The early turns are usually mana production via rocks or searches. Sometimes support is dropped, ie some draw engine, maybe some equipment or enchantments.
After about turn three, unless something comes online quick, the lower costed commanders and creatures otherwise usually start dropping (usually utility, like Sakura-Tribe Elder)
Then it's dependent on the deck, but there are usually playstyles that are more amusing then the decks themselves. Myself, I usually play conservatively since my EDH decks are built with a longer game in mind, unless my Rashmi deck just takes off. One guy tends to fixate on someone eventually, causing some knee-jerk play troubles. Another plays mana-rocks and does great set up most of the time, and he too plays conservatively as we watch feuds develop. My brother is nick-named the "Shotgun Baby", because he often seems to play things just to see the world burn, and doesn't seem to actually know that's what he's doing (so, a group perspective in truth I suppose).
Two other guys are newer, so there play styles is "ask questions", which is fine. The last guy plays well, but needs a better card pool, and we're working on that.
Otherwise, my wife just makes plays to make people suffer when she can, but she prefers decks the are super resilient, like her GW Tolsimir EDH, which is filled to the brim with Indestructible, Protection, Regen and Hex/Shroud. She will blow up your lands, though. She also likes the anthems he gives, plus she abuses the Voja token in numerous ways.
I have a Brion Stoutarm deck that goes okay in multiplayer. Its based around sacrifice effects and Threaten variants.
Although this leads into a variety of combos but i think it would be okay anyway.
I'm trying to remember the combo I had. It was Bloodshot Cyclops, Thornbite Staff, and then either combination of Sun Titan + Angelic Renewal or Karmic Guide with either Changeling Champion or Changeling Berserker. It also worked without Cyclops + Staff if you just used Goblin Bombardment. It also had stealing effects, but I try to have combos as back up (although, ironically, I think my current decks have just synergies, no combos lol). Each set would allow infinite damage for the win.
I never made this deck fined tuned, and it only saw one real game, but it had good potential.
As someone who has built five different RW commander decks, I'd say it certainly can survive in multiplayer. That said, others on here are on point about its staying power.
I just want to mention Brion Stoutarm as a non-combat-specific RW commander.
Also, if in combat, Infiltrator Lens and Rogue's Gloves worked well in Kalemne for me.
When you have a general in RW, focus on what they want to do, and supplement it. Don't build the deck only for them, you'll get trapped. Redundancy is also key. In Kalemne I had many ways to help her connect, in Brion I had backup throwers and combos, etc.
I'm not going to repeat the other advice in the thread, but the positive stuff is all good to consider.
Don't give up the dream of punching some one with the blazing fist of Boros!
Flowstone Slide can wipe out indestructible creatures. Hit all of them, though, but anything that survives can then swing for a bunch. Bosh smash?
I seem to be unable to link on my phone. It's an older card from Nemesis.
Edit: as far as ramp, Armillary Sphere, Journeyer's Kite, Fellwar Stone, Worn Powerstone, Everflowing Chalice, Thaumatic Compass and Renegade Map. Hope it helps In my Feldon deck, I much prefer to get the lands out of the deck myself.
Depends. Since you said it's his first few times with you, I'd let it go, and make a friend.
However, if this continues, and there is little change in the cards (where new ones don't have to be memorized), then I'd start hard-balling on the rules. When to do that is up to you, since I don't know the guy. Reason I say that is I have my brother and another player whom I play with. My bro can't or doesn't read cards well or at all, and he misses everything all the darn time to the point I have to sometimes play against myself (I need a good test, after all). The other guy does rewinds at least once a game night, and it is now very frustrating because most of the cards he knows, but if he forgets to draw or counters the "wrong spell" and takes it back, it drives me up a wall.
Still, I let most of it go. It's better for the play group, and I'm not playing for prizes.
Honestly I haven't faced any of them yet, so I only have suggestions.
