What commander, mechanic and/or theme that requires GC to even be remotely viable
I really dislike the idea that bracket 1 and 2 can't have any GC like a rule of law.
I have an [[etrata, the silencer]] deck that requires a lot of GC to be even remotely possible to play at bracket 2.
Every time I attack with her, I have to find ways to bounce it back to my hand. Making her effectively every attack cost 1 card that requires to cast. Her 3 targets for opponent cannot be a cmd, token, and requires extra step if it has shroud or hexproof , or extra cost if it has ward.
GC are is for card draw a lot to make it playable at bracket 2.
Now people can argue that I should accept her weakness and build at bracket 1 but no one around me play 1 or interested to do so.
My point is that the idea of absolutely no GC is bracket 1- 2 is not helpful. In the end, it is knowing your decking and having rule 0 conversation that should be the most important. So I hope people stop (or at least be aware) hat gc shouldn't make it automatically a bracket 3+ deck
Do you play or know any other cmd/ theme/mechanic that are like this?
Posted May 4, 2025, 4:50 PM UTC