This article belongs to the series The most popular archetypes of the cEDH:
Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Last few weeks, we had a conversation about the different styles of play present in the cEDH. We approached the main win conditions and discussed some build options and the gameplay modes that most favor them. This week, we will start the second part of our approach, where we will deal with the less popular but still present archetypes in the format. Let's begin with the classic Taking Turns. [image](https://cardsrealm.com/images/cartas/en/m10-magic-2010/time-warp-75.jpeg?2399) * THE COMBO * As in Modern, the concept of Taking Turns comes from the cards that allow us to play extra turns. Our idea is to achieve, through multiple moves, a victory condition which would be slower than normal. Usually, multi-turn decks require multiple spells with the "take an extra turn" effect and a way to find them, such as a massive draw source or an effect to use the cards directly from the library. * COMMANDERS * As stated earlier, Taking Turn decks are common to aid slower strategies, changing the notion of symmetry during the game. For that, we will need a commander to assist the strategy either by allowing us to dig extra turn spells from the deck or imposing a win condition which is aided by the multiple turns. [image](https://cardsrealm.com/images/cartas/en/ktk-khans-of-tarkir/narset-enlightened-master-190.jpeg?4738) When we talk about Taking Turns, the most classic deck of the archetype is, without a doubt, [[Narset, Enlightened Master]]. Even though currently she is not played that much, for a long time the general from Tarkir integrated the hall of the most played on the format. With her as your commander, the strategy involves high CMC cards, such as [[Approach of the Second Sun]], [[Enter the Infinite]] and [[Omniscience]], making her effect of casting spells for free very useful. The extra turns here come in to allow for new Narset attacks, leading to new exiles and a new chance to find what we are looking for. [image](https://cardsrealm.com/images/cartas/en/cm1-commanders-arsenal/edric-spymaster-of-trest-8.jpeg?249) We can say that this general represents the evolution of Narset and an adaptation to the speed of the format. While our monk enjoys high cost magic, here, we will choose to use low cost creatures in order to synergize with Edric's effect and allow enough draws to find extra turn effects. Anyone who has read the previous articles knows that the idea of having small creatures on the battlefield suits Hatebears very well, even if the color pie is not the best for that. So, the solution here is to use creatures like [[Mist-Cloaked Herald]] to fill those gaps. [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?3136) [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/ludevic-necro-alchemist-37.jpeg?9723) When we see this pair, we know that Tymna enables a good draw engine for Hatebears, making it possible to find our new turns. But what is Ludevic's role? Our alchemist sees little play in the cEDH because he has an effect geared towards Group Hug. However, in this build, he will favor us unevenly, thanks to the fact that, when we play more turns than our opponents, we will have more Ludevic triggers than they do. * VARIATIONS * As you have seen, most of the effects involving extra turns are consistent with the idea of exploring the new combat phases. Playing a new turn does not always mean that you have to explore the extra attacks, since new turns also provide new draws and new untap phases. Also, there are cases where we get new combat phases without extra turns. This will be discussed in my next article. * HONORABLE MENTIONS * In the history of Magic, we had several cards that allow us to play an extra turn, each with a specific mechanic. These are usually associated with the fact that a lore character travels in time, thus representing a temporal change or a time-rift left by their journey. Among all the cards, however, there are two that should be highlighted for their unique effect: [[Beacon of Tomorrows]] and [[Nexus of Fate]]. These corroborate the idea of playing infinite turns, thanks to the fact that they go back to the library after use. * BUDGET ALTERNATIVES * Unfortunately, the type of magic used here is powerful enough to have a higher price than it should; extra-turn magic ends up unbalancing the game curve, causing its monetary value to be high. With that in mind, I suggest using extra combat stages for those who want an alternative, but that is a topic for our next article. *CONCLUSION* We have already seen many ways to break the symmetry of the game, from tap and untap effects to hate-cards against specific strategies. But, without a doubt, taking extra turns is one of the most efficient and universal one. I see many players ignoring the option of playing a Taking Turns simply because this is a less popular strategy compared to others, but even if it requires a different playing style and different decision making, we can conclude that it is as valid as any other. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!Next article in this serie
Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Up to now, we have been commenting on small pieces of a whole called The cEDH Format. We started with [[Food Chain]] to show the format's speed, going through [[Demonic Consultation]] to say that only a card is not enough, it also has to generate value (which was reiterated in the speech about [[Underworld Breach]] and [[Aetherflux Reservoir]]), and finally we hit the Hatebears to get a sense of the importance of creatures and board presence during the game. Now, we have reached a point where everything explained in the previous articles will converge on a single deck: today is the long-awaited day to talk about Wheels & Thieves. [image](https://cardsrealm.com/images/cartas/en/dgm-dragons-maze/notion-thief-88.jpeg?7044) * THE COMBO * When we talked about the Hatebears, I used this session to explain the general concept and function of the cards so named, which will be repeated in this article. The idea of a card characterized as a thief comes from [[Notion Thief]], which was part of the cEDH scene for a long time, generating value by locking the opponent. Recently, the format has undergone radical change. First with the launch of collections with a high power level and