Vinicius Sorin here bringing another episode of our marathon reinforcing the decks of *Commander 2019 edition*. Remember that this content is focused only on talking about card replacements. If you are looking for a better understanding of decks and their strategies and moves, I recommend watching the [link](https://www.youtube.com/watch?v=m8Xus8lmBhc&list=PLCsJfF1fDXgUNj4lkPUDWxhJcczBoYGM7)(review videos) I made on my channel on YouTube Today we are going to talk about one of the most popular decks in the collection. I'm talking about the Merciless Rakdos Madness Commander, [card](Anje Falkenrath). [image](https://cdn.cardsrealm.com/images/uploads/1566059703.jpg) *REMOVING THE BAD STUFF* Commander's precons always come with a number of obsolete, bad, or little synergistic cards for the deck's proposal, and this one wasn't different. Many times we are also deceived by apparently good or really good cards, but that do not add value to the strategy and fall into the trap of keeping them on our final list. So first of all let's separate what is expendable from what we will really enjoy. * Land: * The Madness deck land package has the worst mana generation lands (practically all tapped), but is the best in terms of functionality, with the main utility land the deck would need. Let's just clear the deck of excess tapped lands and make room for reinforcements. Merciless Fury, like other decks, also has an excessive amount of land - a total of 40 - and it is interesting to reduce this number to at least 36 in order to mop the deck and avoid mana flooding. The lands that come out are: [card](Akoum Refuge) [card](Bloodfell Caves) [card](Cinder Barrens) [card](Evolving Wilds) [card](Rakdos Carnarium) [card](Rakdos Guildgate) [card](Terramorphic Expanse) 2 [card](Swamp) 5 [card](Mountain) * Ramps: * Merciless Fury features a reasonable mana acceleration pack from the factory, with 7 cards to fulfill this function. Of these, 3 do not meet our needs well here and will be taken out: [card](Scaretiller) [card](K’rrik, Son of Yawgmoth) [card](Rakdos Locket) You may be brooding over the fact that [card](K'rrik, Son of Yawgmoth) is leaving, but I'll keep hoping that someone might think the same way I do. Yes it is quite a bomb, but look better. Seven manas to have a 2/2 at the table is not reasonable. "Ah Sorin, but it's not 7 manas, it's 4 because of the phyrexian mana!" - Okay, but ... 4 manas and 6 of life to have a 2/2 in this is still not a good deal. "Sorin, but he gets big and has lifelink, which makes him recover the life you lost!" - Okay, but how long will it take you to do that? It needs to deal damage and you still need to throw at least 2 or 3 spells after it to make your body worth this investment, and our deck is NOT ONLY BLACK. "But Sorin, with him you speed up your game a lot and you can conjure a lot of magic for free ... you can even storm!" - Beauty, but it's not free. You have to pay life ... and not a little. And as I said, the deck is not just black. If just to think of it as an accelerator, the costs are too high to be worth it ... a Rakdos Signet will help you a lot more for a lot less. In short, the card is too heavy and too conditional. It's still a very good card, but not well used here and it would be a waste. * Draws: * Seven cards are part of this precon's drawing effects and card advantage package. I would give up 2 of them: [card](Ob Nixilis Reignited) - will have a better and more synergistic PW for this deck. [card](Hedonist's Trove) - Too heavy and slow to be worth it. * Removals and Interactions: * Here we have the effects of destruction, damage, sacrifice and other things done to deal with threats from opponents. This is the most robust deck pack, with a total of 15 cards already coming from the original list. Most of them are crazy cards, which are generally bad, but turn out to be excellent answers if you have the proper means to discard them from your hand when you need them. However, some things have been set aside, so we need to find room for whatever to get in. Two cards will come out: [card](Warstorm Surge) [card](The Eldest Reborn) * Other: * Here we have those cards that are on the deck for any other reason that makes sense or not. Note that the * Reanimates * are a sub-theme of this precon, largely because of the 2 alternate commanders [card](Chainer, Nightmare Adept) and [card](Greven, Predator Captain). I have taken the courage to pull out a good number of cards that support this strategy to focus on discard and Madness interactions. [card](Faith of the Devoted) [card](Champion of Stray Souls) [card](Overseer of the Damned) [card](Boneyard Parley) [card](Grimoire of the Dead) [card](Flayer of the Hatebound) [card](Beacon of Unrest) [card](Aeon Engine) [card](Hate Mirage) [card](Bloodthirsty Blade) [card](Wildfire Devils) [card](Skyfire Phoenix) [card](Geth, Lord of the Vault) [card](Doomed Necromancer) * Reinforcing the deck without spending too much * [youtube](https://www.youtube.com/watch?v=fXepLTxbttk) At the time the video was recorded, none of the mentioned cards exceeded $ 2.5. Many even cost pennies. In order for you to understand the role of each card added in Anje's strategy it is important that you watch, although it is in portuguese. *Mana Base* [card](Graven Cairns) enters in the place of [card](Akoum Refuge). [card](Tainted Peak) enters in the place of [card](Bloodfell Caves) [card](Canyon Slough) enters in the place of [card](Cinder Barrens) [card]( Sulfurous Springs) enters in the place of [card](Rakdos Carnarium) [card](Smoldering Marsh) enters in the place of [card](Rakdos Guildgate) [card](Dragonskull Summit) enters in the place of [card](Golgari Guildgate) [card](Foreboding Ruins) enters in the place of [card](Terramorphic Expanse) [card](Shadowblood Ridge) enters