What Is the Best Card Hand Full House
Terminal updated on February 4, 2022
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Smothering Tithe | Illustration past Marking Behm
Perhaps you're just getting your starting time Commander precon and desire to outset upgrading information technology. Maybe you've built a few decks already just there'southward all the same that little something missing that yous tin can't clearly pinpoint. Mayhap you already know most of these cards. No matter what your level of expertise in the globe of EDH, information technology'southward always skillful to find that ane carte that your deck's been missing.
I've been playing Commander for several years, just I've spent more time brewing decks by myself or with my playgroup to find weird or fun means to exploit the format than I've spent actually playing some of those decks. And through all of this deckbuilding and homebrewing there's been one thing that stands out: a lot of cards show up time and time again in almost every deck I've congenital.
I've dug through YouTube and EDHRec to endeavour and make a good list of what cards you should e'er put into your decks. It should become without maxim that these are my personal picks and they're in no particular order, and if some of these don't fit into your deck for whatever reason, yous should always include what y'all want to play and what makes your deck fun in a higher place all else.
With all that being said, let's leap in and see which cards to add to our decks!
The Best White Cards
Land Tax
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We all know that ramp tends to be a really large issue for white. If y'all're playing a white deck that doesn't besides play a lot of greenish, you'll probably find yourself extremely behind on mana really early. Land Tax is 1 of the safest means to piece of work effectually that.
Information technology won't put your lands on the field for you, and you might observe yourself with a lot of cards in your hand actually quickly if you're not playing enough things. That being said, it's withal worth the risk when it keeps you from falling behind in the ramp race.
As an additional bonus, this is still a great first-plow card to play in decks with green thank you to cards like Azusa, Lost only Seeking and Exploration that let you to play those three lands really quick.
Wrath of God
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I don't recall this card needs any introduction. Wrath of God gives the slang term "wrath" its meaning in MTG. This is the first mass creature removal ever printed in Magic and information technology'south however merely as powerful.
Commander boards tin can become very populated very quickly. No one enjoys having an almost-empty field when all the other players have ten or more than creatures ready to run y'all over. That's why Wrath of God exists. Annihilation that isn't indestructible gets destroyed and tin can't be regenerated.
In that location are enough of other board wipes in white, only to this 24-hour interval I don't call up any of them is as effective as the original wrath. Cards like Fumigate and Austere Command offer some circumstantial advantages but as well have a higher mana cost and become more complex to play at the correct fourth dimension. And none of them state that creatures tin't be regenerated, which doesn't sound like much merely information technology's always a safe bet to take that in your wrath.
Smothering Tithe
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I've talked about how white gets left backside when it comes to ramp and mana. Here's the clear proof that the people at Wizards are aware of this and working to fix information technology. Land Tax is an amazing card for early on game but, as I mentioned, tin can draw you lot too many lands. It becomes pretty dried in the late game. That'due south where Smothering Tithe comes in.
We're obviously facing a much larger mana cost, just the reward of this card is huge. You'll either create a Treasure token for each of your opponents or strength them to play with two mana less each turn. And that'south the blank minimum you can expect, because if there's something EDH players love to do, it's draw cards.
Swords to Plowshares
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Constructive and to the betoken. This is probably ane of white's best single-target removals. You lot can go rid of basically any beast that tin can be targeted and they can't be brought back. The only downside is giving your opponent some life which isn't a huge problem in a game of Commander.
Even if you compare Swords to Plowshares to like cards similar Path to Exile, the advantages are articulate. It's always a much safer bet to requite your opponent life than it is to give them free mana.
Teferi's Protection
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White cards excel at 1 thing and that's protecting y'all and your creatures. This is probably the greatest example of that. You're basically out of the game until your next turn. No 1 and nothing can interact with you in whatever possible mode.
It's a risky movement because it also means you lot can't practise anything, only it'll allow you to survive basically anything that would destroy your board or finish yous off in a dire situation.
The Best Blue Cards
Brainstorm
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We have plenty of cards similar to Brainstorm. Opt, Ponder, and Preordain are some examples. But in that location's ane big divergence that sets Brainstorm autonomously: yous actually become to draw the three cards.
This doesn't make much of a difference a lot of the time except for some advantage since you lot can choose cards from your hand to put back in your deck. But take a commander like The Locust God or Niv-Mizzet, Parun and it suddenly becomes a lot meliorate, peculiarly for a ane-drop.
Narset, Parter of Veils
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Now nosotros're facing the exact opposite way. Say your opponents play decks that take advantage of card draw. Play Narset, Parter of Veils. They don't anymore. Something that elementary makes this planeswalker an nigh universal addition to any of your decks.
