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Thiago

The cEDH Archetypes #08 - Extra Combats

Last week, we focused on the many ways that decks in the competitive scenario can explore extra turns. Today, we will focus on one of those ways: the extra combat phases.

This article belongs to the series The most popular archetypes of the cEDH:

1. The cEDH archetypes #01 - Food Chain

2. The cEDH archetypes #02 - Demonic Consultation

3. The cEDH archetypes #03 - Underworld Storm

4. The cEDH Archetypes #04 - Aetherflux Storm

5. The cEDH Archetypes #05 - Hatebears

6. The cEDH Archetypes #06 - Thieves and Wheels

7. The cEDH Archetypes #07 - Taking Turns

8. The cEDH Archetypes #09 - Birthing Pod Lines

9. The cEDH Archetypes #08 - Extra Combats

Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Last week, we had a brief conversation about the idea of ​​Taking Turns at the cEDH, in order to start some parallel topics of our series. I know that the main decks in the competitive scenario that use extra turns (see [[God-Eternal Kefnet]]) were not mentioned, but that was purposeful. The previous idea was to demonstrate how the mechanics of additional turns require massive draw mechanics, so that we get to the point of today's article: the extra combat phases. [image](https://cdn.cardsrealm.com/images/cartas/en/8ed-eighth-edition/relentless-assault-214.jpeg?5116) * THE COMBO * When I spoke earlier about the option of using multiple turns mainly to get various combat phases, my intention was to pave the way for what was consolidated in the cEDH as the generals derived from combat. Throughout the development of the format, we had builds like Edric and Narset standing out, but they ended up falling for the same problem that we already mentioned when we talked about [[Doomsday]] - the massive use of slots. Recapping our series, we saw that the format is increasingly optimized around staples that together regulate the speed of your deck and your opponents' in order to act as finishing pieces (combos and locks), motors (draws, tutors and acceleration) or interaction pieces (stax, counters or removals), making the metagame faster within each new expansion. In this scenario, we need commanders who are able to carry out their tasks quickly, consistently and incisively so that we do not have dead slots, as well as allowing the use of already consolidated combos such as the Consultation line or the late Flash / Hulk. With that in mind, let's discuss about the commanders. * COMMANDERS * I will treat this session as a way of comparing the lists from the previous article with the ones here, thus allowing you to understand the evolution of the format's combos. Both generals treated here are lethal in what they do, even if with different ideas than the commanders of the previous article. [image](https://cdn.cardsrealm.com/images/cartas/en/bbd-battlebond/najeela-the-blade-blossom-62.jpeg?1770) First, let's go to this girl who has a special place in our hearts. [[Najeela, the Blade-Blossom]], here, concerns about the upmost evolution of tempo decks, managing to personify the archetype based on a clock, in order to moderate the presence of control decks. This build takes advantage of the general's low CMC along with the combo options she gives us to provide the player with the maximum of the five colors of Magic. Her great point is her ability, which, if conditioned to an effect like that of [[Derevi, Empyrial Tactician]], takes us to infinite phases of combat. In addition, this can also be used with our dear hatebears or with cards like [[Oakhame Adversary]] and [[Mindblade Render]] to generate value, everything we want in a building that can also use [[Demonic Consultation]], [[Tainted Pact]] and [[Thassa's Oracle]]. In the end she ends up being compared to Edric, for using the effects of creatures alongside combat and a good effect from the commander to maximize the archetype. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/godo-bandit-warlord-125.jpeg?4205) On the other side of the coin, we have [[Godo, Bandit Warlord]], which follows a very clear line with [[Helm of the Host]]: 11 mana = win. This build is made so that everything in your plan goes well and its combo is viable even in the early game, which makes it be compared to the nostalgic Narset, who, for allowing a quick combo, turned out to be very popular a few years ago. The point here is that for this type of combo, we would need to worry about some details, like getting the three colors of Narset’s identity, allowing her to jump in, keeping her on the table, or even ensuring that extra turns would come on her triggers, so that we don't waste a combat. These little problems were common for our monk, which makes Godo a better option for those who want this type of game, to the point that the commander himself tutors what he needs, in addition to simplifying the mana fixing for this, unifying the deck colors in red. * VARIATIONS * As I said last week, one archetype completes the other, and what differentiates them is the acceptance for the interaction pieces required in the format. When we use a general that allows us to dig to find what we need on the deck, we end up losing slots in our build for complementary cards to our commander, unlike when we use a commander who spins our gears by himself. * HONORABLE MENTIONS AND ALTERNATIVES BUDGET * Again, I'm unifying both sessions, but it's for a good cause. As I am talking about an archetype in itself, I will not stick to Najeela or Godo's all-stars or their lower cost alternatives (which I have already done on my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)(YouTube channel)), but rather to highlight the role that acceleration and disruption play in these builds. In both cases, being explosive is essential to the success of the gameplay, suffocating the opponents and forcing them to answer our game and forgetting their own, a fact that we owe to the mana stones (whether those of generation in quality or quantity) ; we also owe that speed to the stax and hatebears that we can use to disrupt others' plans and give us the windows we need for our success. *CONCLUSION* If last week I wanted to put the concept of asymmetry based on extra turns. Here, it is related to the potential of the chosen generals and how we can exploit them. I know that things are different when viewed from a distance, but when we follow the evolution of the format, we trace the relationship between the decks of the past and the future, and in this way, we can improve as players and as deck builders. 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!

