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Show Notes:

We’ve discussed the D&D precon commanders, now it’s time to delve deeper into these decks of many things! This episode, we discuss the new non-legendary cards in the Forgotten Realms Commander decks, going over the unique new mechanics that come with them and figuring out which ones you should be grabbing to put in your 99!

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Find DJ online: 

http://youtube.com/jumbocommander

Twitter: @jumbocommander

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Files

AFC Best New Cards | The Command Zone #416 | Magic: The Gathering Commander EDH

Support the show and become a Patron! Be a part of our community, receive awesome rewards, and more! http://www.patreon.com/commandzone ---------- Show Notes: We’ve discussed the D&D precon commanders, now it’s time to delve deeper into these decks of many things! This episode, we discuss the new non-legendary cards in the Forgotten Realms Commander decks, going over the unique new mechanics that come with them and figuring out which ones you should be grabbing to put in your 99! ---------- BETTERHELP: Start living a happier life today! Join over 1 million people who have taken charge of their mental health. Get 10% off your first month by visiting: https://www.BetterHelp.com/CommandZone RAYCON: RayCon has the most stylish and affordable wireless earbuds on the market. Visit https://www.buyraycon.com/command and save 15 % on your entire order for a limited time! MAGICSPOON: Tastes exactly like regular cereal from your childhood but is SUPER nutritious! Keto-friendly, gluten-free, grain-free, soy-free, and low carb. Go to: https://magicspoon.thld.co/COMMAND to get $5 off any order. ---------- The Command Zone is brought to you by Card Kingdom! Make sure to use our affiliate link when ordering Magic cards, accessories and more: http://www.cardkingdom.com/commandzone Huge thanks to UltraPro (https://instagram.com/ultraprointl/) for sponsoring this episode and providing awesome prizes for our giveaways. Be sure to check out their new PRO GLOSS sleeves and MYTHIC COLLECTION deck boxes. Find UltraPro: Facebook: https://facebook.com/ultraProInternational/ Twitter: https://twitter.com/ultraProIntl ---------- Find DJ online: http://youtube.com/jumbocommander Twitter: @jumbocommander ---------- Follow us on Instagram: @CommandCast Follow us on Twitter: @CommandCast @JoshLeeKwai @jfwong Follow us on Facebook: https://www.facebook.com/CommandCast/ Email us: commandzonecast@gmail.com ---------- Commander Rules and Ban List: https://mtgcommander.net/

Comments

Anonymous

After having played with Dungeons in both limited and constructed, I can say that it's both good and bad. Each dungeon has its own purpose: controlling, reliable, and aggressive versions. When you want to progress through these dungeons varies based on the game state, and what sort of deck you're playing. Also, not inconsiderable, the Dungeon benefits all cost no mana; the difficulty is in hitting the trigger or sinking the mana to reliably trigger the delving process. The value for the dungeon mechanic is strongest when you can reliably trigger it each turn, or better still multiple times per turn, or doubling up the benefit for the turn (using the 2/3, 1UW Wizard). For instance, Lost Mine of Phandelver can basically be replaced by a *single* casting of Behold the Multiverse (3U) - Scry 2, then Draw 2. So for a control deck, there's no point in doing this. However, in a fast- or midrange-aggressive decks, this exact dungeons provides a lot variable benefits, and being to choose the benefit is really important. In that creature deck, if you're trying to dig for lands, creatures, or spells the first room provides this; then you make a choice between a chump blocker and mana fixing; then you boost a creature, drain some life, or penalize a scary creature an opponent controls; then you get the cleanest benefit, drawing a card. The bonus needed varies based on game state; thus, the strength of this in the versaility.