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Suns_Champion's Well of Ideas

Commander / EDH*

Suns_Champion

Other (61)

Atarka (26)

Vehicle (12)

Aurelia-Mentor (11)

Zada (9)

Teshar (13)

Taigam (7)

Judith (6)

Sakashima (4)

Varchild (3)

Valduk (38)

Tiana (38)

Lathliss (25)

Jhoira (16)

Elenda (10)

Ertai (8)

Baral (8)

Zur (7)

Mishra (37)

Locust (1)

Commander (1)

Commander: Elspeth, Sun's Champion

Yore-Tiller (35)

Aurelia (38)

Haktos (14)

Sram (14)

Daxos (14)

Karlov (8)

Rasputin (9)

Darien (4)

Najeela (4)


A list of Commanders and ideas for them that I may build someday! My Well of Ideas! I will add many more soon!

Have a blessed day!

Suns_Champion

"He brews trouble."

Honestly, why write out a ton of words when other, smarter people have already done it?


All About EDH

Commander / EDH* SynergyBuild

SCORE: 95 | 110 COMMENTS | 5233 VIEWS | IN 36 FOLDERS


100 cards

36 lands

64 spells(including your commander)

Of these 64 spells:

7-9 RAMP spells.

8-10 CARD-DRAW spells.

6-8 REMOVAL spells.

2-4 BOARD-WIPE spells.

15-25 CREATURE spells.

3-5 TUTOR spells

3-5 RECURSION spells

1-2 GRAVEYARD-HATE spells

8-13 UTILITY spells.

20-30 THEME spells(stuff that does what the deck wants to do)

Lots of overlap. The more the better.

Bunch of cards I've been putting in more and more decks recently, or cards that have caught my eye. No particular order.

Mine eyes have seen the glory of the Legion of Boros
We are charging out of Sunhome where the bonds of wrath are forged
We bare the Helixed lightning and our terrible swift swords
The Legion marches on

Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
The Legion marches on

The beauty of Aurelia was born across the sea
There's Agrus Kos, and Razia, and then there's you and me
We fight to make men holy, and we die to make men free
The Legion marches on

Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
The Legion marches on

Have you held a Boros Signet in the palm of your spread hand?
There's a weight of strength and pride to it that no man understands
It serves us as our symbol, telling other Ravnicans
The Legion marches on

Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
Glory, Glory, for the Legion!
The Legion marches on


Deck construction: No lands, all 0 cost artifacts, only artifacts, all the artifacts I'm about to mention, and Jhoira. That's it. And Leyline of Anticipation.

Opening hand:

Easy right?

Begin the game with Leyline of Anticipation. Insist your opponent go first.

During their upkeep or whenever on their turn, flash in Lotus Petal, Mox Opal and Mana Crypt for free. Use Mana Crypt to pay for Mana Vault, floating one. Tap Mana Vault, sac Lotus Petal, and tap Mox Opal to pay for Jhoira, Weatherlight Captain, floating 2 colorless now. Use that 2 to pay for Sol Ring and Voltaic Key, drawing two cards. Tap Sol Ring to tap Voltaic Key to untap Mana Vault, floating 1, tap Mana Vault to cast Grim Monolith, draw a card, now floating 2. Tap Grim Monolith and use the 2 to cast Paradox Engine, drawing a card. Cast any 0 cost artifact from the 2 cards in your hand. Draw a card. Untap all your stuff. Continue casting 0 and 1 cost artifacts, drawing through your deck until you find Aetherflux Reservoir. Continue drawing and casting until you have enough life to machine gun your opponents with Aetherflux Reservoir. Thank your opponent for going first.

Quadrant Theory: This theory states that a card should be evaluated in 4 different modes: - from ahead - from behind - from parity - and in the early game

It was originally used for Limited card evaluations, but also can apply to EDH deck building too. The user Philoctetes introduced me to this theory.

Here's the original article by Marshall Sutcliffe

  • Opening or Developing. Both players are playing cards from their opening hands, and establishing themselves as the aggressor or the control player. This is the early part of the game, and one that is critical to how the rest of the game will play out.
  • Parity. Both players have played most or all of the spells from their hands, but neither has been able to establish a dominating board position. It's a stalemate, with the top of the deck providing the only fuel available to both players.
  • Winning. You have two big flying creatures attacking in the air while your walls gum up the ground, for example. If nothing changes, you win the game in three turns. This is one possible winning board state.
  • Losing. See Winning, but the opposite. You are being beaten down by some threats you can't handle, and you need an answer fast.

All in all, I like the Quadrant Theory. But I disagree with it the philosophy slightly due to meta. I regularly play 8 player games where all of our decks are swingy, win outa nowhere decks. Neheb, Mizzix, Nekusar, Narset, Ezuri, etc. There literally is no such thing as a "commanding position" or "being ahead". Still, it's a good philosophy and a good resource. And it's always a good thing to evaluate your card choices in debth.