The Scarab god doesn't need full zombie support, just enough to make its abilities relevant. Plus, it can make its own zombies. Fill the rest of the deck with what you want. Specifically, I think the scry is a nice ability to have.
The Scorpion god can pull from a lot of other sets for his ability ( kulrath knight being interesting), but he doesn't quite feed himself like the other can. However, he'd probably be easier to build, and he works with whither, proliferate and infect mechanics (and Hunter of Eyeblights).
Can I just say that I hope no one likes this so I can get it cheap?
She'll be going into my friendly Atraxa. Gives me defense, removal / mana, and a possible win condition besides creatures? I'll take it. I also like her better than the previous Vraska, though if you can get her ultimate it's hilarious with Behind the Scenes.
Let the jank flow through you, so my wallet doesn't cry. I'm going to keep an eye on this one.
I don't like stax as in solitaire, or group hug as in no win conditions hug. Either of those where there is room for interacting ("stax" like pillow fort and taxing) or if hug has an actual plan in mind, then I'll play.
I also have a thing against combo, but that's a deck by deck thing for me. Your turn should not take forty minutes.
I only read some of the post, but I'll say this: Overall, the line is when no one else gets to play the game. Win, but I'd come to play, not sit down for five minutes and pretend all I've done and built was for nothing. In our group, we keep a close eye on power level. This isn't to say we don't have T4 victories, but those decks are used rarely, because it's supposed to be a good time. For our group, that means getting a good 15 turns in most games.
Technically, I have three other decks I want to build and have begun doing so: Mirri Weather light Duelist, Tymaret the Murder King, and Jalira Master Polymorphist. Excluding Mirri herself, these decks I bought no cards for as a challenge. Mirri I couldn't find without buying.
To answer the question more accurately, Ruhan of the Fomori. Random commander rampage!
My closest LGS where I preordered mine said they sold out of Vamps and Wizards before they were even released, and had only two Cat and Dragon decks left each. Now I don't know how much product they ordered, but I met my friend there, and he bought a Cat deck (which is surprisingly good, btw for a precon) and the guy at the counter at that time said that he feels like it was a low print run.
My feelings on it are since these are a bit more unique than previous products, maybe WotC is getting numbers first before they decide on the size of the next print run. My 2 cents.
Well, I never purposefully "throw" a game by not playing something, though sometimes I forget to play something. lol.
Generally, I follow a rule based on my self-imposed "mean-ness" scale: If the deck is rated 4-5 (Being less interactive and over powered compared to the playgroup on average), then bring it once in a while and play it once.
I have a deck I call Dark Ides, which is a Mono-B Bleeder, and a combo deck called Wisp Away. Since these are geared towards multiplayer, the clock slows down. Each of these decks can win turn 5, which in the playgroup is very early. I never bring them together, and only try and play them once (sometimes we get through a lot of games).
So, no, not the only one. It's just good form. Even last I played I attacked someone else so someone had time to test their deck out (I had lethal in general damage).
After about turn three, unless something comes online quick, the lower costed commanders and creatures otherwise usually start dropping (usually utility, like Sakura-Tribe Elder)
Then it's dependent on the deck, but there are usually playstyles that are more amusing then the decks themselves. Myself, I usually play conservatively since my EDH decks are built with a longer game in mind, unless my Rashmi deck just takes off. One guy tends to fixate on someone eventually, causing some knee-jerk play troubles. Another plays mana-rocks and does great set up most of the time, and he too plays conservatively as we watch feuds develop. My brother is nick-named the "Shotgun Baby", because he often seems to play things just to see the world burn, and doesn't seem to actually know that's what he's doing (so, a group perspective in truth I suppose).
Two other guys are newer, so there play styles is "ask questions", which is fine. The last guy plays well, but needs a better card pool, and we're working on that.
Otherwise, my wife just makes plays to make people suffer when she can, but she prefers decks the are super resilient, like her GW Tolsimir EDH, which is filled to the brim with Indestructible, Protection, Regen and Hex/Shroud. She will blow up your lands, though. She also likes the anthems he gives, plus she abuses the Voja token in numerous ways.
