The cEDH Archetypes #08 - Extra Combats
08/02/20 0 comments
Last week, we focused on the many ways that decks in the competitive scenario can explore extra turns. Today, we will focus on one of those ways: the extra combat phases.Edit Article
THE COMBOWhen I spoke earlier about the option of using multiple turns mainly to get various combat phases, my intention was to pave the way for what was consolidated in the cEDH as the generals derived from combat. Throughout the development of the format, we had builds like Edric and Narset standing out, but they ended up falling for the same problem that we already mentioned when we talked about Doomsday - the massive use of slots. Recapping our series, we saw that the format is increasingly optimized around staples that together regulate the speed of your deck and your opponents' in order to act as finishing pieces (combos and locks), motors (draws, tutors and acceleration) or interaction pieces (stax, counters or removals), making the metagame faster within each new expansion. In this scenario, we need commanders who are able to carry out their tasks quickly, consistently and incisively so that we do not have dead slots, as well as allowing the use of already consolidated combos such as the Consultation line or the late Flash / Hulk. With that in mind, let's discuss about the commanders.
COMMANDERSI will treat this session as a way of comparing the lists from the previous article with the ones here, thus allowing you to understand the evolution of the format's combos. Both generals treated here are lethal in what they do, even if with different ideas than the commanders of the previous article. First, let's go to this girl who has a special place in our hearts. Najeela, the Blade-Blossom, here, concerns about the upmost evolution of tempo decks, managing to personify the archetype based on a clock, in order to moderate the presence of control decks. This build takes advantage of the general's low CMC along with the combo options she gives us to provide the player with the maximum of the five colors of Magic. Her great point is her ability, which, if conditioned to an effect like that of Derevi, Empyrial Tactician, takes us to infinite phases of combat. In addition, this can also be used with our dear hatebears or with cards like Oakhame Adversary and Mindblade Render to generate value, everything we want in a building that can also use Demonic Consultation, Tainted Pact and Thassa's Oracle. In the end she ends up being compared to Edric, for using the effects of creatures alongside combat and a good effect from the commander to maximize the archetype. On the other side of the coin, we have Godo, Bandit Warlord, which follows a very clear line with Helm of the Host: 11 mana = win. This build is made so that everything in your plan goes well and its combo is viable even in the early game, which makes it be compared to the nostalgic Narset, who, for allowing a quick combo, turned out to be very popular a few years ago. The point here is that for this type of combo, we would need to worry about some details, like getting the three colors of Narset’s identity, allowing her to jump in, keeping her on the table, or even ensuring that extra turns would come on her triggers, so that we don't waste a combat. These little problems were common for our monk, which makes Godo a better option for those who want this type of game, to the point that the commander himself tutors what he needs, in addition to simplifying the mana fixing for this, unifying the deck colors in red.