Narset's second ability is all right, but it's not what makes it powerful. Information technology tin can give yous some reward if yous play plenty of non-creature spells, but that'southward most it. If you lot need a better caption for why its passive skill is reason plenty to play this, let me get to the next card.
Rhystic Study
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"Do you pay ane?" Y'all know exactly how unnerving those 4 words are if you've played plenty Commander games.
This is easily ane of the most "staple-y" staples for EDH. Almost any game of Commander that makes it to its belatedly stage will have players casting plenty of spells each plough. And I mean plenty. I've seen people play eight spells in a unmarried turn.
I don't think I need to requite much more than reason to why Rhystic Study is a must have in any blue deck. You're either gonna exist drawing cards like crazy or forcing other players to waste material their mana. And it's a "may" effect, so you don't take to worry about drawing more cards than you tin concord without discarding.
Cyclonic Rift
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I almost feel like a bad person writing this, but I said I was going to make a listing of Commander's must-haves and this is definitely i of them. It's also an easy way to lose friends while playing a bill of fare game.
There'southward only 2 reasons to cast this card for its overload cost. Beginning: is everyone is way ahead of y'all and you demand to hold off for a few more turns. 2d: you're the one who's ahead and you're almost to stop the game. Either way, play Cyclonic Rift in every blue deck because y'all'll ever find a proficient use for it.
Counterspell
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If you lot've ever played Magic against a blue player then you've heard the discussion "no" right after you cast your favorite spell many times. There'south a good reason for that. For two blue mana you tin can dismantle an infinite combo. Yous can get rid of that ane slice of a huge combo that would give someone else the game. You can hold off your opponents and stay ahead. Any yous choose to exercise with your Counterspell, it's about ever going to exist a smashing idea.
In that location are a lot of other counter cards you could play. Some are even more than powerful. Yous could have things like Mana Bleed or Forcefulness of Volition, only you should also have a lot of money to go them. And permit's add together that they tend to be more restricting in some sense and crave you to exist more aware of both your and your opponents' strategies at all times.
The Best Black Cards
Breathing Dead
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Let's get this out of the fashion kickoff because it has so much text. The idea of the carte du jour is pretty simple, though. Bring a brute from a graveyard under your control and it gets -ane/-0. The brute also dies if you get rid of Animate Expressionless since it's an enchantment. That'southward pretty much it.
Basically, it means that you tin grab any fauna in whatsoever graveyard and get it on your field for but two mana. Think things like Entomb on turn ane to put Terastodon in your graveyard. Turn 2, you play Animate Dead, and you can see where this ends. Everyone plays a lot of enchantment removal in Commander and information technology's non so like shooting fish in a barrel to take both cards in your opening hand, but it's yet worth a try.
Phyrexian Arena
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Ane life is a small price to pay every plow for card reward when your starting life total is 40. This is a simple and straightforward card. Each turn you lot accept to pay a small price in life and, in exchange, you describe an extra carte du jour.
Some people would prefer Necropotence. Fifty-fifty if the price wasn't almost double, I still call up Phyrexian Arena is a way more flexible bill of fare that you tin can include in whatsoever deck that runs black.
Toxic Deluge
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As with Phyrexian Arena, this card has a theme of "you can have great power if you're willing to pay the cost." Paying life is never the most fun because information technology makes you feel similar you're putting yourself at a disadvantage. This card wants you to brand that sacrifice, but it's easily one of the nearly powerful board wipes in the whole game.
The truth of the matter is that it's pretty unlikely you'll ever cast Toxic Deluge and pay more than five or 6 life. It'south a menu that's usually at its strongest when removing large amounts of not-so-big creatures than focusing on fewer, larger threats. And giving them -x/-x means indestructible is worth admittedly nothing when this hits the field.
Zulaport Cutthroat and Blood Creative person
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I chose to brand this ane a tie betwixt two cards because they practice near the same affair, simply the very slight differences might make a huge modify in strategy.
I'd say Zulaport Cutthroat proves to exist stronger on sacrifice-themed decks. It'south obviously stronger when you're playing against many opponents because you'll hitting them all instead of having to choose one, merely yous'll only hitting when one of your creatures dies.
On the other hand, Blood Artist only lets y'all hit a single opponent at a fourth dimension. However, its ability triggers every time any fauna dies. If you're playing confronting something like a token deck and you cast a Damnation, it could mean instantly killing at least one opponent and gaining you a lot of life.