in the place of [card](Evolving Wilds) [card](Sea Gate Wreckage) enters in the place of 1 Mountain [card](Keldon Megaliths) enters in the place of 1 Mountain [card](Rakdos Signet) enters in the place of 1 Mountain [card](Talisman of Indulgence) enters in the place of [card](Rakdos Locket) [card](Commander's Sphere) enters in the place of [card](Scaretiller) *Drawing Effects* [card](Azra Oddsmaker) enters in the place of 1 Mountain [card](Faithless Looting) enters in the place of 1 Mountain [card](Gamble) enters in the place of 1 Swamp [card](Dark Deal) enters in the place of 1 Swamp [card](Syphon Mind) enters in the place of [card](Armillary Sphere). *Removal* [card](Rakdos Charm) enters in the place of [card](Hedonist's Trove) [card](Ichor Slick) enters in the place of [card](Overseer of the Damned) [card](Biting Rain) enters in the place of [card](The Eldest Reborn) *Others reinforcements* The rest of the upgrades were placed without any slot relocation per function, just filling the space left by any other cards that came out: [card](Glint-Horn Buccaneer) [card](Olivia, Mobilized for War) [card](Anger) [card](Neheb, Dreadhorde Champion) [card](Sangromancer) [card](Archfiend of Ifnir) [card](Muck Drubb) [card](Skyshroud Vampire) [card](Sire of Insanity) [card](Daretti, Scrap Savant) [card](Chandra Ablaze) [card](Shadow of the Grave) [card](Tortured Existence) [card](Phyrexian Reclamation) [card](Trading Post) [deck](14404) *Bigger investment* There is still much to talk about upgrades in the deck of madness, as several cards that are above $ 10 price range play a lot on it. Be aware of all the possibilities of improving your Anje commander! See you! [deck](13063)
Hello my dears! All right with you? My name is Fogaça and I'm here again to talk about Commander. I've been posting articles for some time now, and recently I came across a situation I hadn't thought before: a player from my community would like to come from Pauper to Commander, but I didn't know how. Then I told him to do something he liked, but there was a problem with that. He didn't have much time in the game, had no concept of advanced rules, it was hard to encourage him to use a complex deck and a unique archetype for Commander, except that his financial level would not allow him to put together a list he didn't like. This led me to conclude that some specific generals are ideal for beginning in the format so as to form something consistent and not difficult to assemble. Today, therefore, we will talk about one of these chosen ones, which I find particularly genuine to the theme - [card](Edric, Spymaster of Trest). [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016-edric-spymaster-of-trest-195.jpg) *INTRODUCTION* In this build, we'll use Edric's buying mechanics to make the deck run, so you need to know when to use your triggers, and be aware that they are optional, not overdecking. One should also be aware that I will explain the game plan in a linear way, that is, starting with the first turns of the game and continuing as the game progresses. *DECK CONSTRUCTION* Since we already know that the deck's main draw source will be our commander, he should be on the table as soon as possible, which will also prevent our beloved rogue from being overruled. We have low cost mana stones and classic dorks to help us gives consistency to our strategy. Once the Master Spy is on the table, we can abuse low-cost creatures and evasions such as Flying and others that allow their damage to be dealt to our opponents so that we draw several cards each turn. The more cards we draw, the greater the chance of obtaining an extra turn spell, then playing it and then having a new chance to deal combat damage. There will come a time when there will be no cards in our library, and when that happens, [card](Nexus of Destiny) will sparkle with its shuffle mechanics, allowing successive turns even after buying more than 100 cards to avoid the dreaded defeat by deck over. Subsequent stages of combat will lead us to victory. It is important that our extra turns are low cost so that you can play them as soon as we buy them. If we let the table run again, there is a great possibility that we will suffer from global removals and other evils that break our gameplan. For this reason, too, we have an extremely lightweight build that is sustained even though we have to respond to opponents, promote our own game and continue infesting the field with creatures that cannot be blocked. [deck](12606) *HIGH CARD REPLACEMENT* I tried to build the list without too many absurd value cards, but one or the other always ends up in the final version. The land we use has the function of casting the commander in turn two (as well as mana stones), but these can give way to something cheaper as long as it doesn't enters tapped. The chosen counters spells are not costly except for [card](Force of Will), which can be replaced by any other spell with this function - as long as the CMC of the chosen card is no greater than two. We can also change [card](Snapcaster Mage) by [card](Mission Briefing). *WHERE TO START?* We can really start off by making a low cost, evasive card pool, plus extra shifts and dorks. Once we have all of these, we will give priority to speeding up and protecting our game, in addition to the cards that complement and protect our strategy. *CONCLUSION* After presenting the facts and explaining how the strategy works we can conclude that there is no need to cling to the "Old Monkeys" to get started with the cEDH. A deck can be simple and competitive, just think of one way to do this task efficiently. For today we stay here. Thanks to everyone who has been following this series of articles and I ask you always leave your feedback to keep improving. Until next time, my dears!