Commander Shenanagins is a blog about Magic: The Gathering, and will primarily cover the Commander format, though I will probably delve into other things like Standard as well. This mainly serves as a place for me to write out my thoughts and help me through the thought process of building decks. I would also love to get feedback on my posts and any ideas that can help with the decks if you so desire.
Introduction for those who are new! I have created a Commander Cube which I draft with my friends. The problem is that I moved away from my friends. Recently we started posting P1P1’s from various boosters in a private chat, so I looked into how to generate packs from my Cube. I built the cube on Tappedout.net and found that the best way to share those packs was to create a blog post with the pack.
The way we draft the Commander Cube is relatively simple. I figured that for a Commander cube draft, drafting a 40 card deck would just be too tight, but drafting enough cards to make a 100 card deck would just take too long. In the end I decided that we should draft 6-15 card packs and then build a 60 card Commander deck. Ideally the drafted deck would follow the same color rules as a constructed Commander deck, but I also wanted to allow for a “bad” draft, so for a deck where you have chosen a 1 or 2-color Commander, you are allowed to add in one additional color.
With that in mind, the below three packs are picks 1, 2 and 3 of the first pack. On the second and third packs I removed the cards that I felt the adjacent players would have chosen.
Here’s the first pack! Don’t scroll to the next pack until you’ve locked your answer in the poll!
While I still have to wait until Tuesday to draft my Conspiracy box with my friends, I did make it out the FLGS this afternoon for a Conspiracy draft. The draft itself was a lot of fun. I didn’t really get to utilize any of the “during the draft” cards (I drafted one but never used it), but I still had quite a lot of fun. My P1P1 was Council’s Judgement, and from there I went into a solid black/white deck. I drafted several Will of the Council cards, as well as cards that affected the vote like Brago’s Representative and Grudge Keeper. I was also trying to go into flyers and token creatures by taking an early Rousing of Souls, and an Intangible Virtue later on. That didn’t pan out as in the end I only had one Rousing of Souls, one Doomed Traveler, and very little else that could make tokens. I think the picks of the draft were when I was passed a Swords to Plowshares and then a Mortify. I was also passed an Assassinate at some point. When I opened pack three I was taken a little of guard. Here I was solidly in black/white and I open a Scourge of the Throne! Well guess what I took? Sure, he didn’t make my deck, but as you may recall, I collect dragons. (Also, he will fit into the Marchesa, the Black Rose deck that I plan to make quite nicely!)
The game itself was quite fun. There were four of us; I was playing black/white, Mike was playing black/green, Mark was playing Naya, and Noah was playing mono-white. The game started off well for me, but kind of slow for everyone else. I was able to get an early Rousing of Souls, and a Typhoid Rats on the board. Then Mike started cycling some large green creatures, then recurred them onto the board with Victimize. Noah had also started getting a presence, so I cast Rout (oh yeah, I was also passed a Rout) to get rid of the threats. This hurt Mike quite badly, as he was relying on the green mana made by his recurred creatures to fuel the Pernicious Deed that he played out shortly thereafter. Our game went on quite a bit longer, with Noah finally being taken out by Mark’s attacking walls (equipped with a Fireshrieker no less). It was down to myself, Mike and Mark, and at one point each of us had the upper hand. Then Mike counted the cards. Finally he made a call, and a deal offer. I took him up on it, and he pushed me to victory by taking Mark down pretty low so that I could finish him off. Then Mike drew out his deck to take the loss. His price? One of my prize packs of course.
In the end I am still quite excited to draft Conspiracy some more. I am really enjoying both the draft and the games. It will be different drafting with only four players rather than eight, but hey, it just means that sometimes some pretty awesome cards are going to wheel more often!
Conspiracy is here! And here is my box to prove it! I can’t wait to crack into this thing and start drafting in multiplayer! Ok, I know, I have my Commander Cube, but this has cards that have effects DURING the draft! I don’t know if you can tell, but I’m excited! And, I’m ready. I want to draft this sucker!!! Sadly, my game night is Tuesday, so I have to wait 3 more days until I can truly dig into the box. However, my group consists of four players. Three packs per player means twelve packs per draft. Out of one box we can draft three times. But what about Lore Seeker?Lore seeker lets you add another pack to the draft. As soon as one of these is drafted, one of the packs in the box gets put into the current draft, which means there won’t be enough packs to draft that third time! Oh the horror! But guess what? That means I get to open a pack to do a pack one, pick one! Let’s get this box open!!!
Box opened, pack picked, and here we go! What is your first pick?
First and foremost, you might notice that there are three rares!
Every pack has one card that affects the draft, and it can be any rarity. In this case it was Cogwork Grinder which is pretty interesting as a first pick because that leaves you the most time to maximize on beefing him up. That said, he’s still just a potentially large creature with no evasion. It does seem worth mentioning that he also potentially helps out with meeting the criteria for the Conspiracy card Worldknit, which starts the game in play (as all Conspiracy cards do) in the Command Zone and states “As long as every card in your card pool started the game in your library or in the command zone, lands you control have “[T]: Add one mana of any color to your mana pool.” With the ability to get a rare draft affecting card along with the possibility of a foil rare, and the regular rare in the pack, it is possible to get three rares in one pack which, as you can see here, we have done. Of course the Cogwork Grinder is one of the choices for a first pick. In addition to that I pulled aside Aether Tradewinds and our other two rares, Dack’s Duplicate and Plea for Power. Aether Tradewinds is a great tempo play… in a duel, but in multiplayer it is really rather weak. Dack’s Duplicate is a powerful Clone effect, at the same converted mana cost as Clone, but with both haste and dethrone (which gives the creature a +1/+1 counter each time it attacks the player with the most life). So it becomes a copy of the most powerful creature on the board, and then on the same turn outclasses that creature! The final card I’ve pulled aside out of this pack is Plea for Power, my foil rare. Plea for power is one of the new Will of the Council cards which has all players vote for either time or knowledge. If time gets the most votes, then you get another turn, and if knowledge gets the most votes or is tied for the most, you draw three cards. So you see, it is either a Time Walk or an Ancestral Recall… for a slightly more fair casting cost. Of course there are some drawbacks. There are times when an extra turn amounts to simply a free draw, so you pretty much only want to cast this card when an extra turn is profitable. That way if the vote sways towards time, then the extra turn will be useful. If, however, the vote sways towards knowledge, three cards are always useful. I’m a little torn on this choice. I like Cogwork Grinder, Dack’s Duplicate, and Plea for Power, but given the fact that I love extra turns, and it’s a foil, I think I’m going to lean towards taking Plea for Power out of this pack.