sedris the traitor king

Commander’s Toolkit

Shards 

This article underlines some of the strengths and weaknesses you’ll come to find when using the three color combinations known as Shards (Friendly) and Wedges (Enemy) in commander. 

Bant 

Associated Commanders - Jenara, Asura of War, Derevi, Empyrial Tactician, Rafiq of the Many, Roon of the Hidden Realm. Rubinia Soulsinger. etc. 

Strengths 

Bant is potentially one of the strongest color combinations, the availability of green allows for ramp and enchantment removal as well as some hard hitting creatures. The white makes for easy creature protection, Board wipes and permanent removal from the game. The blue is for it’s usual stuff; Flyers, Counter spells and bouncing things.

Weaknesses 

I find that the commanders for Bant are very general, I find that some players will want a deck that does something specific, but then never use the commander, because it doesn’t support what they are doing. I find that players who use bant will just build a good stuff deck around Derevi or Rafiq and then use a combo to win.

Esper 

Associated Commanders - Oloro, Ageless Ascetic, Zur the Enchanter, Sharuum, the Hegemon, Sydri Galvanic Genius, Sen Triplets etc.

Strengths 

Esper is another very strong shard, and a popular one. It has many of the strengths of bant allowing for great removal across all three colors, the black combined with the white also allows for rapid life drain. Esper has at least two artifact commanders so artifact decks are very popular in this shard. 

Weaknesses 

Like Bant, Esper has the good stuff reputation, if you see an Oloro on the other side of the board, you can be almost certain he isn’t leaving the command zone. Commanders like Zur, Sharuum and Sydri are quite notorious for being combo heavy too, which draw a massive target on you. 

Grixis

Associated Commanders - Marchesa, the Black Rose, Jeleva, Nephalia’s Scourge, Thraximundar, Sedris, the Traitor King, Nekusar, the Mindrazer etc. 

Strengths

The grixis shard has some of my favorite commanders in it and they are all really strong. Have you ever had to deal with a Marchesa deck? It ain’t easy.

Weaknesses 

Grixis is notoriously bad at dealing with enchantments, which makes Privileged Position, Asceticism, Sphere of Safety (insert other enchantment I like to use) and any other protection a problem. 

Jund  

Associated Commanders - Karrthus, Tyrant of Jund, Shattergang Brothers, Kresh, the Bloodbraided, Sek’Kuar, Deathkeeper, Prossh, Skyraider of Kher. 

Strengths 

Jund hits hard, it’s abundance of Devour, Dragons and Tokens means it can recover from board wipes quickly and hit twice as hard next time. Also, it has good removal such as Terminate, Beast Within and Maelstrom Pulse.

Weaknesses 

Jund has trouble permanently removing things, as without white or blue it can’t really exile them. Sorry Jund but it’s likely that you will never be rid of that Sun Titan, oh well.

Naya

Associated Commanders - Mayael, the Anima, Uril, the Miststalker, Marath, Will of the Wild, Gahiji, Honored One etc. 

Strengths 

A great shard for Tokens, Voltron or Cheating out big creatures.  Naya also has plently of ways to protect itself from a lot of threats with some of the enchantments mentioned above and creatures like Sigarda, Host of Herons, Tajuru Preserver, Avacyn, Angel of Hope and Iroas, God of Victory, which prevent your commander from being sacrificed or your tokens from being wiped out. 

Weaknesses 

Since Naya is a very popular token and Enchantress commander it is weak to cards such as Elesh Norn, Grand Cenobite, Virulent Plague, Black Sun’s Zenith and Ratchet Bomb as well as Bane of Progress, Back to Nature and End Hostilities 

For some of these it was really difficult to come up with weaknesses, Grixis is the only one with a real weakness for most their only weakness is their reputation. 

Shards of Alara appreciation post <3

(ps, these are great places to start commander decks!)

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Commander Synergy of the Day: A little something I came across while looking up an answer to an ask. You can get around the temporary aspect of Unearth with Flicker effects! Because the Unearthed creatures are heading to Exile with the Closet (or similar effects), the Replacement Effect doesn’t apply. Then when it comes back, it’s a new entity that doesn’t remember being Unearthed, and goes back to the grave when it dies, ready to be brought back again.