Do I Kill Iron Man? Do I kill Iron Man? I feel like a jerk just typing that. But it's a real question, and it's got me thinking about something bigger: what do you actually know going into a game of Commander, and what are you allowed to do with it? Start simple. You know which commander your opponent is running. That's it, that's the whole information. How powerful is that? And what do you do with it? I've hit this before, thirty years of RPGs deep. There's a word for it there — metagaming. Acting on what you know instead of what your character knows. Commander doesn't have a character to hide behind, so the line moves: it's not fiction vs. reality, it's this game vs. your history with this person . Commander on the table? Fair. Commander you looked up on Moxfield last night? Not fair. Commander you know because you've played this guy forty times? Somewhere in the murky middle. Here's where I land: I'm not building a deck to kill...
Beginner, Intermediate, Advanced: Building Three Commander Decks with Purpose The last video I did in this format landed well, so I'm sticking with it — three decks, three skill levels, one philosophy tying them together. "Beginner" Isn't an Insult Let's get this out of the way first: when I say "beginner," I don't mean "less than." I mean simple in structure — and simple is a feature, not a compromise. Case in point: Elas il-Kor, Sadistic Pilgrim . Out of my thirty-some Commander decks, my ongoing goal has been to simplify — to make games move faster and smoother. It's already a lot to track your own deck's plan, let alone three opponents' plans at the same time. Complexity adds up fast, and not always in a fun way. So when I got the commission for this deck, I went back to basics: strip gameplay down to its core rules and build from there. Play cards that reward you just for putting them on the board. This deck runs twen...