MTG Guides

How many card draw spells should a Commander deck run guide featuring card advantage, deckbuilding fundamentals, and EDH consistency strategies.

How Many Card Draw Spells Should a Commander De...

Card draw is one of the most overlooked parts of Commander deckbuilding. Learn how many draw spells most EDH decks should run and why drawing cards wins games.

How many ramp spells should a Commander deck run guide featuring Sol Ring, Arcane Signet, Cultivate, and Nature's Lore for EDH deckbuilding.

How Many Ramp Spells Should a Commander Deck Run?

Ramp is one of the most important parts of Commander deckbuilding. Learn how many ramp spells most EDH decks should run and why too little acceleration can leave you behind.

The 10 biggest mistakes new Commander players make in Magic: The Gathering, including mana base, mulligans, ramp, card draw, and deckbuilding fundamentals.

The 10 biggest mistakes new Commander players make

Most Commander players make the same mistakes when they start playing EDH. From greedy mulligans to weak mana bases, here are the habits that hold new players back.

Commander mana base guide showing fetchlands and land count advice for EDH deckbuilding

How many lands should a Commander deck run?

One of the most common mistakes in Commander is running too few lands. Here’s how experienced EDH players decide their land count, avoid greedy deckbuilding, and build more consistent decks.

Commander mulligan guide for opening hands in Magic The Gathering

Commander Mulligans: when should you actually k...

Knowing when to mulligan is one of the most important skills in Commander. Here’s how experienced EDH players decide whether an opening hand is playable, greedy, or an instant mulligan.

Mana Crypt banned in Commander compared to Sol Ring MTG article thumbnail

Why was Mana Crypt banned while Sol Ring survived?

Mana Crypt was banned in Commander, but Sol Ring remained completely legal. So what makes these two iconic mana rocks different, and why did only one of them get removed...