Magic

Commander Best in Show: Free Interaction

This is part of a series on core cards for playing Commander, focusing on sort of "generic" cards that fit into a variety of decks, based on color identity, and aren't necessarily tied to a specific game plan, but...

Commander Best in Show: Fast Interaction

When it comes to Commander, despite the massive number of available cards in the format once you get into more serious play there are a number of cards that show up over and over in decklists. I think it's...

Unstable Mutation: Vampiric Bloodline

This week we’re finishing out our review of Crimson Vow by taking a look at the two Commander decks Wizards is releasing for the set – whether they’re worth it, and how you can expand them. Today we're talking about...

Unstable Mutation: Spirit Squadron

This week we're finishing out our review of Crimson Vow by taking a look at the two Commander decks Wizards is releasing for the set - whether they're worth it, and how you can expand them. Wizards offers two new...

Innistrad: Crimson Vow Review, Part 3 – Multicolor, DFCs, and Colorless

Magic's newest expansion has us returning to Innistrad just in time for Halloween. Innistrad: Crimson Vow is the second of two expansions set in the horror-themed plane, and this second set sees the two main vampire lineages uniting in...

Innistrad: Crimson Vow Review, Part 2 – WUBRG

Magic's newest expansion has us returning to Innistrad just in time for Halloween. Innistrad: Crimson Vow is the second of two expansions set in the horror-themed plane, and this second set sees the two main vampire lineages uniting in...

Innistrad: Crimson Vow Review, Part 1 – The Mechanics

Magic's newest expansion has us returning to Innistrad just in time for Halloween. Innistrad: Crimson Vow is the second of two expansions set in the horror-themed plane, and this second set sees the two main vampire lineages uniting in...

Commander 103: Mana Value, Ramp, and the Meta

At the dawn of Commander... Long ago, in the Great Before Time, Commander exploded in popularity as a format, giving birth to more competitive spirit, and many more competitive decks were born. Many of these decks are still around in some...

Commander Focus: Kenrith, It’s a lock

For the most part, Commander is supposed to be a fun format. The rules committee philosophy frequently references this sort of idea, and even seems to consider not focusing on "fun-having" as some sort of abomination or aberration. People...

Commander Focus: Horde of Notions

Tribal commander archetypes are fairly common, though if you're in a more casual group there's a bit of an issue where several of them are really quite good.  Elves and pirates easily make the cut off for any kind...