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Got excited about Pauper and want to get into it! Where should I start?


Hello my friends, I am Betão and I wrote this article to help players who want to start playing Pauper. Born in 2008 on Magic On-line, and officialized as a format in "paper magic" in 2019, Pauper always had its fan base who always played on-line, at a local store or even in the kitchen tables around the world when they had the oportunity. Nowadays, Pauper is growing and getting new players every day. Because it is one of the cheapest formats in Magic? Of course! To start in this format the player does not need to pay a large amount of money and Pauper still allows you to play with historical cards like [card](Counterspell) and [card](Lightning Bolt). But that's not the only reason. The unity and hospitality of the Pauper community is also a strong reason to play it, and we will keep spreading the good aspects of the format in order to keep it alive! * But after all, what is Pauper? * Technically, Pauper is a format built with a minimum of 60 cards in its main deck and 15 reserve cards, the so-called sideboard. Only cards that have, at least once, been released in the common rarity, printed or online, are allowed. * How to build the main deck? * The main deck is built within a pre-defined game plan that exploits your strategies to the fullest. The deck can be interactive or non-interactive, which means that it can interact or not directly with your opponent's cards. Also, they can be active, which imposes their pace of the game and try to dominate the battlefield early, or they can be reactive, which approaches the game in a different way, trying to eliminate threats when they appear, seeking to exhaust the opposing resources and after that dominate the field to achieve the victory. * What about the sideboard? What is it for? * All decks have strengths and weaknesses. This is what makes the game healthy and balanced. There will always be good and bad match-ups against your deck. In order to try to overcome the weaknesses of your deck, the sideboard assumes the function of containing cards that improve the development of your strategy against the adversary. So, we have a maximum of 15 cards that are designed to cover these weaknesses against the decks that hurt you the most. It would not be nice if some strategies are stronger than all, this is a problematic situation that can lead to bans. * Wait, bans? * That's right! With the number of cards created since 1993, there is a huge collection of common cards available. So, it is possible that the interaction between some cards becomes problematic and unhealthy for the format, and interventions might be needed to attend this issue. There interventions are the banning of specific cards that WotC believes to be the key points of problematic strategies or gameplays. [link](https://magic.wizards.com/en/game-info/gameplay/formats/pauper)(Click here to access the updated banlist.) * I already understood what Pauper is, and now I want to play. Which deck should I start with? * There are a few tips that can help you choose your starting deck. On YouTube, you can find videos from different content creator talking about decklists and showing how they work. You can also visit the metagame page in the menu on this site, and watch some of the most played decks in the biggest tournaments around the world. So to speak, this is the metagame, the name and list of the decks in a tournament, with their presence and performance percentages. However, some decks have two or more colors, and this can hinder the development of your game when making decisions about sequencing your land drops onto the battlefield, as a wrong decision can forbid you to generate the right colors when you need it. Based on this fact, choosing to start with a deck of only one color seems to be a good idea, as you will always have the right lands available and generate the necessary mana and you can concentrate on learning the strategy and playing sequences of your deck, as these are fundamental to have a better performance at the game. Later, when you've already developed your gameplay skills and learned more about the metagame, you can gradually venture into decks with more than one color. Assuming that at this initial moment the safest option is to choose a one-color deck, I will list below five one color decklists that have done good results in some championships. [center]{Red - BURN} Burn is a non-interactive deck that seeks to assign direct damage to your opponent's life points as quickly as possible, with cards like [card](Lightning Bolt). But also keep in mind that sometimes it is useful to use some burn spell as removals for threats that your opponent may present during the game. Red does not have a lot of cards that allows you to draw in abundance, so the deck tends to lose its breath when the game extends for many turns. [deck](47263) [center]{Green - STOMPY} This is an aggressive deck, meaning your strategy is to win by quickly dealing enough combat damage to your opponent. This is done by putting small creatures on the battlefield and trying to increase their power. Green does not draw beyond what is possible and, therefore, is a deck that needs to be fast. [deck](47262) [center]{Black - Mono Black Control (MBC)} This one is a favorite among Brazilian players! As the name says, it is a control deck. It seeks to eliminate the opponent's threats and is efficient in that, as it has many options for removals. It is consistent, summoning creatures on the early turns and having ways to draw cards, which is important in the late game. It is good at gaining time delaying your opponent's game while evolving yours. [deck](47266) [center]{White - Mono White Heroic} The heroic ability allows you to place a +1/+1 counter whenever the creature with that ability is targeted by a spell. This makes your creatures very strong in a very short time, because in addition to these creatures the deck has enchantments that add other abilities that are of great value your creatures, such as vigilance, lifelink and first strike. This deck doesn't draw a lot of cards either, so it needs to be fast too. [deck](47265) Finally, it is important to note that it is not a rule to start with decks of only one color, however it seems to be a safe way to know more about the format. That's it for today. I hope you found this reading informative and also pleasant. Welcome to Pauper and until next time!

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Betão, professor de Física, entusiasta de todos os formatos, se dedica única e exclusivamente ao Pauper desde 2019 e recentemente ao PDH.

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