the printing of important pieces for the current builds (see War of the Spark and Modern Horizons), and then with the ban of [[Paradox Engine]] and [[Flash]] leading to the death of the Flash / Hulk decks. All this culminated in a point where the gameplay leads the player to aim for the highest value in a short time. These fact might have motivated a player to, on a tedious day looking at our dear thief alone in the middle of a bulk of cards, improve what we already saw on the [[Nekusar, the Mindrazer]] decks, but this time, as efficiently as possible. With the concept in hand, it was all a matter of playing the Professor Utonium and using the companion commanders along with the [[Demonic Consultation]] package and some drops of the Element X to bring the renowned Opus Thief to life. After popping-up on the metagame, the four-color deck headed by [[Tymna the Weaver]] and [[Kraum, Ludevic's Opus]] started to gain more relevance, mainly by competing with Flash / Hulk builds like Tymna & Thrasios (which were already presented as tier 0). Its strategy was to use ordinary cards in constructions optimized as wheel effects combined with stax related to opponents' draws to break the symmetry of the table. More and more, the archetype got popular among the players and was seen more, being better used and having the spotlight in a format that is now [[Flash]] free. * COMMANDERS * Initially, the Opus Thief build was exclusive to Tymna & Kraum, but over time the archetype became a way to assemble the deck, being able to integrate almost any list of three or more colors. So I decided to dedicate this session to show builds that have a different development for the same principle. With that in mind, I would like you to consider [[Kenrith, the Returned King]] and so many others who adapt the idea of 4C T&K following the same construction idea, but with different generals. [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?5185) [image](https://cardsrealm.com/images/cartas/en/c16-commander-2016/kraum-ludevics-opus-34.jpeg?5067) The all stars of Opus Thief are [[Notion Thief]] and [[Alms Collector]]. Together with Tymna, they guarantee extra draws, and, in addition, they also work very well at instant speed, and can be fitted in response to a spell or ability that an opponent controls. Next to them, we have [[Narset, Parter of Veils]] and [[Smothering Tithe]], cards from the same block and that, once they arrived, dominated the format. On the wheel side, we have the classics [[Wheel of Fortune]], [[Timetwister]] and [[Windfall]], which started to come together with [[Whispering Madness]] to guarantee redundancy, but, in the end , the biggest innovation in this sense was the addition of [[Winds of Change]] and [[Burning Inquiry]], promoting a great asymmetry when combined with a thief effect. To finish the game we have the [[Demonic Consultation]], [[Tainted Pact]], [[Jace, Wielder of Mysteries]] and [[Thassa's Oracle]] pack together with the [[ Ad Nauseam]] + [[Angel's Grace]] combo which is viable since we have acess to white. [image](https://cardsrealm.com/images/cartas/en/csp-coldsnap/zur-the-enchanter-135.jpeg?1106) This build works like the classic Zur Control, but, unlike the standard idea, [[Underworld Dreams]] can be used as a thief effect. Here, [[Dark Deal]] takes the place of [[Wheel of Fortune]], [[Vision Skeins]] takes the place of [[Burning Inquiry]] and [[Time Spiral]] works as [[Winds of Change ]]. Its win condition is the same as in the deck above, derived from [[Demonic Consultation]] and [[Ad Nauseam]] lines. [image](https://cardsrealm.com/images/cartas/en/c20-commander-2020/shabraz-the-skyshark-14.jpeg?7794) [image](https://cardsrealm.com/images/cartas/en/c20-commander-2020/brallin-skyshark-rider-4.jpeg?714) The dynamic duo from C20 comes to add to our archetype. With a build that takes advantage of the Jeskai colors, we have the wheels as a subtopic of this deck that simulates the classic Curious Control and takes high value from cards like [[Rielle, the Everwise]], even without having access to black and, consequently, to [[Notion Thief]] itself. * VARIATIONS * As I said before, what was initially an archetype became a way to build your deck. Any strategy with a color pie compatible with the concept of thieves can take advantage of this type of synergy, even more nowadays with massive draw effects present in all builds of the metagame. * HONORABLE MENTIONS AND ALTERNATIVES BUDGET * Again, I will use this session to leave a list of cards that can help anyone who wants to build their deck with the thieves subtheme. Not all of them are viable for the cEDH , but they can cause an impact on a battlefield of a slightly lower power level. [image](https://cardsrealm.com/images/cartas/en/dgm-dragons-maze/notion-thief-88.jpeg?7044) [image](https://cardsrealm.com/images/cartas/en/c17-commander-2017/alms-collector-1.jpeg?6836) [image](https://cardsrealm.com/images/cartas/en/c13-commander-2013/nekusar-the-mindrazer-201.jpeg?8420) [image](https://cardsrealm.com/images/cartas/en/c20-commander-2020/shabraz-the-skyshark-14.jpeg?7794) [image](https://cardsrealm.com/images/cartas/en/ima-iconic-masters/consecrated-sphinx-47.jpeg?2721) [image](https://cardsrealm.com/images/cartas/en/m15-magic-2015/chasm-skulker-46.jpeg?94) [image](https://cardsrealm.com/images/cartas/en/prm-magic-online-promos/narset-parter-of-veils-72269.jpeg?8289) [image](https://cardsrealm.com/images/cartas/en/prm-magic-online-promos/ob-nixilis-the-hate-twisted-72251.jpeg?9718) [image](https://cardsrealm.com/images/cartas/en/p2hg-two-headed-giant-tournament/underworld-dreams-1.jpeg?8300) [image](https://cardsrealm.com/images/cartas/en/rna-ravnica-allegiance/smothering-tithe-22.jpeg?9777) [image](https://cardsrealm.com/images/cartas/en/ori-magic-origins/alhammarrets-archive-221.jpeg?1051) *CONCLUSION* I believe to have presented today an example of innovation. I have heard a lot that the cEDH is consolidated and that nothing new can come up, but I am always seeing strategies that have come up with more value than the previous ones. I will keeping insist on motivating you to always try to innovate. Of course, in certain situations, the performance limit has already been reached, but that is not a rule, and knowing that the format is based on value we can try to find something that takes us a step further. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!