Hello, my dears! Is everything ok with you? My name is Fogaça and I'm here again to talk about Commander A long time ago, in one of our first articles, I commented on adapting archetypes of constructed formats like Standard, Modern, Pioneer, Pauper and/or Legacy to EDH, allowing players to use decks with similar strategies. For those who mainly follow Standard and Modern, they know that Amulet Titan is on the rise in Modern, as well as we had a brief era of lands on T2 with the card [card](Field of the Dead) - now banned in the standard format - and, with that in mind, I wondered how I would adapt this game mode to brew in the generals format; after a lot of thinking, I was able to build a list based on the card [card](Scapeshift) (a classic from Modern) and enjoy its advantages to develop it with a commander that abuses the landfall interaction: today is [card](Tatyova, Benthic Druid)'s day. [image](https://cdn.cardsrealm.com/images/cartas/en/dom-dominaria-tatyova-benthic-druid-206.jpg) *INITIAL CONCEPTIONS* When it comes to Commander's casual tables, the landfall mechanics is one of the most popular, encompassing generals and bombs that use the presence of many lands to create high-impact creatures or to control the table after an extensive play. In cDEH, there's no espace for this kind of mechanics; the reality may be cruel, mas creating a lot of 5/5 everytime that a land enters the field is pointless if they'll be removed, can't attack or even if the game is over before you have the chance to do so. With that in mind, we must extract the mechanics potential to not let it die, after all, it isn't all bad, it's just hard to enjoy - the solution to this is to use a commander like Tatyova, which gives us the primordial for any deck (drawing cards) every time we play a land card, thus, transforming any land we've got into a new draw to spin our gears. *DECK BUILDING* The active principle of our list will be to put Tatyana into play as soon as possible, in order to convert considered dead draws into new draws and enable the abuse of mechanics that give us the ability to play additional lands each turn. Multiple effects have been added to the list to speed up our manas in the early turns of the game, even if they have no synergy with the theme itself. With our druid in the game, we can focus on developing our gameplan, which will work in a time-control posture, using the banned [card](Field of the Dead) to apply some pressure to the table. Even if the clock isn't large, it will have a good consistency if we consider the fact that every land-drop will be followed by a zombie; To this end, we will add the land tutors, allowing us to make our seventh land almost always the [card](Field of the Dead). I know it seems unappealing, but this is just a backdrop to our true intentions - having fun with [card](Scapeshift) and the entry of countless zombies will also give us cards, so we'll dig the deck looking for our combo. To understand how we will win, I want you to look at the [card](Oboro, Palace in the Clouds). At first glance it seems innocent, or, for closer eyes, it may mean a way of always having our drop of land, but here it is something else; In addition to allowing us an additional draw of cards every turn, it can be picked up by our tutors, along with the [card](Field of the Dead) (which will cover their presence), and develop a great interaction with other important pieces individually for us: [card](Retreat to Coralhelm) and cards with the effect of [card](Sakura-Tribe Scout). Think it with me, if we abuse the entrance of land to draw cards, eventually our library will end, right? And what suits it better than [card](Laboratory Maniac) and [card](Jace, Wielder of Mysteries)? What if we could condition this draw to have the match in hand? The solution to everything will be Coralhelm's interaction when a land enters the field - each trigger of landfall can untap Tribe Scout or another creature of the same effect, allowing us to put into play Oboro and condition the following loop: • We tap Oboro to generate a blue mana; • We pay the cost of its ability with self-generated mana; • We tap [card](Sakura-Tribe Scout), [card](Walking Atlas) or [card](Skyshroud Ranger) to put Oboro on the field again; • We draw a card by the effect of Tatyova, [card](Courser of Kruphix); • With the entrance of Oboro, Coralhelm's trigger will target our creature and will untap it; • We restart the Oboro loop, now with one more card in our hand. At some point, we will draw Jace or Maniac to allow a win condition in case the loop isn't disturbed. An unused option in this list is the addition of [card](Beacon of Tomorrows) and [card](Nexus of Fate), to have infinite turns as soon as we have a deck over. [deck](19728) Notice, in our list, that I have added great redundancy to the lands entry effects, as well as combining their effectiveness with higher card draw and the presence of classic table control or draw in early turns. The whole build is done thinking about the speed and consistency for the [card](Benthic Druid) entry, as well as the best use of each land individually for the development of the game strategy. *CONCLUSION* Thus, after analyzing the arguments, it can therefore be concluded that even if the cEDH goal has its classics, it doesn't mean that you'll have to abandon your favorite archetypes to get into the format. Adapting decks built for Commander is complex, but not impossible. Tatyova is an ideal commander for those who enjoy land interactions, being simple enough to get on the list of perfect decks to start with competitive EDH, so those who want to understand how to start with the deck or even how to replace high-value pieces, we'll have that information in an upcoming vídeo about Taty on my YouTube channel. For today we stay here. Thanks to everyone who has followed this series of articles and I ask you to always leave your feedback so we can keep improving. [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)(To follow us on YouTube, visit the channels link). Until next time, my dears!