The 75% deckbuilding philosophy is all about building your deck so it's pretty good, but not the very best it could be. This is helpful for joining new metas, and just generally having fun and not winning too much. The idea is if you play loose, you'll still have a good and fun game with budget or rather poorly constructed decks, and if you play tight and get lucky, you can still compete with fine-tuned and semi-competitive decks.

  • Scalable spells help tailor your cards to the power level of your opponents' decks.
  • Always start weak and improve the deck—never weaken a better deck.
  • You can skew toward power provided you skew away from consistency.
  • It is better to punish everyone equally for doing something rather than prevent someone from doing it.
  • Building around a theme will keep the power level from skewing too high.
  • Imposing limitations encourages creativity and promotes balance.
  • Do what you need to do to protect the execution of your strategy.
  • Try to vary the game experience, and build with multiple paths to victory in mind.

Original article by Jason Alt

Follow up article by Jason Alt

Deck-building theory that any, and I mean any commander can have a competitive deck built around it! In other words, any commander can be good, so pick the ones you like and build them!


Why Every Commander is Competitive

Commander / EDH* SynergyBuild

SCORE: 112 | 48 COMMENTS | 6996 VIEWS | IN 40 FOLDERS


===accordion
===panel:The Commander

![](IMAGE OF COMMANDER)

===endpanel
===panel:The Primer

**Reading the Decklist:** Here is an explanation for my custom categories and the criteria I have for putting cards in them.
===accordion
===panel:Custom Categories

Number of categories, why I choose them

**Lands:** 

**Ramp:** 

**Draw:** 

**Protection:** 

**Damage:** 

**Wincon:** 

**Utility:** 

**Etc.**

===endpanel
===endaccordion

**Specific Card Choices:** Here are all of my card choices and explanations. In alphabetical order within their categories.
===accordion
===panel:Lands
===endpanel
===panel:Creatures
===endpanel
===panel:Artifacts
===endpanel
===panel:Instants
===endpanel
===panel:Sorceries
===endpanel
===panel:Enchantments
===endpanel
===panel:Planeswalkers
===endpanel
===panel:Notable Exclusions
===endpanel
===panel:Possible cuts
===endpanel
===endaccordion
**Evaluating the Deck:** Here is a breakdown of the deck's strength, weaknesses, combos, non-bos, synergies, and politics.
===accordion
===panel:Strengths and Weaknesses

**Strengths:** 

**Weaknesses:** 

**[Characteristics:](http://tappedout.net/mtg-articles/2013/aug/10/pandoras-deckbox-characteristics-strong-deck/)**

Flexibility:  

Resilience: 

Sustainability: 

Consistency: 

Cohesiveness: 

Efficiency: 

Effectiveness: 

===endpanel
===panel:Combos and Synergies

**Nonbos:** as with any deck with 100 diferent cards, there are some anti-synergies here too. 

===endpanel
===panel:Politics and Matchups

Politically, this deck...

Matchups:

Group hug: 

Pillowfort: 

Voltron: 

Swarm: 

Reanimator: 

Aggro: 

Combo: 

Control: 

Good-stuff: 

Chaos/Group Slug: 
   
===endpanel
===endaccordion
===endpanel
===panel:The Gameplan
===accordion
===panel:General Strategy

The general strategy is...
===endpanel
===panel:Initial 7 and Mulligans
===endpanel
===panel:The set up
===endpanel
===panel:Commander enters the battlefield
===endpanel
===panel:Winning the game
===endpanel
===endaccordion
===endpanel
===panel:The Inspiration

This deck is based on: 

===endpanel
===panel:The Accolades

Currently the #_ most upvoted [[__________]] deck on TappedOut

Top TappedOut rank: 

Current Multiplayer Record: 

Commanders defeated: 
===endpanel
===endaccordion

This gives me:

Reading the Decklist: Here is an explanation for my custom categories and the criteria I have for putting cards in them.

of categories, why I choose them

Lands:

Ramp:

Draw:

Protection:

Damage:

Wincon:

Utility:

Etc.

Specific Card Choices: Here are all of my card choices and explanations. In alphabetical order within their categories.

Evaluating the Deck: Here is a breakdown of the deck's strength, weaknesses, combos, non-bos, synergies, and politics.

Strengths:

Weaknesses:

Characteristics:

Flexibility:

Resilience:

Sustainability:

Consistency:

Cohesiveness:

Efficiency:

Effectiveness:

Nonbos: as with any deck with 100 diferent cards, there are some anti-synergies here too.

Politically, this deck...

Matchups:

Group hug:

Pillowfort:

Voltron:

Swarm:

Reanimator:

Aggro:

Combo:

Control:

Good-stuff:

Chaos/Group Slug:

This deck is based on:

Currently the #_ most upvoted ____ deck on TappedOut

Top TappedOut rank:

Current Multiplayer Record:

Commanders defeated:

Transparent Panels & Background Image






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