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 tw...
What Losing Teaches You (That Winning Never Will) I've lost a lot of Commander games. More than I've won, probably. And I've come to believe that's exactly why I'm still playing this game after all these years, and why I've gotten better at it. Winning doesn't teach you much — it's just the game working as intended. You built a deck, you executed a plan, you won. Great. But you don't learn a lot from that outcome, because "it worked" doesn't tell you which part worked, or whether it'll work again against a different table. Losing is different. A loss gives you something specific to look at: You can usually pinpoint the exact moment or decision that cost you the game That specificity means you can fix the actual problem instead of guessing It keeps you from overcorrecting — you're not gutting the whole deck, you're addressing one real weak point Over enough losses, that adds up to genuine improvement instead of ...