Saturday, May 17, 2025

Budget Commander Staples: Green


In January, I did several posts on building a Commander deck. There, I perused several articles, combined it with my own experience, and produced this baseline:
  • 30 synergy (your commander and cards that mesh well with it)
  • 37 lands
  • 10 ramp (see this post)
  • 10 card draw (see this post)
  • 10 targeted removal (see this post)
  • 3 board wipes (see this post)
Over the years, I've built many Commander decks. You would expect the synergy cards to be different each time, and the lands to match whatever color combination you choose. For the other four categories, I've found myself coming back to a handful of key cards—cards so basic and useful that they could be in nearly any Commander deck. I'll call these 'staples'. And I am drawn to budget staples—those cards that cost (say) $1 or less.

This month, I will look at budget staple cards in each color for the final four categories shown above. Today, green.

Ramp (green)
Ramp is about accelerating land deployment and/or mana access. This is one thing green does well. There are plenty of options here, but I'll share four that stand out.

Cultivate and Rampant Growth are classics, allowing you to search your library for one or two basic land cards, respectively, placing one on the battlefield tapped (and the other in your hand, for Cultivate). Sakura-Tribe Elder is best used as a chump blocker first, then (before damage is assigned) sacrificed for a land. Explore is both a ramp and card draw spell, checking two boxes.


Card draw (green)
Card draw is another green specialty. Beast Whisperer, Colossal Majesty, and Garruk's Uprising tie card draw to creatures (the latter two with power 4 or greater). Since green is creatury-heavy (and full of heavy hitters), these cards can be huge in a creature-focused 'stompy'-type deck. Elvish Visionary 'replaces itself' when it comes into play, meaning you draw a card for playing it, effectively replacing it in your hand and giving you a chump blocker to boot. Harmonize is a solid spell, giving three cards for just four mana. and Llanowar Visionary is both card draw and ramp, as it too replaces itself but also gives you a mana source.


Targeted removal (green)
Green excels at destroying artifacts, enchantments, and creatures with flying. Most of the below cards enable one (or more) of these possibilities. Desert Twister is a great removal spell, and Bushwhack gives you the option of removal or ramp.




Board wipes (green)
Finally, board wipes. Green cannot wipe everything away; as with targeted removal, green board wipes focus on destroying all enchantments, artifacts, or creatures with flying.

Conclusion
I show 24 cards above; they are generic (and useful) enough that they would be good inclusions to any green Commander deck. 

Saturday, May 10, 2025

Modernity in Magic

Magic is feeling less like Magic

In the 'days of yore,' Magic releases were set in Magic's unique (and enduring) multiverse. There was an overarching storyline, and even though sets would be set on vastly different planes, each had an Ancient or Medieval fantasy focus. Some were influenced by ancient cultures—like Amonkhet (Egypt), Kamigawa (Japan), or Theros (Greece). Some were influenced by literature—like Innistrad (Gothic horror), Lorwyn (light fairy tales), or Throne of Eldraine (Grimm's Brothers and Arthurian lore). But even though real-world linkages were obvious, the sets were always focused on a [fictional] time long past. Not so anymore.

I first noticed it back in 2021, with the release of Strixhaven. That set was basically "Magic does Harry Potter," but Wizards didn't have the license to do Harry Potter (like they did for Lord of the Rings), so they did a knock-off. Obviously fantasy, but in a modern context. That year was also the first Universes Beyond (UB) set, where Wizards started taking licensed IP from others and using it in the Magic universe. The initial release, Adventures in Forgotten Realms (based on D&D), fit the Magic theme well, but I'll come back to UB sets later. 

In 2022, Magic released Streets of New Capenna. That theme was 1920's gangster America. Yes, there were fantasy elements, but it had that modern flavor. Then a slew of sets felt like Magic again in 2022-23. The next UB set, Lord of the Rings, was a big hit and fit in nicely, but the second, Doctor Who, struck an obviously different/modern tone. Then came 2024.
In 2024, most Magic sets didn't feel right to me (the red arrows in the pictures above point to sets were off-flavor; note the prevalence that). Murders at Karlov Manor was set on a familiar plane (Ravnica), but an ode to the modern detective genre and the board game Clue (they even released a variant called "Clue Edition"). Then another UB set, Fallout, was modern. Outlaws of Thunder Junction was Magic set in the nineteenth century American West. Assassin's Creed was okayish, and Bloomburrow fit the mold of Magic well, but then it was back to a modern setting with Duskmourn, a homage to eighties horror films.

In 2025, things are oscillating. Foundations is just that—a core set that focuses on Magic mainstays. But the Aetherdrift (Magic does Mariokart, sorta) and the forthcoming Edge of Eternities (Magic in space) are again breaking the mold and focused more on modern themes. And the next UB set (Marvel) will, too.

The below four examples give you a taste for how the flavor and theme of Magic have changed.

While not inherently bad, I can't help but feel the game has shifted in tone from its 'Medieval fantasy' vibe to something much more modern. The game mechanics can support pretty much any theme, so there is no clash there, but it still feels off to me. Maybe I'm just getting old.

Monday, April 21, 2025

Remembering Eventide

I'll conclude this month's theme (see this post) by looking at Eventide.

Eventide (EVE) was released in July 2008. It had 180 cards and was the smaller (and final) release in the  the Lorwyn-Shadowmoor four-set block. Eventide continued Shadowmoor's focus on the darker side of fairy tales.

As with the other sets in this block, Eventide focused on creatures (117 cards) and tribal themes. As its equivalent (Morningtide), this set focused more on 'class' than 'race.' Like Shadowmoor, it had more multicolored cards, but Eventide covered the 'missing' color combinations.

Classes:

Color combinations:

Eventide had a lot of cycles, meaning five cards (one in each color or featured combination) that had related names (and likely abilities). It also introduced Noggle creatures; there were only four in the set, and none have been made since.

Eventide continued mechanics from Shadowmoor (things like -1/-1 counters) and introduced two keyword abilities: chroma and retrace, shown on example cards below.

The below cards are representative and/or personal favorites.




I enjoyed the Lorwyn-Morningtide-Shadowmoor-Eventide "mega-block" and hope it (or its design principles) return.

Sunday, April 20, 2025

Remembering Shadowmoor

Continuing this month's theme (see this post), today I look at Shadowmoor.

Shadowmoor (SHM) was released in May 2008. It had 302 cards and was the larger release in the second half of the Lorwyn-Shadowmoor four-set block. Whereas Lorwyn/Morningtide was 'light', Shadowmoor (and the next set, Eventide) was the 'dark' equivalent: still focused on fairy tales and tribal mechanics, but in a world gone bad. 

Shadowmoor added 157 creatures, focusing on many of the same creature types as Lorwyn (and adding Scarecrows), but in different color combinations:
Kithkin (white/blue), 17 cards
Merfolk (blue/black), 15 cards
Faerie (white/blue/black), 11 cards
Goblin (red/green), 18 cards
Elf (white/green), 17 cards
Elemental (black/red, then the other three colors), 24 cards
Giant (red/green, one white), 10 cards
Scarecrow (mostly artifacts), 17 cards

Shadowmoor introduced the untap symbol, enabling some interesting iterative combos (if you could figure out how to tap creatures more than once per turn).
It also had a 60 multicolor cards, and brought back the hybrid mana symbol introduced in Ravnica. The card above, for example, could be paid for with two white, two blue, or one white and one blue mana.

Like Lorwyn, Shadowmoor holds fond memories for me as the time I got back into Magic while we lived overseas. The example cards below are a combination of personal favorites and representative of cards in the set (like the Liege cycle and powerful lands).