The Tens of EDH 5: Surviving The Early Game

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miracleHat

14 March 2016

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The Tens of EDH

Surviving the Early Game





Introduction .1

Welcome to the fifth instalment of this series. As mentioned in the title, this series focuses on list of ten in EDH, also known as "Commander". I hope that you will enjoy this article! Since opinions and perceptions do differ; this may not be for everybody. Please keep the comments nice and civil and if you disagree with any, nothing, or all of this, please post it down below.


Introduction .2


Who here has played in a 4-player EDH match and been locked out of the game turn 3 or turn 4? Whether it was by turn 4 general damage from Rafiq of the Many, Kaalia of the Vast coming out and bringing Iona, Shield of Emeria and naming your prominent color, or that mono blue player going turn 4 Stasis + Chronatog. Yes: the feeling of losing on turn 4 in a multiplayer EDH match sucks, a lot. In this article, I will be going over some of the ways to prevent this from happening to you. Spoiler alert: some of these points are contradictory (#8 and #7), so finding a balance is key. Enjoy!



#10


Keep Your Mana Open

A trap that many players fall into is tapping out completely. This leaves yourself vulnerable and susceptible to a surprise visit from Zur the Enchanter, ruining the game for you. A way for you to not be the target is to leave your mana open. If you are playing a 4-player free for all, having that Swamp and Dragonskull Summit open could signal a Terminate, Hero's Demise, or Vendetta. This makes you less of a target, because nobody likes having their general killed. Even if you do not have any responses, your opponent could think that you might, in which case he or she will be less likely to attack you with that big nasty Zur.




#9


Ramp Hard and Fast

If you spend your first turns of the game doing nothing: then you are advertising, "Hit me! I am a weak, fleshy, and delightful target to hit!" If you ramp hard and fast, "turn 1 Elves of Deep Shadow, turn 2 Chromatic Lantern, turn 3 Skyshroud Claim", you instead advertise: "Do not hit me or I will wreck you with all of this mana that I have." In short: ramp hard, and ramp quickly. It means you can play scarier threats earlier in the game.




#8


Play Creatures

Creatures are great in the early game! Whether it is a lowly token produced from a Jade Mage, or a versatile tool such as Mindless Automaton, they are all great at one thing: keeping you alive. The early game is crucial for many decks, both casual and competitive. As mentioned before: going the first two turns without doing anything is not the best strategy. If you are able to play some ground and air forces, then you are in good shape. Fog Bank and Bloodfire Kavu are both great examples for early game creatures. Fog Bank is an excellent defender that can weather (pun intended) most attacks and Bloodfire Kavu is a fun card that can block and also kill many annoying generals (Kaalia of the Vast, Edric, Spymaster of Trest, and Animar, Soul of Elements). Creatures that have effects that trigger when they die are also great. Solemn Simulacrum ramps, and then blocks AND draws you a card!




#7


Keep The Board Empty

While this is not as viable in a swarming aggro/token deck, an effective way of staying alive is by keeping the board empty. Playing boardwipes continuously and killing off the permanents that are left is going to keep you very safe. If Mr. Ghave, Guru of Spores player is going turn 3 Doubling Season and you know that ghave will follow, play a Tempest of Light to get rid of Doubling Season and the other enchantments. If Krenko, Mob Boss goes turn 3 Krenko, play your Blasphemous Act, getting rid of the goblins along with whatever else your other opponents have played (Birds of Paradise, Necroskitter etc). Word of caution: destroying permanents leads to people attacking you. Make sure that you are prepared for that eventuality by having backup plan(s)!




#6


Politics and Alliances

"You know, if you attack me, then all that you do is open yourself up to Jessica coming in and slaughtering you with that Grave Titan she just got." Form an alliance with the person who you think has the highest chance of killing you! Even if it is just for two turns, it has the potential to weaken all other opponents enough that you can come in and take the game for yourself. Sometimes politics is not just attacking. You can hint at cards in your hand along with certain plays that you could make, but will not unless you get a favor, or free passage for the next three turns. Be as devious as you can be, but as always, be prepared for your backstabbing ally to turn on you and destroy you.




#5


Be Intimidating and The Aggressor

Instead of being the timid child hiding under the table, be out there and be aggressive! Do not be the one getting hammered down; show your opponents that you are a force to be reckoned with! Start ramping hard and affecting the board state. Play your creatures and start attacking with them for big chunks of life. Turn 1-3 play your ramping elves, turn 4 Ezuri, Renegade Leader followed by a turn 5 attack for 20-30 damage. Your opponents won't be attacking you, they will be spending their time defending themselves while you swing on your little army of swarming elves with an Essence Warden to keep you safe. If you don't want to swarm, then you can start being aggressive with your Sygg, River Guide voltron.




