kombatkiwi
07-30-2013, 12:20 AM
A big part of commander is the colour-identity aspect of the general that limits the number of colours you can play. What is the number of colours that you most enjoy in a commander deck?
I like 2-colour decks the most.
With 1-colour decks it is often difficult (unless they are heavily artifact or synergy based) to include enough cards that do unique (or even powerful) things, and you end up with an issue along the lines of "I'm playing counterspell, I guess I add Memory Lapse/Mana Leak/Arcane Denial too? now what?"
With 3 (or 5, if it floats your boat) colours, you have the opposite problem. Each colour has a sizable number of 'auto-includes' and once you have put these in your deck you've taken up so many slots you don't have the ability to build a deck that does anything interesting (this is especially true for a lot of the G/x creature-ramp decks).
This is why I tend to brainstorm for 2-colour commanders. Perhaps this is more of an issue of how much you are able to build around particular generals (giving you more incentive to play cards other than generic 'staples'). I value having a ton of synergy with the general, even if it makes my decks more vulnerable to counterspells/spot removal. It's commander! I want the general to do something important and play more obscure cards that people don't often see. One of my friends thinks along the opposite line, and for a lot of his decks the commander is plan B. I'd be interested to know what you guys think in terms of how you value the number of colours and the importance of the general.
I like 2-colour decks the most.
With 1-colour decks it is often difficult (unless they are heavily artifact or synergy based) to include enough cards that do unique (or even powerful) things, and you end up with an issue along the lines of "I'm playing counterspell, I guess I add Memory Lapse/Mana Leak/Arcane Denial too? now what?"
With 3 (or 5, if it floats your boat) colours, you have the opposite problem. Each colour has a sizable number of 'auto-includes' and once you have put these in your deck you've taken up so many slots you don't have the ability to build a deck that does anything interesting (this is especially true for a lot of the G/x creature-ramp decks).
This is why I tend to brainstorm for 2-colour commanders. Perhaps this is more of an issue of how much you are able to build around particular generals (giving you more incentive to play cards other than generic 'staples'). I value having a ton of synergy with the general, even if it makes my decks more vulnerable to counterspells/spot removal. It's commander! I want the general to do something important and play more obscure cards that people don't often see. One of my friends thinks along the opposite line, and for a lot of his decks the commander is plan B. I'd be interested to know what you guys think in terms of how you value the number of colours and the importance of the general.