Whatever strategy you chose, they're both great additions in decks that run black considering they'll win yous a nice corporeality of life. Especially if you're running any of the previous cards I discussed that brand you pay for things with your life.
Demonic Tutor
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Tutors are 1 of black'south strongest furnishings. I had Vampiric Tutor and Diabolic Tutor equally runner ups for this position, only Demonic Tutor stands undefeated as the nigh flexible tutor to run in any deck that plays blackness.
Some of the other tutors have circumstantial advantages when you lot put them in with some strategies that brand the about use of what they practise, like putting the menu on top of your library instead of your hand. But even when all that is considered, I'd rather run a Diabolic Tutor that'll quite simply give me what I need for little to no drawbacks.
The Best Scarlet Cards
Expletive of Opulence
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Cherry and ramp aren't concepts that get along well. Red and political play aren't the most compatible playstyles either. This card gives a hand with both of those things. You lot're offering your opponents reasons to attack someone other than you while simultaneously giving yourself a pretty solid source of mana.
The plan might backlash and you'll end upward giving some extra mana to whoever attacks your chosen opponent, but it'due south a take a chance worth taking.
Dockside Extortionist
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You may not be the biggest fan of giving free mana to your opponents with your Curse of Opulence. That's more reasonable. With this card you tin requite yourself plenty of free mana without worrying about your opponents taking advantage of information technology.
If in that location's 2 things that see a lot of play in Commander, it's artifacts and enchantments. There are unabridged decks built around both of them. It's almost impossible to play this card and non reap a huge profit from it. And you lot tin can always blink information technology or sacrifice it to cast information technology again for even more treasure if you lot're playing with colors other than cerise.
Vandalblast
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Some people may disagree with me, merely I feel like you could get Cyclonic Rift levels of rage from the other players if you play this card at the right time. I'll let you decide if that'due south a adept or a bad affair.
But in all seriousness, getting rid of every artifact you don't control tin can give you a huge advantage in an EDH game. Fifty-fifty if your opponent isn't playing an artifact-themed deck, everyone in Commander tends to play a significant number of them and destroying them all in one sweep can change the whole board land.
Cursing Act
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The loftier mana cost in this carte tin make you think twice when putting information technology into your deck. Just if you lot think it slowly, information technology'due south really easy to have at to the lowest degree v or half-dozen creatures at a Commander table at whatever given time. And it probably means you lot want to become rid of several creatures at once if you're casting a lath wipe. All I'm trying to say is that you'll be casting this for just one mana more than you'll exist casting it for vii or even half dozen.
If the price-reducing outcome isn't enough to convince you, just remember that dealing 13 impairment volition get rid of almost any creatures on the battleground. And this is the only cerise wrath out there that won't win you the undying hate of your entire play group. I'one thousand talking about Jokulhaups of grade. Never play that carte du jour.
Anarchy Warp
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This is another card that doesn't seem so good at showtime glance. It can backfire actually easily, but it tin can likewise send your opponent's win status into their deck and supercede information technology with some really low tier jank or a bones state. And most of the time you lot'll have the latter happen.
I'm not gonna endeavour to tell you this is the best removal in the game. Information technology isn't. But Commander games sometimes aren't nigh winning or playing the best cards. Sometimes the game has gone on for fashion also long and yous make up one's mind to Chaos Warp your opponent's Sol Ring only for that to give them a free Ulamog, the Ceaseless Hunger. Red isn't the about strategic color, but creating a little chaos on the tabular array tin can be even more fun.
The All-time Green Cards
Cultivate and Kodama's Reach
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I think information technology's pretty obvious that I chose to put these two together because they're exactly the same card, just with different names. It's cards like these that gave green the fame of existence the all-time colour for ramp. They're not the most powerful cards in the game by a stretch, and they won't singlehandedly win a game or annihilation of the sort, but they will fix your mana base in an efficient way that might be enough to give you the advantage y'all demand.
You can besides play cards like these aslope Scute Swarm or Tatyova, Benthic Druid and they all of a sudden get a lot more interesting. It'south similar having two of the aforementioned card even though Commander'due south a singleton format since they're different cards with the same effect.
Fauna Within
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I'll admit, I wasn't really sure why so many greenish decks played Animal Inside when I start started edifice my own decks in Commander. It'south clearly not as good every bit other single target removal at first glance. Giving your enemy a three/3 creature can be an obvious issue if you're non careful.
Then I took a 2d wait at it and saw it in play. "Destroy target permanent" at instant speed. Yous tin become rid of basically anything for only 3 mana and that makes it really strong in a Commander game. No one wants their win condition to turn into a simple 3/three beast, later all.
