Magic: the Gathering
The cEDH Archetypes #10 - Curiosity
I'll dedicate the last three chapters of this analysis to briefly comment about the tendencies in the current cEDH scenario
THE COMBOI'll start by saying that in this article I won't comment on combos related to a Niv-Mizzet and a Curiosity effect - Our idea will be to discuss about this type of effect to generate value, on the opposite way of our favorite Parun, which ends up initiating a loop. My point here is when a Commander works with a damage engine related to an specific effect, in order to allow for the association of effects like Curiosity to obtain more draws and to find answers to the game, cards to push ourselves ahead on the match or even our victory conditions. Strictly speaking, I can say that the advantage of using mechanics associated with commanders in order to generate card advantage without directly connecting it to our win conditions is to put the opponents in an uncomfortable situation, to the point in which there is doubt about the worth of removing the general from the table, as the effect grows slowly, until it is converted into something relevant.
COMMANDERSIn order for our engine to work as intended, we'll need a commander which guarantees non-combat damage, as in a passive way and with a triggered ability. I've separated two popular builds on the current metagame, which I'll use to explain both nuances of this type of archetype.
NOTABLE CARDS AND BUDGET ALTERNATIVESOnce again, I've reunited our two sections in order to assist comprehension. For today, I'll show a list of cards which give to the enchanted/paired creature the ability of allowing card draws when it causes damage to one or more opponents (these cards may, thus, be united with a Commander which promotes good interaction).
CONCLUSIONOnce more, our article became less profound than I would like, but, this isn't necessarily a bad thing; my idea was just to present the proposition of interaction, in order to show its main uses. It's possible, thus, to conclude that we shouldn't necessary focus on the great interactions and massive draw engines to generate value - if your deck has a more reactive playstyle, an strategy which can punish the opponents while providing constant draws may serve your cause very efficiently. We'll finish here for today. I ask you to leave your feedback so we can always improve. The series has the objective of discussing just a single part of a complete sphere in a format of extreme diversity. I invite you to subscribe to my YouTube Channel, where I discuss more Commander, not only in a competitive view, but also in other varieties, as well as other formats. Until the next one, my dears!
This article belongs to the series The most popular archetypes of the cEDH: