Maelstrom Wanderer Commander Deck Guide
That’s right! It’s time to cover a Maelstrom Wanderer build that’s explosive and hard for opponents who stumble or aren’t prepared to keep up with.
Read moreThat’s right! It’s time to cover a Maelstrom Wanderer build that’s explosive and hard for opponents who stumble or aren’t prepared to keep up with.
Read moreThe third installment to the four-set Phyrexian story arc sees our heroes return to New Phyrexia in Phyrexia: All Will Be One. The poison counters we’ve seen hinted at since Kaldheim are returning to Standard in full force, and that’s not the...
Read moreCommanders like Atraxa that grant card advantage from the command zone are always powerful. Your commander is already an eighth card in your hand, and commanders that give card draw basically promise you access to more cards over the course of a...
Read moreDominaria is under siege, Karn has been kidnapped and taken apart, Teferi is lost somewhere in time, and the resistance against the growing Phyrexian threat seems to grow weaker by the moment. Things aren’t going well for those opposing the power...
Read moreReanimating a card from a graveyard is card neutral, even if it’s often very powerful. But a card that reanimates itself is card advantage. This leads us to unearth the unearth mechanic.
Read moreOne way to get the most out of your artifact-centric decks is to use metalcraft cards that get extra value from the artifacts already on the battlefield. Today I’m looking at the 30 best metalcraft cards in Magic to see how you can maximize...
Read morePhyrexia: All Will Be One is bringing some spicy planeswalkers to a format near you. Five mythic rare compleated planeswalkers face off against five, rare, uh, uncompleated ones in a showdown that will determine the fate of the Multiverse!
Read moreUrza was one of the most powerful characters to ever exist in Magic’s story, so it makes sense that the cards representing him are also pretty powerful. The Brothers’ War gave us several new versions of Urza to build Commander decks around, but...
Read moreFor Mirrodin! is a mechanic for equipment cards introduced in Phyrexia: All Will Be One. Personally I can’t help but think of the scene in Fellowship of the Ring when the Fellowship offer their weapons to the cause.
Read moreMy first intro to imps was in Neverwinter Nights (need I remind you of my tattoo?). They’re annoying little buggers in that game, trickster devils that serve sorcerers and wizards. Which really isn’t that far off from their existence in Magic.
Read moreAlara was the kind of place where creatures would devour each other. The aptly-named devour mechanic was developed as a result, and it’s literally the strong preying on the weak.
Read moreYou may become wary yourself looking at Norin. How do you build a blink deck without access to white or blue? Let’s find out!
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