbuilding template. It's not fun playing commander and finding your deck barely works. That's roughly half of the nonland cards in your commander deck! In this episode, we're going to bring up the functions that a commander deck can/needs to contemplate to be playable, in addition to the necessary amount of cards it needs for each of them. Intro guide to building/improving commander decks. Each deck needs to cover these basics just to function. In my mono blue [[emry]] deck i run 29 lands because my commander is super cheap and my whole deck is built to power out cheap artifacts with effects that reduce costs and either grind out or combo with them. Things like 50 lands and ramp, 10 card draw, 10 removal, 3 board wipes, 27 cards on theme… i always feel like these templates leave out categories that every deck will have.
You will need enough mana, card draw, and answers to ensure you can actually play. Intro guide to building/improving commander decks. But yeah, i think as a starting point their template is great and prevents players from building decks with 3 ramp spells and 2 removals. That's roughly half of the nonland cards in your commander deck! Then i might change it up if the commander is already a ramp / card draw engine, or it is a combo deck, or the deck has a really unique plan, etc.
Then I Might Change It Up If The Commander Is Already A Ramp / Card Draw Engine, Or It Is A Combo Deck, Or The Deck Has A Really Unique Plan, Etc.
But yeah, i think as a starting point their template is great and prevents players from building decks with 3 ramp spells and 2 removals. In this episode, we're going to bring up the functions that a commander deck can/needs to contemplate to be playable, in addition to the necessary amount of cards it needs for each of them. Each deck needs to cover these basics just to function. Intro guide to building/improving commander decks.
That's Roughly Half Of The Nonland Cards In Your Commander Deck!
These categories will actually take up 50% (or more) of the cards in your deck. Below is my summary of what they said, alongside a brief summary of the commander format. The outlined numbers and ideas are generalisations for a first draft of a typical commander deck. You know, the classic guidelines people say you should use when starting a new deck.
I Recently Started Listening To The Command Zone Podcast And Dug Out Their Edh Deck Template, And Since I Tend To Make A Lot Of Mistakes Building My Decks And Optimizing Them, I Decided To Follow Their Template And Make A Tool To Make The Whole Process Easier.
Listed below is their old template vs their new template. It's not fun playing commander and finding your deck barely works. Below is my summary of what they said, alongside a brief summary of the commander format. In my mono blue [[emry]] deck i run 29 lands because my commander is super cheap and my whole deck is built to power out cheap artifacts with effects that reduce costs and either grind out or combo with them.
Things Like 50 Lands And Ramp, 10 Card Draw, 10 Removal, 3 Board Wipes, 27 Cards On Theme… I Always Feel Like These Templates Leave Out Categories That Every Deck Will Have.
The outlined numbers and ideas are generalisations for a first draft of a typical commander deck. The goal of the spreadsheet is to quickly visualize t You will need enough mana, card draw, and answers to ensure you can actually play. In this episode, we're going to bring up the functions that a commander deck can/needs to contemplate to be playable, in addition to the necessary amount of cards it needs for each of them.