About this Blog

This is a blog about the first (Modern), most played, longest running trading card game ever: Magic: The Gathering.
For this blog I would like to give back to the community and the trading card game that I have come to love and cherish.

Wednesday, July 15, 2015

Getting in the Game: Thinking EDH

Those of you new to the format will quickly realize that EDH is a completely different animal from your average 60 card Magic game.  EDH is a game where 5+ mana spells are acceptable and common place.  Where things don't often get interesting until at least turn 4 or 5.  And a format that is often multiplayer rather than 1v1.  Learning how to play EDH is almost akin to learning Magic all over again.  Thinking in terms of EDH is alien compared to 60 card Magic.

EDH is very much about thinking bigger.  Cards that are amazing in 60 like Tarmogoyf and Delver of Secrets simply don't cut it in EDH.  Worse yet are cards like Heroes' ReunionTrained CaracalGudul Lurker.  Cards that while technically mana efficient and playable in 60 card decks, are essentially unplayable in EDH.  To finish off players, beatsticks need to be a minimum of 5 or 6 power plus.  Even then it only is the equivalent of a 3 power creature in normal 60.  Scaling that up, this means that creatures need to have 8, 10, 12 or more power to properly deal damage like the 4, 5 and 6 power creatures that end games in 60 card decks.

Looking on MagicCards.Info there are currently only 29 creatures with 10 or more power.  On top of this many come with significant drawbacks like being flip cards of smaller creatures, entering smaller than their true power based on certain conditions, or requiring sacrifices/card disadvantage for them to enter play.  This is because most Magic cards are not built for EDH and those that are still must contend with being played in the eternal formats (Legacy and Vintage).  Because of this, vanilla creatures (creatures with no rules text like Grizzly Bears) are almost always a no-no in EDH.  Let's compare shall we?




On the left we have Krosan Cloudscraper, one of the Grave Titan what would widely be considered an EDH staple.  Now why is this?
few creatures whose power actually scales into EDH terms.  At its most basic level Krosan Cloudscraper is a 13/13 vanilla creature.  On the right we have

There are several reasons for this, efficiency, board presence, and value immediately come to mind.  Grave Titan costs 6 mana and brings 10 power to the board, a 1.66 power to cmc ratio, split into 3 bodies.  Krosan Cloudscraper bring 13 power to the table, a 1.3 power to cmc ratio) on a single body.  Now, Grave Titan gives an immediate board presence.  It not only provides 3 blockers but it itself has deathtouch.  Granted deathtouch on a 6/6 creature usually isn't necessary but EDH is a game of ridiculousness and creatures boosted to 20/20 aren't unheard of.  Furthermore, Grave Titan should it be destroyed or exiled (A common possibility in EDH) it still leaves behind 4 power in the form of 2/2 Zombies.  To add to this Grave Titan also has the potential to grow out of control.  While Krosan Cloudscraper will stay essentially the same Grave Titan will produce 4 additional power a turn if left unanswered.

That's not fair you might say.  Krosan Cloudscraper can be given unblockable or trample (through Aqueous FormRogue's Passage, or Rancor for example).  While this is true, let's make another comparison:




Now since in EDH you likely won't be hard casting it (creatures like this are usually cheated in) the +1 mana won't be important.  What will be important is the fact that it has trample, which makes it a huge threat.  Finally, if it dies essentially just splits into three creatures, totaling the same power.  Since, Worldspine Wurm naturally has trample, giving it more relevant abilities like Hexproof/Shroud to keep it from being exiled can be prioritized.

Finally as impressive as Worldspine Wurm is, it likely isn't going to be played that often, and when it does it will be used for very specific decks/strategies.  That's because despite the fact that it is the equivalent to your game ending 7/7, it simply costs too much and only decks that regularly cheat cards into play can afford to run it.


Think Rock Paper Scissors

For most of Magic there is a little rock paper scissors of aggro beating control, control beating combo and combo beating aggro.  This rule generally applies to EDH as well however there's usually a bit more blurring of roles.  This is because EDH is primarily played as a multiplayer format.  Thus, if you're lets say a control player, you're not only playing against the "aggro" player (more in a second) but also the combo player.  Thus, in order to compete with both you have to blur the lines.  As a control player you add in a combo kill.  This way you can control the combo player and combo out against the "aggro" player.

Alright, now why have I been quotation marking the word aggro?  That's because there aren't many true "aggro" decks in EDH.  The it's very nature it is multiplayer and everyone is at 40 life thus having a deck that just turns sideways isn't very efficient (Additional reasoning for this under "Think Wipes").  Because of this most "aggro" decks are really more midrange decks that control the board a bit before dropping an efficient beater and protecting it.  The closest to aggro a EDH deck can get to is what is called "voltron" whereby you buff up a single creature (often your general because of the 21 commander damage) and swing out with it.

Think Wipes

EDH is a game where most decks run at least 1 or 2 boardwipes.  Why is this?  This is primarily because boardwipes are usually the most efficient form of removal in a multiplayer format.  One for one removal (Spot removal) like Go for the Throat or Krosan Grip for example while good are not exactly efficient in terms of card advantage in a multiplayer game.  This is because Player 1 loses a card, you lose a card and the two other players (2 & 3) with you, don't lose anything.  This is opposed to you playing a wrath effect like Austere Command where you can have few creatures on the board and your opponents many.  Thus, you are positive on cards while they are not.

Now, this does not mean that spot removal doesn't have it's place.  Spot removal (especially instant speed) can allow you to stop combos or individual problem pieces.  Another application for spot removal is if you have a large board presence.  In this case a boardwipe is likely not advantageous to you and thus spot removal is more useful.  Spot removal can also be used politically, such as removing/stopping a game winning combo and earning a little breathing room from your peers (who you just saved).

Finally, boardwipes are a primary reason that true aggro does particularly exist in EDH.  Because players start of at 40 life and there are often multiple players, you need a large, threat heavy, board presence to quickly finish off players.  A large threat heavy board presence is threatening, and there are three or more players who are threatened.  That means three chances to draw answers and three people targeting you.  With boardwipes, only one of them needs to draw one.  Even if your opponents aren't playing boardwipes that still means three people drawing cards, digging for answers for your every one threat that your draw.  In short, time is not on your side, even more so then when you're playing 1v1 60.

This was a hard lesson I learned when I first started playing EDH.  My first meta was a blue smurf boardwipe heavy meta.  Me, being the newbie that I was decided to play a token heavy, turn sideways and attack deck.  I figured that tokens weren't cards and so it didn't matter if I lost them, not considering the cards that it cost to make them or the loss in tempo.  Needless to say I didn't do very well.  It took a while but I finally got it and dismantled the deck.

Think Time

Finally, think about time.  One of the pros and cons of EDH is time.  Many games will go on for 30 minutes to an hour minimum and often are anywhere from 1-3 hours on average depending on your meta.  Furthermore, control players can add an extra hour to the game alone.  So always make sure you set aside the time because you're going to be in for a blast!

Inspiration

I'd like to thank Nikolaus Steven Bonnay for linking "Lessons from EDH" which served as the inspiration for this article.  In someways this article mirrors it, but is shorter and more geared to beginners.  "Lessons from EDH' was certainly an interesting read and although I might differ slightly on some of the author's points, I enjoyed reading it.

Stay Tuned!

My next article planned is centered around analyzing Mill and some of the problems associated with it in "Chasing Windmills: The Pitfalls of Mill" Kill Him: Tips on NOT being "That Guy"

Thanks for reading,
Sincerely, MTW