I'm trying to remember the combo I had. It was Bloodshot Cyclops, Thornbite Staff, and then either combination of Sun Titan + Angelic Renewal or Karmic Guide with either Changeling Champion or Changeling Berserker. It also worked without Cyclops + Staff if you just used Goblin Bombardment. It also had stealing effects, but I try to have combos as back up (although, ironically, I think my current decks have just synergies, no combos lol). Each set would allow infinite damage for the win.
I never made this deck fined tuned, and it only saw one real game, but it had good potential.
I just want to mention Brion Stoutarm as a non-combat-specific RW commander.
Also, if in combat, Infiltrator Lens and Rogue's Gloves worked well in Kalemne for me.
When you have a general in RW, focus on what they want to do, and supplement it. Don't build the deck only for them, you'll get trapped. Redundancy is also key. In Kalemne I had many ways to help her connect, in Brion I had backup throwers and combos, etc.
I'm not going to repeat the other advice in the thread, but the positive stuff is all good to consider.
Don't give up the dream of punching some one with the blazing fist of Boros!
I seem to be unable to link on my phone. It's an older card from Nemesis.
Edit: as far as ramp, Armillary Sphere, Journeyer's Kite, Fellwar Stone, Worn Powerstone, Everflowing Chalice, Thaumatic Compass and Renegade Map. Hope it helps In my Feldon deck, I much prefer to get the lands out of the deck myself.
However, if this continues, and there is little change in the cards (where new ones don't have to be memorized), then I'd start hard-balling on the rules. When to do that is up to you, since I don't know the guy. Reason I say that is I have my brother and another player whom I play with. My bro can't or doesn't read cards well or at all, and he misses everything all the darn time to the point I have to sometimes play against myself (I need a good test, after all). The other guy does rewinds at least once a game night, and it is now very frustrating because most of the cards he knows, but if he forgets to draw or counters the "wrong spell" and takes it back, it drives me up a wall.
Still, I let most of it go. It's better for the play group, and I'm not playing for prizes.
Most of it.
The Scarab god doesn't need full zombie support, just enough to make its abilities relevant. Plus, it can make its own zombies. Fill the rest of the deck with what you want. Specifically, I think the scry is a nice ability to have.
The Scorpion god can pull from a lot of other sets for his ability ( kulrath knight being interesting), but he doesn't quite feed himself like the other can. However, he'd probably be easier to build, and he works with whither, proliferate and infect mechanics (and Hunter of Eyeblights).
I'm leaning on recommending the BR god.
She'll be going into my friendly Atraxa. Gives me defense, removal / mana, and a possible win condition besides creatures? I'll take it. I also like her better than the previous Vraska, though if you can get her ultimate it's hilarious with Behind the Scenes.
Let the jank flow through you, so my wallet doesn't cry. I'm going to keep an eye on this one.
Green does get things that trget support, like creeping corrosion, tranquilty, and bane of progress.
I also have a thing against combo, but that's a deck by deck thing for me. Your turn should not take forty minutes.
To each their own.
To answer the question more accurately, Ruhan of the Fomori. Random commander rampage!
My feelings on it are since these are a bit more unique than previous products, maybe WotC is getting numbers first before they decide on the size of the next print run. My 2 cents.
Generally, I follow a rule based on my self-imposed "mean-ness" scale: If the deck is rated 4-5 (Being less interactive and over powered compared to the playgroup on average), then bring it once in a while and play it once.
I have a deck I call Dark Ides, which is a Mono-B Bleeder, and a combo deck called Wisp Away. Since these are geared towards multiplayer, the clock slows down. Each of these decks can win turn 5, which in the playgroup is very early. I never bring them together, and only try and play them once (sometimes we get through a lot of games).
So, no, not the only one. It's just good form. Even last I played I attacked someone else so someone had time to test their deck out (I had lethal in general damage).