#4


Maintain Card Advantage

Card advantage is key in the late game, but it is also key in the early game. Here is a classic scenario: the Uril, the Miststalker player is going after you with all that he's got. By turn 5 Uril has hit you for 17 damage, but the uril player has 1 card in his hand and you still have 6. Going under the assumption that you have a way to remove Uril in those six cards and other survival cards, bets are made that you will leave the scenario better than your opponent. However: if you had 2 cards in your hand while facing Uril, bets are 3 to 1 that you are going to be the first player out of the game. Cards like Mystic Remora and Sylvan Library can really help here!




#3


Do Not Rely on Lifegain

Unless you are a lifegain deck... To clarify: running Rest for the Weary, Heroes' Reunion, and Feed the Clan effects to survive is going to fail. You are still going to get manhandled, because those cards do not progress you in the game. You are not defending yourself. You are only prolonging the inevitable if you are relying on those cards. The number of better cards are so vast and numerous that there is (almost literally) no reason to run those cards. Hell even Timely Reinforcements is better because it gives you ground blockers and can trigger Soul Warden.




#2


Be a Fun Player

You are probably thinking, "Of Course I want to be the fun player", but this goes deeper. By being the fun player, people want to continue playing with you. Because of this: they won't want to kill you asap because you can keep the long and arduous game more entertaining and enjoyable. However: if you moan and groan about every card that you draw, no matter what, then your opponents will go out of their way to kill you so that they can have a fun time. In short: being the fun (even goofy) player is a good way to stay alive in the game and not get face-stomped early.





#1

Play Pillowfort!

If you're getting attacked too early, being swarmed by 50 9/9 trampling infect wurm tokens, or being killed by a Master of Cruelties: then make a stand against your playgroup! Create the ultimate pillowfort deck. With the number of strategies, directions, and methods of staying alive and invulnerable to attacks, you can teach your playgroup that they have to figure out a new way of beating you. If you do go this way: do not attempt ghaji, honored one. For some reason, an opponent will steal ghaji, then have your other opponent kill you from the ghaji buffs. Still don't get why…



Conclusion .1




For the obligatory conclusion, thanks for reading this fifth installment… I hope that you enjoy it and you continue reading. Please upvote, subscribe, comment and all of that vain fun stuff.


Conclusion .2


For the ending that matters! This article is geared more towards the casual crowd, where people play Uril, the Miststalker and Wort, Boggart Auntie instead of turn 5 Deadeye Navigator + Palinchron. While some of the 10 tips are viable in a competitive setting, they are for the most part best in a casual format. Do you have any strategies that you have found helpful for not getting smashed by turn 4? Let us all know!
Again: thanks, it means a lot!



This article is a follow-up to The Tens of EDH 4: Different and Unique Deck Strategies The next article in this series is The Tens of EDH 6: Budget Replacements

ChiefBell says... #1

March 14, 2016 1:16 p.m.

1empyrean says... #2

I am a big fan of #7.

Point #5 is basically asking for #6 to be used against you, especially in a casual setting when your opponent's aren't worried about any of their new allies instantly winning the game.

I guess people just have to find a balance between being a threat and being THE threat.

March 14, 2016 4:18 p.m. Edited.

Arvail says... #3

Hmmm... I have a minor nitpick with #5. If you're not under any real pressure and you're not able to reliably establish a winning position, there's nothing wrong with playing conservatively and amassing the resources required to make plays. Failing to adequately assess your position can lead people to overextend. Not to mention that having the best possible board state will often draw lots of hate from other players.

Otherwise I enjoyed reading this despite it all being known to me beforehand. Thanks mate.

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March 14, 2016 4:59 p.m.

Drakon562 says... #4

Great article. I would like to politely disagree with statement #9. If you ramp too hard, for example:

Turn 1: Land, Exploration, Land, Sol Ring

Turn 2: Land, Azusa, Lost but Seeking, Land, Land, Land, Kodama's Reach

Turn 3: Hydra Omnivore

You're gonna get killed doing this. I find that if you ramp too hard, the other players will team and kill you. I'm aware that this exact scenario isn't possible because it involves 11 cards, but still. Ramping too hard will get you killed almost immediately. Unless you're playing a color that doesn't ramp (cough cough blue cough cough), then you're gonna be the target.

March 14, 2016 7:23 p.m.

nyctophasm says... #5

I'm a huge fan of the incremental damage, in particular where the source doesn't care who are, what you have, and what your deck wants to do. I'd rather have a deck that took its time and made it darn near impossible to keep stuff on the board, than have an amazing competitive general. I personally have found that small incremental stuff is something most people don't mind dealing with early on, and makes your early inroads on their life totals something they are willing to put up with, because it doesn't affect their game plan too badly. Barring that, I'd rather screw with their game plans completely, preventing all capacity for them to make their plans work out as they want. Whether that be my commander deck that forces everybody to discard, prevents lifegain, and then penalizes people for not having answers, the deck that casts Warp World four times in one turn, or the deck that somehow never runs out of creatures to sac to force everyone else to sac what few creatures they have left, there's always a sideways strategy that people will not always see coming.