Birds of Paradise
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There'due south plenty of light-green cards that tap to add mana, but I don't remember whatsoever of them are as iconic as this one. It's been a staple in about every format it'due south been in, and with good reason. Having three mana available on plow two can put you lot ahead by a lot if you know how to use it. Take Cultivate for instance. You play that on turn 2 and take five mana past turn 3. Now you can play everyone's favorite card, Gigantosaurus.
All jokes aside, green is the color of ramp, and Birds of Paradise is a perfect example of that. If you're searching for more upkeep-friendly options, you can also opt for Llanowar Elves or Elvish Mystic. They're not as good, but they're not likewise far backside either. They fit right in on that elf tribal deck you've been brewing.
Heroic Intervention
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This is no Teferi's Protection, only it's still an amazing safeguard for your creatures. Maybe someone casts a lath wipe or targets your creatures for some removal. Maybe an opponent attacks you lot and blocking would kill several pieces of a combo you want to trigger. This prevents any of your creatures from dying past whatever of that for just 2 mana.
It's the aforementioned as with basically all of the green cards before. This carte du jour won't win y'all any games by itself, just it'll make sure that the cards that would don't go out the battleground too soon. And if that doesn't work you don't need to worry, considering there's one last carte du jour I desire to talk nearly.
Eternal Witness
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There seems to exist a trend in Commander where green cards aren't game changers but rather utility cards. This isn't an exception. There's one harsh reality virtually Commander and that's whenever you play that ane powerful card you've been wanting to play for the longest time, it'southward immediately gonna get sent to the graveyard. I've had information technology happen so many times I tin't fifty-fifty count them. And that's exactly why I try to have Eternal Witness in all of my green decks.
Information technology should also be mentioned that there are a lot of graveyard-centered decks that run green in their color identity. Golgari accept e'er been centered around filling your ain graveyard, afterward all.
The Best Artifacts and Colorless Cards
Sol Ring
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I'd bet this was the but menu in the whole list that absolutely everyone saw coming. There'due south dozens of mana rocks out in that location and they're all great, merely Sol Ring remains the near versatile and useful in basically every deck you could think of.
It's inexpensive and information technology'll put yous ahead in terms of mana really quickly. No drawbacks or side furnishings. Of course, cards like Mana Crypt are stronger in some ways, only they likewise come with risks that you sometimes can't afford taking. Some decks won't be at an advantage running cards like that. Every single deck profits from Sol Ring.
Arcane Signet
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The 2d-best thing right after Sol Band if you lot ask me. It costs one mana more and just adds 1 mana. What makes it worth your while is that the mana it adds can exist of whatsoever color in your commander's identity.
Getting 2 mana is e'er good, but colorless mana isn't equally good as colored mana most of the time. That's where Cabalistic Signet shines. You could technically play both on your first turn if you lot enjoy having a huge target on yourself right from the start.
Skullclamp
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Let'due south go 1 thing articulate right abroad: you're gonna take a lot of creatures die during a game of Commander. So have advantage of that. The simply possible drawback to this carte is that it gives +1/-1 to the equipped animate being but even that's not really a big issue.
Yous can utilize this on small and expendable tokens, on creatures you know are not gonna concluding long, or even when you want to hit your opponent. Sometimes they'll adopt taking damage over letting yous draw two cards. This is a deceptively simple card and that'southward why information technology works so well.
Lightning Greaves and Swiftfoot Boots
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In almost cases I'd selection Lightning Greaves without a doubt. Giving your animal shroud for a gratis equip cost is invaluable in Commander. Just shroud as well means you can't target your ain brute and that could exist troublesome. It's in those cases that Swiftfoot Boots has the advantage. Information technology'southward not as easy to equip merely information technology'll let y'all collaborate with your own creature.
You can always play both and run across what works best for your deck. Either style, always have at least one in your deck to make sure your commander doesn't nigh immediately become killed past removal.
Sensei'southward Divining Elevation
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I'd say this carte du jour is irreplaceable in some decks, and a great way to fill in empty spaces in every other deck. There's almost no decks that won't benefit from beingness able to reorder their top three cards to make sure their next draw is always the best it tin can exist.
This bill of fare also has the advantage of a low price both for playing and activating its effects. Paying only 1 to reorder your superlative three cards can be a lot more useful than information technology seems.
The All-time Multicolored Cards
Eladamri'south Telephone call
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This one's a very simple card. Green and white aren't peculiarly strong when it comes to tutors, simply they sure like their creatures. It was merely fair that they'd get an effective tutor that lets you dig through your library for that animal you need.
