
Commander
The cEDH Archetypes #07 - Taking Turns
We will start to discuss about archetypes that have the main goal to use multiple turn to achieve a win condition that would be, otherwise, too slow. I will start today with the classic Taking Turns.
By Thiago, 07/22/20 - 0 comments
Versions:

Ad
THE COMBO
As in Modern, the concept of Taking Turns comes from the cards that allow us to play extra turns. Our idea is to achieve, through multiple moves, a victory condition which would be slower than normal. Usually, multi-turn decks require multiple spells with the "take an extra turn" effect and a way to find them, such as a massive draw source or an effect to use the cards directly from the library.COMMANDERS
As stated earlier, Taking Turn decks are common to aid slower strategies, changing the notion of symmetry during the game. For that, we will need a commander to assist the strategy either by allowing us to dig extra turn spells from the deck or imposing a win condition which is aided by the multiple turns.



VARIATIONS
As you have seen, most of the effects involving extra turns are consistent with the idea of exploring the new combat phases. Playing a new turn does not always mean that you have to explore the extra attacks, since new turns also provide new draws and new untap phases. Also, there are cases where we get new combat phases without extra turns. This will be discussed in my next article.Ad
Be the first to comment