Magic the gathering: commander deck building **TIPS** LIVE STREAM

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Today we are going through tips to help you build better commander decks.
TIPS and advice on building decks and thinking critically for a beginner or novice new player and deck builder.

As someone who loves building decks fun decks at fun power levels between power levels 5-7 or also know as [BRACKET 3] Building a magic deck is pretty easy and yet hard to master.

When building a commander deck you got to take the notion out that your game is random, and think of it as already decided. your deck has decided how it is going to play. especially i your deck is not to snuff. you want to implement my tips into your deck building strategies.

so let's make the process a little easier to start with. you should run between 36 to 38 lands in a deck, in your deck of 99 cards. leaving you a 62 card deck to build around with, not including your commander.

Your commander should do a few of three things for you: 1, tell you your deck synergy is. 2. Tell you that your deck needs to protect it and how. and 3. what your win condition is or should be. That is a critical process you must decide upon before building a deck around your commander. these three pieces of criteria lead you into the next two questions to ask:

1. is my deck Aggro, midrange or control? or 2. is my deck relient on creatures, enchantments, artifacts or non-creature spells. finding the answers to these two questions will start the build process for you. triggering the critical thinking of how your deck should win.

which brings up the BIG question? what is your decks win-conditions?
how do you want to win? what do you want to win with? and how do you get there? Before you get to building your deck it is important that you decide these things. in commander you want at least three win-cons in your deck upto seven winning strategies.

then you you look at how your win-cons synergize and that leads you to the path of sunergy discovery. a good question to ask yourself is: besides the basic template of deck building, how do I add to the synergy of my deck?

then once all that is figured out, you want to look at your basic wants in a deck.

1- card draw you want at least 7 card draw spells plus additional synergies that fit your theme in your deck. this helps with tempo. "good Tempo lets you play at least one or more spells a turn and recovering cards lost through basic game interaction.
2- mana ramp and fixing: you want at least 6 mana fixing spells plus additional synergies that fit in your decks theme
3- removal spells in your deck you want about 7 removal spells in your deck, and you as much or more that synergize in your theme.
4- board wipes. RUN at least 4 to 6 board wipes in your deck and if they fit your theme... BONUS POINTS!
5- graveyard recursion and reanimation. You want to run about 5 cards in your deck that let you reanimate to the battlefield or bring to your hand cards from your graveyard. cards with flashback or any card that lets you interact in a positive way with a card in your graveyard is "I can't stress this enough" is needed in every deck possible.

TOP deck control and tutors that fetch for cards in your deck help you control the chaos of randomness and the games interactions. Top deck control or should I say manipulation is important. it helps you push the power of your deck and helps any slack in synergy issues.

know what your deck needs with non-basic lands. Slow mana should fix your mana base faster and more complete."for the mid game" why trioms and such are powerful in commander. fast mana should fix the early game plays. having it available to cast your turn-one turn-two plays if you have any.

The B.R.E.A.D. acronym is important to know, cause if you're not playing with it, you got to play against it.

BOMBS "big creatures and splashy big spells"
REMOVAL- for creatures, enchantments, artifacts, planeswalkers ect.
EVASION- Flying, trample, unblockability and protection from.
AGGRO- your attacking creature and blockers
DRAW and MANA FIXING- how you set up your deck.


This brings us to TEMPO.
the speed at which cards can be played and gathered.
how fast you can cast spells and recoup lost cards from basic game interactions from your hand or brought back from the graveyard.
helping you mitigate land drops so you can continue to play spells or hold mana back for removal and counter spells,

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