commander precon

Commander precon

Every year, commander precon, the most exciting commander precon that Wizards releases are the Commander pre-constructed decks or Commander precons. These decks are designed specifically with Commander in mind, so they always make an impact on the format and keep Commander players on their toes. Wizards have been releasing these decks almost every year for the past nine years.

Matt Bassil. Published: Feb 6, We recommend you always start off with an MTG precon before learning how to build a Commander deck. You can then upgrade your first precon over time and get a feel for the deckbuilding process. There are two reasons for this, and neither are recency bias. The first is that the power level of precon decks has increased in latter years. The second is that the number of precons released each year has grown — we now get at least a couple with every MTG set.

Commander precon

Each set has brought something new to the game, and almost every release saw preconstructed decks designed just for our format. We're the only format really getting that much tailored attention now, and it absolutely shows. Not including the secret lairs which are certainly their own beasts , we saw a grand total of 25 new Commander precons. That's quite a lot, and with so many there are definitely a few clear winners. Here, I'll go back through the entire stack of precons and tell you about the best and the worst that the year had to offer, starting from the bottom and working our way up. We start on an impressively low note with what may be the worst precon experience I've ever had. Superfriends strategies can sometimes struggle in Commander overall, and Planeswalker Party throws itself a pity party by not even running the best walker colors omitting both Black and Green, which is just… not good. Messy mana, unneeded ramp, mediocre answers, clumsy threats, and so many more issues compound into something that shouldn't have seen print. The winner for the most forgettable experience in precons goes to Tinker Time. The deck can't quite decide what it wants to be doing and suffers from that divided strategy— I would tinker with almost anything else on this list. As we near the bottom of the list we're moving into play experiences that are not so much "bad," but more what I would quantify as… well, forgettable.

For the most part, this deck will play out quite similar to most Simic decks.

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Each set has brought something new to the game, and almost every release saw preconstructed decks designed just for our format. We're the only format really getting that much tailored attention now, and it absolutely shows. Not including the secret lairs which are certainly their own beasts , we saw a grand total of 25 new Commander precons. That's quite a lot, and with so many there are definitely a few clear winners. Here, I'll go back through the entire stack of precons and tell you about the best and the worst that the year had to offer, starting from the bottom and working our way up. We start on an impressively low note with what may be the worst precon experience I've ever had. Superfriends strategies can sometimes struggle in Commander overall, and Planeswalker Party throws itself a pity party by not even running the best walker colors omitting both Black and Green, which is just… not good. Messy mana, unneeded ramp, mediocre answers, clumsy threats, and so many more issues compound into something that shouldn't have seen print. The winner for the most forgettable experience in precons goes to Tinker Time.

Commander precon

Every year, the most exciting products that Wizards releases are the Commander pre-constructed decks or Commander precons. These decks are designed specifically with Commander in mind, so they always make an impact on the format and keep Commander players on their toes. Wizards have been releasing these decks almost every year for the past nine years. In recent years, they started releasing commander decks with almost every set release. This gives them an opportunity to develop themes and mechanics that appear in the main set more thoroughly for Commander without filling standard with too many made-for-commander cards. As there are so many precons, I want to talk about each and every Commander deck that Wizards has released in paper. I will start with the most recent ones and make my way back in time.

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In the last couple of years, the Horrors tribe has gotten a lot of love. Most of the creatures are artifact creatures, and others get more powerful the more artifacts you control. Dihada also gives you a variable array of rewards for playing your legendary spells. Doctors Nine and Eleven also make an appearance. Despite that, its solid mana base, decent array of interaction, and some notable inevitability in its slow and steady strategy keeps it from the bottom. For players who want to get one of the newer decks, which are usually cheaper, the reverse chronological order works better. Meren of Clan Nel Toth. We recommend you always start off with an MTG precon before learning how to build a Commander deck. With the ability to loot for better card selection, and return frightening knights to the battlefield at startling speed, Cavalry Charge is an aggressive, powerful deck, and a really unusual strategy for this MTG color combination. One of the best parts about this deck is how thoroughly Wizards committed to the theme. It feels like a Selesyna deck that just barely splashes some red cards, and it does what it wants to do with no frills.

With multiple Commander decks coming out every few months, we had to split our big List of All Commander precons into three parts, to keep everything neatly organized. This article is the second part, and features all 24 precons released in and In , Wizards of the Coast started with multiple Commander releases through the year, so that seemed like a nice breaking point to start the article with.

Check Price on Amazon. Great for parties. Tweaking this deck is really fun, as building for Party means you have four different creature types to play around with. Since these are three very different strategies, this deck seems a little unfocused at first glance. There are plenty of sacrifice synergies within the deck, and the secondary theme of creature tokens naturally plays well with them. Breya, Etherium Shaper. These decks are designed specifically with Commander in mind, so they always make an impact on the format and keep Commander players on their toes. This is the first time Phyrexia gets Commander decks. Vrondiss, Rage of Ancients. Perhaps the most exciting part is that one of the four Modern Horizons 3 Commander decks technically contains six colors. To pay homage to the classic Magic story, every card in these decks has a retro card frame.

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