Another interesting way I've seen this card being used is past searching for a beast that's practiced just not too important. Maybe you have that i brute in your mitt that you absolutely need to play and you don't want it to die. Apply Eladamri's Phone call to search for something good that you lot don't need that much and show information technology. Brand anybody think that'southward the final piece to your philharmonic and play it. Your opponents volition waste a counter or a removal and it'll help clear the mode for the card yous actually needed.
Boros Charm
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I'chiliad non hither to tell you how to play your cards, merely if you lot play Boros Charm for anything other than its indestructible effect, you're non playing it right. Double strike and 4 directly impairment are good but in that location'due south a lot of other cards that tin practice that for the aforementioned cost.
Giving all your permanents indestructible for 2 mana at instant speed is an invaluable protection in the face up of wrath cards and even targeted removal.
Rhythm of the Wild
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If this card had been a three CMC enchantment that made your creatures incommunicable to counter, it would've been swell. Making certain your creatures enter the battleground and then rewarding them for it is the welcome advantage against control decks that green and red needed.
Riot is probably Gruul at their strongest we've ever seen them. Giving you the choice betwixt haste or +one/+i counters tin absolutely change the way a creature-based deck plays. This goes neat with "enters the battlefield" effects and creatures that need to tap for furnishings, but it's likewise astonishing in counter-centric decks.
Dovin's Veto
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I'one thousand not a fan control decks. I really don't like playing against them. But if at that place'due south one affair that's more abrasive than an obsessive control deck, it'due south a control deck that'south immune to their ain strategy.
I've seen stacks of effectually 5 or six counterspells all targeting each other. This card may not be the most fun to play against, but information technology'll save you lot from situations similar that when you lot merely demand to make sure that something gets countered.
Anguished Unmaking
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This is probably one of the strongest unmarried-target removals in the game. For three mana and three life you tin get rid of any nonland permanent for practiced. There'southward well-nigh no case where losing 3 life is a worse option than getting rid of a huge threat.
I take to give recognition to my other selection for this ane, though. Assassinator's Trophy can be extremely good when played at the right fourth dimension. Just there's two main differences: information technology destroys instead of exiling and it gives your opponent free mana which tin can exist risky early on in the game.
The Best Country Cards
Command Tower
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This state has been around since the first Commander precon and it'south been a staple always since. It helps fix your mana base and has absolutely no drawbacks. It's unproblematic and effective and that'southward the all-time a land can be in Magic.
Shocklands
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The original dual lands are way too expensive to just throw into any deck y'all build. Shocklands aren't exactly cheap either, but they're more accessible. The only drawback is that they either enter the battlefield tapped or you lose two life.
What sets shocklands apart from other duals is that they as well include land types. Effects that allow y'all to search your library for a specific type of land can fetch y'all a shock as well every bit long as it doesn't say it has to be bones.
Cheque Lands
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If shocklands and dual lands are even so too expensive, yous accept other options. Check lands don't have state types and then they're slightly worse than shocks. That doesn't mean that they're completely useless, though.
If you control lands that have the correct land type, these will enter the battleground untapped. This means that basically the only way to have them enter tapped is if you play them on your first turn or if you're really mana screwed.
Reliquary Tower
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Perchance some people volition disagree with me on this. Having no maximum hand size isn't strictly necessary on some decks and you're wasting a land slot for some generic mana. It'south understandable if y'all want to replace it with something else.
I choose to keep this card in about of my decks non because of their own strategy, just because of my opponents'. If you lot're playing against a Nekusar, the Mindrazer deck then you'll be glad to have no maximum mitt size. In that location's plenty of decks that make their opponents draw cards just to discard them. With Reliquary Belfry, yous can take advantage of that.
Bones Lands
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Sometimes we get obsessed with throwing in all the powerful lands nosotros can observe when nosotros're building our decks' mana bases. Colour fixers and utility lands are always groovy to make your deck a piddling stronger, only be careful not to forget your basic lands.
Most ramp cards exclusively intendance nigh basics. They don't have drawbacks the mode about other lands practise. They're so simple and basic that they remain i of the virtually reliable type of cards in the game.
Rounding Up
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Jokulhaups | Illustration by Richard Thomas
As much every bit I hope this listing helps you build your Commander decks, the truth is that EDH is a format that keeps fun at the forefront. Ever build with the cards you want to play and that you lot think volition make the game more fun. Except Jokulhaups. Trust me on that one. Don't make the same mistakes I once made.
That'due south all from me for now. Brew some amazing decks, and if you recollect I forgot any cards let me know down below!
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