March 14, 2016 8:16 p.m.

miracleHat says... #6

@Drakon562:
turn 1 Forest Boreal Druid
turn 2 Forest Azusa, Lost but Seeking Forest (2x)
turn 3 Forest (2x) Tooth and Nail -> xenagod + Blightsteel Colossus

Is that hard and fast enough ramp enough for you? It does require you to go sending and somebody casting Words of Wisdom...

Thanks for all of the other comments! Did I not mention that some of these points are contradictory?

March 14, 2016 9:45 p.m. Edited.

Egann says... #7

This is rarely a problem in my meta; several of our blue-players (myself included) leave enough mana open for a counterspell, and play to protect the entire table long enough to make early-game allies. The first to swing hard is likely to find themselves flopping in the wind, so no one swings hard unless they think they can win outright. That's just my group, though.

That said, I value reading the table above all other skills in EDH. In many cases it's more important to read the table and play your deck correctly than it is to have brought a badass deck (which will tempt you to swing prematurely and promptly get your head chopped off.)

The way I survive the first three turns is to read the commanders and make an educated guess on what kinds of decks I'm playing against. Knowing your opponent's personally helps a lot, too; you learn how they think when deckbuilding. From here, I make a gameplan. Who is likely to aggro early? Who's commander is rock, who is paper, and who is scissors?

Then the real trick; pick the player who is most likely to swing at me early and play specifically to convince that one player to not swing early at me. Usually, that's enough to prevent anyone from swinging at me. Not always, though.

March 14, 2016 10:38 p.m.

Well, I have to agree completely with #2...

In my playgroup, since there are usually 10 people playing commander, we split the table into two, then after the first game, we have a winner's table and a loser's table.

I pilot my grouphug deck, which currently has no wincons of its own, but since I'm being the fun player letting everyone else play, and getting a big laugh out of how absurd the game plays out (seriously, drop a T2 Tempting Wurm, game goes late on turn 3, it's amazing how much fun we can have when I use my grouphug deck), I'm always the last one to leave the game.

When I get to the winner's table, I just switch to my mean Zada, Hedron Grinder or Daxos of Meletis voltron and wreck face before they realize I'm not being the nice guy anymore.

March 15, 2016 1:17 a.m.

Tanker12 says... #9

My edh just board wipes so I'm usually sitting there waiting on people to do things

March 15, 2016 3:22 a.m.

GobboE says... #10

Perhaps you've noticed, but for some reason the Bloodfire Kavu, links to Bloodfire Colossus instead.

March 15, 2016 6:37 a.m.

WombosCombos says... #11

GobboE

I was so cunfused that he mentioned an eight mana card in "Play early creatures"... Thanks for clearing that out.

March 15, 2016 8:37 a.m. Edited.

GobboE says... #12

You are welcome...but I can't get the link right either :)

March 15, 2016 8:39 a.m.

Dhominus says... #13

I like the "incremental card advantage play". That's really fun and powerful. And the best thing is: doesn't draw hate from the other players. Usually, they don't realize what is happening. That's how my Roon deck plays in the early game. I keep playing Coiling Oracle, than I play Wood Elves, than Solemn Simulacrum, than Wall of Omens + Evolutionary Leap... in turn 8, people realize that all of them have 7~8 lands in play, 3~4 cards in hand and 2 creatures each, and I have 12 lands in play, 7~8 cards in hand and 6 silly creatures. In that point I start to play powerful cards, but because of the advantage I kept going on, they have a hard time holding me back.

March 15, 2016 8:57 a.m.

ae0n5105 says... #14

7 is really bad advice.

constantly rebooting the game so you can catch up to everyone else is a good way to not have a playgroup, since people do not want to wait it out until you run out of board wipes because you are clearly behind.

Wrath should be used strategically, either to setup a big play or as part of a real strategy similar to mass land destruction.

I don't mind having my creatures destroyed, i mind having them destroyed so that someone can durdle a bit more and still not win, stretching a 2 hour game into a 4 hour game.

this used to happen nearly every game in my playgroup until Jolrael, Empress of Beasts became a recurring thing, changing wrath spells into a one way armageddon.

for my decks i tend to run enough durable creatures (Indestructible) now that someone playing a wrath tends to benefit me a bit more than others, while staying below the Jolrael, empress of beasts radar.

