I suggest Commander Liara Portyr. They give impulse draw and cost reduction based on the number of players you attack. Since her ability reduces the cost of ANY spell cast from exile adding more impulse to the deck is good and Red/White has lots of support for tokens to get the greatest cost reduction. Even if Liara gets removed the deck would spawn tokens and give lots of impulse draw, you might not get the cost reduction but you're still in a great position
meet cute is the term when the two main love interests first meet in a movie. it's an industry term that's been around long enough that it's pretty well known. I've never heard anyone use it in a regular conversation tho.
I’d suggest Duke Ulder Ravengard. The deck can use a lot of aggressive low to the ground creatures and the commander is mainly there for extra enter triggers so isn’t super necessary. Plus enter triggers can be super versatile and choosing which creature to give myriad can give some flexibility during combat.
My recommendation is for Producer Gary to play Otharri, Sun’s Glory. It’s Boros. It’s aggro. It’s got an emergency button built into the commander. It can lean into rebel tribal, it can go Voltron, it can go token strategy, it can do combat tricks. And it gives lots of room to build backup win strategies into it. AND!!! It also lets him play the most handsomest creature in the game, BRASH TAUNTER!!!
Hey! Starting to like your content more and more! I think it’s an important thing mention when talking about control in edh is that it’s actually a very difficult archetype to play when you consider it’s your 7 cards vs the 21 cards your three opponents start with and you can’t stop and control everything. It requires a good knowledge of how the other deck works and the format and knowing when and how you need to interact. Can be daunting for new players who build a deck they’re all excited to play they counter a spell or two and still get stomped out and that excitement fades quickly when they’re not grasping it at first. Takes a lot of time grinding control to get better at it in the edh. cEDH grinder here so take everything I said with a grain of salt!
Control is so hard! But that's why I love it. I talk about playing mono-blue draw/go control on Commander ad Populum podcast lots. I love the theory behind it as much as playing it! - Ryan
I suggest Commander Liara Portyr. They give impulse draw and cost reduction based on the number of players you attack. Since her ability reduces the cost of ANY spell cast from exile adding more impulse to the deck is good and Red/White has lots of support for tokens to get the greatest cost reduction. Even if Liara gets removed the deck would spawn tokens and give lots of impulse draw, you might not get the cost reduction but you're still in a great position
meet cute is the term when the two main love interests first meet in a movie. it's an industry term that's been around long enough that it's pretty well known. I've never heard anyone use it in a regular conversation tho.
Leave it to Brando and Gary.
I’d suggest Duke Ulder Ravengard. The deck can use a lot of aggressive low to the ground creatures and the commander is mainly there for extra enter triggers so isn’t super necessary. Plus enter triggers can be super versatile and choosing which creature to give myriad can give some flexibility during combat.
My recommendation is for Producer Gary to play Otharri, Sun’s Glory. It’s Boros. It’s aggro. It’s got an emergency button built into the commander. It can lean into rebel tribal, it can go Voltron, it can go token strategy, it can do combat tricks. And it gives lots of room to build backup win strategies into it.
AND!!! It also lets him play the most handsomest creature in the game, BRASH TAUNTER!!!
And Brando can mentor him. He has that deck put together already. He should probably just give it to Gary. 😝
Hey! Starting to like your content more and more! I think it’s an important thing mention when talking about control in edh is that it’s actually a very difficult archetype to play when you consider it’s your 7 cards vs the 21 cards your three opponents start with and you can’t stop and control everything. It requires a good knowledge of how the other deck works and the format and knowing when and how you need to interact. Can be daunting for new players who build a deck they’re all excited to play they counter a spell or two and still get stomped out and that excitement fades quickly when they’re not grasping it at first. Takes a lot of time grinding control to get better at it in the edh. cEDH grinder here so take everything I said with a grain of salt!
Control is so hard! But that's why I love it. I talk about playing mono-blue draw/go control on Commander ad Populum podcast lots. I love the theory behind it as much as playing it!
- Ryan