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Said on Cruel Sun...

#1

In a really casual environment that could be the right choice, but I'm trying to push this deck as much as I can within the commander's gameplay idea. The more you try to raise the power level of the deck, the less lands you put in (obviously within reason) and the more mana rocks and other ramp you include.

In this list there are around 16 ramp cards and 10 other cards that either could give mana (eg. Manifold Key plus a mana rock that gives more than one mana) or fetch some lands out of the deck, so the consistency is pretty high anyway. This leaves you much weaker against artifact removal but makes a lot of your games faster, so you don't have to sit there for six turns playing lands just to get your commander out on the field.

This also has the added benefit of leaving your deck with less lands in the late game, where you don't really want to draw lands instead of impactful cards.

May 26, 2020 5:30 a.m.

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