Don’t Stop at the First Use Thrilling Encore costs five mana. It’s an instant. It brings back every creature that died this turn, and you get to control them. A villain’s dream. When I showed it off, people had one big complaint: “That’s way too much mana to leave open.” Fair. It is. And it won’t fit every deck. But here’s what I saw. Use #1: Someone wipes the board. You cast Encore on your turn and take the whole graveyard party. Use #2: Because it’s an instant, you can cast it on their turn. They send their creatures to the graveyard? Those creatures are yours now. Thank you for the gift. Two uses from one card. Most players only look for one. Why? Because many of us build decks to push our own plan forward. We forget to ask, “What could I do on their turn?” So next time you read a card, don’t stop at the first idea. Find two or three more. A little extra thinking can make you a much better player. Now it’s your turn. What’s a third us...
How to Teach a Standard Player Commander https://www.youtube.com/live/Nh_UQMq7pLU?si=PzUoCm19NNvAkayk Seven voices, seven answers We did a Morning Coffee Show with Super Fast Tortoise on how to introduce new players to Commander. Seven voices gave seven different versions of the right advice, and every one of them was reasonable. That told me something. There is no single right way to teach Commander, because there is no single new player. A Standard player who already knows the stack and the color pie is a different student than someone who has never tapped a land. So my answer doesn't start with a lesson plan. It starts with a question. Step 1: Find out who they want to be at the table Before you teach anything, ask two questions. How do you want to win a game of Commander? How do you want to engage with the people at the table? The answers shape everything that follows. Someone who loves attacking needs a different first deck than someone who wants to build a big engine ...