Your Commander leads a harmonious coalition of creatures, spells, and artifacts designed to build alliances, negotiate with opponents, and ultimately secure victory through peaceful means or overwhelming force if diplomacy fails
He is merciless and will stop at nothing to achieve his goal
The 5-sentence Commander game plan I win by: (combat damage, combo, commander damage, drain, lock, alt win, etc.) I get there by: (tokens, value engine, graveyard loop, spellslinger, stax, big mana, etc.) My commanders job is: (engine, payoff, tutor, glue, finisher, or distraction) My backup plan is: (what you do when the main thing gets hated out) My biggest problem is: (fast decks, wipes, grave hate, counterspells, artifacts, etc.) If you cant fill this in, do not buy more cards
Bloodstained Mire Endurance Flare of Cultivation Flare of Denial Flare of Duplication Flare of Fortitude Flare of Malice Flooded Strand Fury Grief Harbinger of the Seas Polluted Delta Solitude Subtlety Windswept Heath Winter Moon Wooded Foothills The allied fetch lands, Bloodstained Mire, Flooded Strand, Polluted Delta, Windswept Heath, and Wooded Foothills, are all banned due to one simple reason: having perfect land makes games a little too easy
The knock-down, drag-out DEADPOOL & WOLVERINE fight youve been clamoring for