Hello, fellow players! How are you? I'm Fogaça and I'm here again to talk about Commander. Recently, I have ventured deeper into the world of deckbuilding to find new answers and ways to build lists as to achieve optimization in such task. One consequence of this was the identification of an interesting phenomenon; I realized that there are few efficient ways for a good assembly, but among them, there is a large derivation of methods to achieve these goals. What I am saying, in short, is that the conditions of victory are usually similar, but the way you get to them can vary greatly, and that is where each commander will add to its game - today's article will serve as a guide to finding it. [image](https://cdn.cardsrealm.com/images/cartas/en/m20-core-set-2020-kykar-winds-fury-212.jpg) I've been playing [card](Kykar, Wind's Fury) since its release, so today I'll bring my experience as a player on how to develop the characteristics of a good general and take them to the next level, using an already well-established strategy. For that, I will use my list and I will conceptualize the points that led me to it. *INITIAL CONCEPTIONS* I used all my study based on Narset and my love of Jeskai colors to come up with a consistent gameplan for our big chicken; I needed to take advantage of my bird's abilities to maximize the list. And even though the precept of this series of articles is to achieve the best possible result, I still see that some players cling to specific cards on their lists, so I ask you that for this analysis you left this practice behind. *DECK BUILDING* We'll start by talking about the card that inspired this article. [card](Divergent Transformations) has a similar effect as [card](Polymorph), which allows two creatures to be exiled and "exchanged" for others in their controller's deck, giving us the ability to use it defensively or offensively. The ability to exile an opponent's creatures often favors the option of using it as a removal, but its purpose will primarily be to harness the combination of two creatures (which will usually be the only ones on the list) that lead to victory; effects like those of [card](Kiki-Jiki, Mirror Breaker) allow for numerous combos, so we should find something similar and that fits our strategy as to tap into the potential of [card](Divergent Transformations) - in our case, the chosen creatures will be [card](Trinket Mage) and [card](Elsha of the Infinite). [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016-divergent-transformations-17.jpg) Knowing the interaction of [card](Elsha of the Infinite), [card](Sensei's Divining Top) (which will be fetched by [card](Trinket Mage)) and [card](Kykar, Wind's Fury), we know that we will draw all the cards we need and provide a great tutor for all nuances contained in our build. Since we aim to put all these cards in our hand, let's get to the first concept: We won't need countless combos to win, just enough to finish the game even under adverse conditions; It is interesting that our finishers come from the same strategy (in this case, the interaction of Sensei, Kykar and Elsha), but have different mechanics, so as not to suffer from a common hate card. We use [card](Isochron Scepter) + [card](Dramatic Reversal), [card](Aetherflux Reservoir), [card](Impact Tremors) and the combination of [card](Nexus of Fate) or [card](Beacon of Tomorrows) with an empty library, thus filling out different requirements that are not stopped by the same effects Our next concept will be based on the possibility of tutoring the cards that trigger our victory ([card](Divergent Transformations)). When we unify our efforts to simplify an entire combo in a single spell, we can strengthen the build with control cards and answers to our opponents, as well as ways to linearly advance our game and create board presence. I am not saying to have only one way to win, but to focus on finding a shortcut to it. Finally, to choose our ways of winning, focus on cards that individually add to the game. Think of [card](Isochron Scepter) and [card](Dramatic Reversal) to explain this - this combination has a very high finishing potential, but individually, both cards allow interactions with the board and our commander, thus having a 2 to 1 ratio, not limiting its use to just one moment of the match. I know that touching upon loose concepts isn't much didactic, but to compensate, I ask you to look at the list and some topics about it: • There are no creatures on the deck other than combo pieces; • Most spells have draw or mana acceleration, which take advantage of Kykar's mana generation for virtually zero cost; • It is rare to find effects that require 2 blue manas for its realization, which takes advantage of the red generation we have; • Wheel effects always renew depleted hands and allow for a considerable storm, as well as the use of [card](Past in Flames). All of these points derive from careful analysis and game testing - a slow and necessary process to reach the maximum of a general. [deck](17117) The icing on this magic cake of ours is given by the removals and counters that hold the fort and are recycled by Kykar's mana ability. *CONCLUSION* After analyzing the arguments, we can conclude that playtest is essential in achieving the maximum result of our game. It is a misconception that playing only two or three times with a Commander is enough to sate that it's useless or that there is no potential there, this process is slower and gentler than that. That's all for today. Thanks to everyone who has been following this series of articles and as always I ask you to leave your feedback so I can keep improving. Until the next time!