Exploring 1v1 Commander By Ari Lax A second-level meta-realization: lifegain isn't going to be that important. Normally lifegain is good when it directly converts to card advantage against an opponent trying to convert cards to damage. Since Lava Spike and red-style aggro is going to be bad, at best even your tacked-on lifegain is going to be a Fog. Not worth it. Deriving further from this, Commander damage isn't going to be that important. The difference between 21 damage and 30 isn't a ton, and once you start looking further, the difference gets even smaller. It's likely your opponent pays a couple of life to effects like fetchlands, Vampiric Tutor, and Force of Will. Once you start breaking the damage down into smaller quanta and accounting for the couple of self-damage, you realize you are only saving one attack on a Commander with four or more power. A three power Commander saves multiple hits, but that's seven hits, which starts pushing the bounds of an individual threat being quick enough. Also, notice that the two solid, cheap-threat generals I listed were Geist of Saint Traft and Vial Smasher the Fierce, neither of which lethals through Commander combat damage. Basically, this all points towards you killing your opponent via other means in many decks: combos, burying your opponent in card advantage, or creating virtual kills via soft locks or destroying their resources. That part is at least consistent with multiplayer Commander. |
0 comments:
Post a Comment