Hello my dears! All right with you? My name is Fogaça and I'm here again to talk about Commander. One day, when I was playing with [card](Kykar, Wind's Fury), I was at a table against the newly printed Urza, who gave me the idea of setting up my list. In that same game, we began to observe an interesting phenomenon that commonly affects players who are transitioning between casual and competitive; I named this occurrence the Archenemy Effect. It is defined by the times when you alone become the focus of the table and have to endure all the aggressiveness coming from your opponents. After much thought, I came up with a text that said how to avoid this kind of thing, but in the end, it's not just up to you, so my conclusion was that the best option is to go for it and give reasons they all should focus one you - I chose today, the deck that has everything to be targeted at the table and, oddly enough, can sustain its game even with these adversities: [card](Urza, Highlord Artificer). [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-urza-lord-high-artificer-75.jpg) *INTRODUCTION* Again we talk about an iconic lore character, and again, I won't give details about his story, but if Urza is so important to Magic, his card is equivalent to that importance. Their skills characterize the classic archetype of artifacts used in blue, but correcting all the deficient! Two important advantages of this one: saves you against hates of activated abilities and the use of colorless manas over colored manas. *DECK CONSTRUCTION* Deepening the previous explanation, the construction was designed to circumvent the terror known as [card](Stone Silence), as Urza's own ability allows his artifacts to still generate mana. This condition alone imposes a tremendous advantage in that it takes advantage of stones that previously had no potential for efficient conversion as [card](Mox Sapphire) - so we will use cards like [card](Gemstone Amulet) and [card](Goblet of Perennial Flow). The moment we accept that we will be the target of the table, we will need consistent and independent forms of victory, even if they are not completely disconnected from each other. With that in mind, we will have four ways to beat the potential game. We will start with an infinite mana condition ([card](Isochronous Scepter) and [card](Dramatic Reversal) or [card](Lareiluz Rings) and [card](Basalt Monolith)) that will take advantage of the commander's ability to exile all our library, followed by the casting of one of our extra turns ([card](Destiny Nexus) or [card](Tomorrow's Guide)); As our deck will be in exile, the card played will solve your shuffle, becoming the only one on our top, so it will always be our draw and allow infinite turns. Another possibility will be to replace our extra turns with [card](Blue Sun Zenith), initially stating its cost to zero; The next steps will involve buying it again and using it to have our opponents draw all of their cards, thus conditioning a defeat by overdeck. Referring to the overdeck itself, our third possibility includes the effects of [card](Lab Maniac) and [card](Jace, Mystery Manipulator) conjured after we have exiled our entire library. Finally, the combination of [card](Future Vision) and [card](Sensei's Divination Top), together with a cost reducer, will condition a total purchase of our spells and the sequel with the other victory plans. [deck](12409) Everything else on our list benefits the control arquetype and maximize the synergy between each piece (citing the inclusion of [card](Sai, Master Topterist), and [card](Trail of Evidence)). *HIGH CARD REPLACEMENT* We will not have such a wide coverage in this session, as deck synergy is essential to the principle of holding three players at the same time, but back to the old story of replacing high value cards with one of the same function. *WHERE TO START?* What gives this build's solidity is essentially the use of mana, which should be prioritized with the acquisition of the stones. Combos also contribute to consistency, but you can start if buying one of the combos above mentioned and than go for the others. *CONCLUSION* Even though I have not discussed any concept today, I think this article can generate a fruitful debate. Many who play the purest CEDH forgets that there are tables where casual and optimized players mingle, creating unique phenomena for formats where there is no direct duel. My goal here was just to give an idea to those who are frustrated that they have a target on their forehead - accept their target and give reason for it.
Yesterday at [link](https://twitch.tv/pauperacademus)(my livestream on Twitch) we discussed a bit on the subject of whether [card](Arcum's Astrolabe) or [card](Ephemerate) should be banned or not. It made me reflect on both [card](Arcum's Astrolabe) and [card](Ephemerate). They are strong and changed the format, but are they healthy for the format? [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-ephemerate-7.jpg) [image](https://cardsrealm.com/images/cartas/en/mh1-modern-horizons-arcums-astrolabe-220.jpg) The artifact [card](Arcum's Astrolabe) allowed for a large color variation in the format. Now we have many 3-color decks variants. A few weeks after it was spoiled we realized a relatively healthy format with a large variation of decks, but mostly gaining value within card advantage, and other decks that try to win the game before card advantage can impact the game. The [card](Arcum's Astrolabe) itself was not so strong, but rather its strong interaction with [card](Kor Skyfisher) and [card](Glint Hawk). I really believe that none of them will be banned as they allow for a greater variation of decks, colors and possibilities. Initially believed in the ban, but this would lower the power level of the format, the best solution is to wait for stronger cards that enable other types of mechanics. [card](Ephemerate) on the other hand has an absurd power level, this is undeniable. The fact that after the re-cast she goes to the graveyard and not exile is scary: it can work on various deck versions that use cards that bring the graveyard back to the deck or to the hand. It has such a high value that it can make a [card](Mulldrifter) draw up to 6 cards or [card](Memonic Wall) fetch several cards from the graveyard including ephemerate itself. Of course his great value is enhanced by the combination of [card](Glint Hawk) + [card](Arcum's Astrolabe) + [card](Ephemerate). In my regard I believe more in the ban of [card](Ephemerate) than the [card](Arcum's Astrolabe), but their combination brought out 100% of the [link](https://cardsrealm.com/metagame/pauper/skred)(Skred) and it has being dominant in the format. Within the analysis via games and possible combinations, it is possible to ban the [card](Ephemerate), but I think [card](Arcum's Astrolabe) remains in the format for a while. Wizards of the Coast normally prefers to lower the power level of the format by banning every time it makes unbalanced cards, but I will say it again that it is always better to create new strong cards than banning others. The next B&R announcement will be on October 7, 2019. What do you expect from it?
Biólogo em Ribeirão Preto. Jogador e produtor de conteúdo sobre MTG. Apresentador e colaborador no canal Pauper Academus. Aficionado pelo Pauper. mas me arisco em outros formatos.