EDH: 150

Commander (EDH) forum

Posted on April 11, 2019, 4:33 p.m. by AkrosTheClear

Recently whenever I build decks in the same colors I have been finding that they all turn out to be the same and pretty generic. I start out with a cool deck idea, then after adding all of the necessary card draw, mana ramp, and removal there is only 20 something slots left in the deck to make it your own.

For a while now I have been thinking of creating a 150 card format, still just one commander (or two if they have partner), and still 40 life (no sense in making the game longer). I have already built a 150 card deck and have really enjoyed. I am now trying to get my play group to add the additional 50 cards to their decks.

The only drawback I see to this format is that it makes tutors more powerful, but they already are the most powerful cards in the game, and it makes mill worse, of course its not like it is good with just 100 cards.

So what do you think of the format? It is my hope that it will breed more unique decks that will play differently every game. What are some potential drawbacks that I overlooked?

dbpunk says... #2

Honestly you could just do what I do and try to only used one or two copies of each card other than super important cards.

But honestly I think your idea is also good. Also like honestly you could go up to to two hundred.

April 11, 2019 4:36 p.m.

greyninja says... #3

Neat idea. There's no limit to the house rules you can create in magic

The glaring problem I can see is the land base and consistently getting the right colors and number of lands to have a successful game

Most decks run about a third of their deck as lands. In most of my edh decks I have 36 lands. That's what I've found works best for me

In a 150 card deck you might have 50-60 lands? As you shuffle, it is completely possible to clump all the lands in one spot. You might run 20+ swamps and never see one the whole game. Or, you might draw 30 lands in a row! It's unlikely, but mathematically possible.

In a 150 card, three color deck, I'd absolutely run nine fetch lands to hopefully get all my colors by turn 3-5, plus Evolving Wilds and the like

Standard, modern, and other 60-card formats are allowed to run more cards in their decks (right?) but most ppl run exactly 60 cards to keep it consistent and smooth early game

To keep from repeating the same stuff in my decks I'll try to challenge myself. I'm an aggro/creature deck guy, but I had a creatureless Narset deck for a long time. It was hard but fun to build 99 cards with no creatures. Right now I'm building Prossh that'll include zero artifacts and enchantments.

Just my $.02

Have fun!

April 11, 2019 5:10 p.m.

rockleemyhero says... #4

Good luck shuffling that lol

April 12, 2019 2:06 a.m.

Steelspike says... #5

If you're going to increase the life total, you must increase the commander damage to compensate.

I could just see people building as fast a deck as they can, and before anyone else has even their mana base set, killed them with 21 Zurgo Helmsmasher damage...

April 12, 2019 4:12 a.m.

AkrosTheClear says... #6

I have always liked the idea of two cards (that don't need to have partner) sitting in the command zone, but there definitely needs to be some restriction on how they're played, because there are probably some degenerate combos that can happen early on.

A simple solution that comes to my mind is that at least one of the two commanders needs to be in the command zone at all times. This will still lead to more variant game plays, and will also require players to think ahead whenever they play one of their commanders.

As to restrictions on what two cards can be your commanders do you think there should be none, or do you think the cards should be required to share a color?

April 12, 2019 6:30 a.m.

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