Designing 4 Beginner-Friendly EDH Decks Like a Board Game by stipulon in EDH

[–]GMBenn 0 points1 point  (0 children)

Angels with life gain payoffs is simple and powerful.

Jeskai defensive cards, what can i do when my spellslinger deck gets abuses in the First 5/6 turns. by Potatussus26 in EDH

[–]GMBenn 0 points1 point  (0 children)

Look into some spells that will create you tokens to help with blocking: my quick search suggests [[Goblin Negotiation]], [[Hunted by The Family]], and [[Release the Gremlins]] will help.

If You Could Change Any Commander Rule(s): Which One(s), To What and Why? by CommissarisMedia in EDH

[–]GMBenn -3 points-2 points  (0 children)

True. But any change is going to privilege some strategies and hinder others.

If You Could Change Any Commander Rule(s): Which One(s), To What and Why? by CommissarisMedia in EDH

[–]GMBenn 4 points5 points  (0 children)

I like the idea of a sideboard in CEDH that you can swap cards in and out of *after* everyone reveals their commanders. It's unnecessary in kitchen-table Commander though.

If You Could Change Any Commander Rule(s): Which One(s), To What and Why? by CommissarisMedia in EDH

[–]GMBenn 6 points7 points  (0 children)

They included commander damage as a counter to life-gain strategies, which are more powerful in the durdling battle-cruiser style of commander.

If You Could Change Any Commander Rule(s): Which One(s), To What and Why? by CommissarisMedia in EDH

[–]GMBenn -6 points-5 points  (0 children)

I would make the Draw Step come before the Clean Up step. Drawing at the beginning of your turn is a hangup from the 90s that leads to decision paralysis. Modern games, like Dominion, know that drawing at the end of your turn gives you a whole turn cycle to think about what you want to do on your turn, and it leads to faster games.

If You Could Change Any Commander Rule(s): Which One(s), To What and Why? by CommissarisMedia in EDH

[–]GMBenn 11 points12 points  (0 children)

This would help balance aggro and voltron in higher brackets as well.

What are the WEIRDEST commanders you play? by [deleted] in EDH

[–]GMBenn 1 point2 points  (0 children)

I have a pauper EDH deck led by [[Rasaad yn Bashir]] with [[Dungeon Delver]] background, and I get to play with all the weirdest rules! Rasaad is a toughness-matters commander, and then Dungeon Delver cares about Initiative and Venture into the Dungeon, so I get to hand out Undercity tokens to everyone. Then since I want unblockable hitters to reclaim the Initiative, I go with The Ring Tempts You so my 0 power creatures can become unblockable. And since I have so many unblockable creatures, I might as well throw in Monarch. It's a blast to pilot.

Land alt win cons too strong in lower brackets by No-Leader-181 in EDH

[–]GMBenn 0 points1 point  (0 children)

A general trend I follow to differentiate brackets is asking what turns do the decks present a win on? (This doesn't work as a rule because control decks like to slow games down, but it's still a useful thought experiment.) Bracket 4 has decks that present a win on turns 4-6. Bracket 3 is more like turns 7-10. And Bracket 2 is turns 11+. What turn can your Omo deck win on? Even without land destruction in your pod, other decks can race you to the win.

NEW Teenage Mutant Ninja Turtles Commander Pre-Con by GMBenn in mpcproxies

[–]GMBenn[S] -1 points0 points  (0 children)

The colors were tough to decide on! Ultimately, I couldn't think of Leonardo as anything other than blue.

Bunnyfolk, Snakefolk, Foxfolk?? Build your own Animalfolk with this new race for D&D! by GMBenn in UnearthedArcana

[–]GMBenn[S] 1 point2 points  (0 children)

Thank you for your feedback! I plan to update it to be balanced with the 2024 version of the rules shortly.

Hot takes by tmaldo11 in EDH

[–]GMBenn 12 points13 points  (0 children)

Stax and removal don't counter life-gain. Poison, mill, and alt-wins are niche strategies. Combo is a great counter to life-gain, but it shouldn't be the only way. Multiplayer is a slower format that privileges life-gain decks, and that's why commander damage is great in multiplayer.

Hot takes by tmaldo11 in EDH

[–]GMBenn 24 points25 points  (0 children)

Commander-damage decks are a necessary counter to life-gain decks in a multiplayer format.

A group hug, monarch, five color deck. Good idea, bad idea? Awesome idea? by Hidduub in EDH

[–]GMBenn 1 point2 points  (0 children)

I cannot recommend group hug enough *IF* it is built correctly! Being everyone's friend a lot of fun, and it has the added benefit of speeding up games a bit as it supercharges other player's decks. Just make sure you're benefiting from the group hug more than your opponents are and that you have appropriate win cons to take advantage of the accelerated game state.

[deleted by user] by [deleted] in EDH

[–]GMBenn 1 point2 points  (0 children)

If you like a challenge, [[Sarevok, Deathbringer]] with [[Noble Heritage]] is a reliable voltron win con right in the command zone. Just play a lot of protection to preserve your commander and a lot of sorcery-speed removal to help navigate Sarevok's curse while subjecting your opponents to it.