I'd change #7 to:

Pick a 2nd+ tier general. Most players will focus on the more clearly aggressive/effective threats at the table and see you as less of a threat. This causes a natural balance in the game since unless you are breaking Wheaton's law, you probably are not going all Aggro on the Stonebrow, Krosan Hero player.

March 15, 2016 5:10 p.m.

NarejED says... #15

There are a few conflicting messages. For example, #2 is impossible while #7 is being followed (nobody likes people that repeatedly destroy all of their stuff). Same for #6 and #5, and to a lesser extent #5 and #4.

March 15, 2016 7:16 p.m.

1empyrean says... #16

ae0n5105: Surviving early game and dragging out a long game are 2 different things.

March 16, 2016 5:15 a.m.

Dude. If board wipes are the only thing slowing down your games...EDH games are just long slogs anyway.

March 16, 2016 1:11 p.m.

ae0n5105 says... #18

1empyrean: To make sure you have an early game wrath (say by turn 4) you are going to want some redundancy in the form of other wrath effects or tutors to dig the wrath you need. because of this you are probably going to hit a few in the late game as well. yes surviving early game is different than slowing down late game, but if you happen to draw a turn 9 wrath and have no board presence then guess what? you use the wrath and durdle a bit more.

March 16, 2016 5:54 p.m.

Whenever you say durdle I automatically imagine these players at your table lightly touching their penises under the table after they clear the table of creatures.

Am I the only one?

Anyway. I never care how long games go on, as long as someone isn't locking down a game with stasis or grindy stuff like storm cauldron then I just enjoy the moment.

March 17, 2016 12:33 a.m.

Decks_On.Acid says... #20

Don't worry theemptyquiver, you aren't the only one.

Oh, and OI, miracleHat! Don't contradict yourself (!!), but I did enjoy reading this...

March 17, 2016 1:31 p.m.

x8bitGangsta says... #21

I enjoyed reading this and all of them. I am pretty much brand new to EDH. I have been playing for maybe a month and have about. 6-7 games under my belt, so this has helped me greatly. Granted some of it is common sense. My biggest problem is I can not find a deck I want to focus on. Stuck between Nekusar, ezuri (The Claw), and Karador

March 17, 2016 4:08 p.m.

ConnorMo says... #22

I definitley agree on "being a fun player". I'll always remember the time I was in a group of seven and I ramped up to a turn four Sire Of Insanity. I was not very popular after that...

March 17, 2016 6:53 p.m.

Top deck fun.

March 17, 2016 7:51 p.m.

nyctophasm says... #24

ConnorMo, I'll always remember the time that I Increasing Vengeanced a Whims of the Fates with Bearer of the Heavens on the battlefield, around turn eight, or some such. End result? Everything on the board was sacrificed, game restarted. I then killed myself to someone else's trigger later casting Time Reversal, resetting the decks for them, and bidding adieu. The one guy at the table was just staring at me going, "WTF is his deck even doing?" Oddly, I was popular after that game.

March 17, 2016 7:52 p.m.

logansullivan says... #25

I once made a universal pillowfort deck in esper the commander doesn't matter because I never used it. It was made with a very aggressive meta in mind I played it in a less aggro meta and the game went on for 4 hours. So be careful of pillowfort it can piss people off and make you the target of all the hate.

March 17, 2016 11:44 p.m.

Schuesseled says... #26

@ae0n5105 gotta disagree with you there. If you don't have the biggest threats and can't play them, you should always wipe. Your playgroup don't like wipes? Tell em to fuck off.

March 18, 2016 2:40 p.m.

I will always remember the time where I vanilla-cast the Deceiver Exarch + Splinter Twin combo on Turn 4. After one opponent saw me reveal the Exarch a turn earlier he said and I quote, "You don't have the Splinter Twin." Let's just say there are never enough boardwipes at my playtable.

March 18, 2016 3:40 p.m.

buildingadeck says... #28

I enjoyed the read; it reminded me of when my playgroup was far more casual and one could play politics a bit more (because there were more to play).

Now, however, with both a Nekusar and Purphoros deck in our midst, everyone's life totals are in danger very early on, my deck combos out between turns 7-11 quite consistently, one deck draws its whole library out with Glimpse of Nature and we have either a Daretti Stax deck or a Yisan, the Wanderer Bard that combos out on T4. I have to say that very little of this is really applicable in that type of play group excepting the ramp hard concepts and leaving mana open (particularly if you're on blue). Ramp allows you to combo out before the rest of the group, and holding mana up does cause more tentative play, no matter the group.

March 20, 2016 2:12 a.m.

aceman67 says... #29

Don't play a sliver deck. No one likes my sliver deck unless I lend it to someone.

March 20, 2016 9:31 p.m.

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