Keeping the Game Moving in EDH
Keeping the Game Moving in EDH
Gotta Go Fast!
How To Play Quick Games of Commander
Author: Ben Guilfoyle
You have sat down for a game of Commander. Pick your poison, at a local game store, at the kitchen table, or down at the local pub. For me, it’s a café we rent out once a week.
You are eager to get started. A couple of new cards just arrived in the post. The perfect seven appear in your hand. Glance the clock, ten past seven. You should get at least two or three games in before the night is out.
The first three turns are played out in front of you. Cast a mana rock, and follow up with your Commander. Maybe, play some interaction if things get tricky. As you untap on turn four the clock catches you …
“How have we spent half an hour playing the first four turns?”
There’s No Judge Here
This is a problem that has plagued every playgroup. I come to you as a Commander player and an event organizer. There is no chess clock like digital Magic. Paper Magic can drag. In a competitive 60-card format, this is no problem. Call a judge. Report the opponent for slow play. But Commander is different. We’re all friends here. We’re just having a good time.
There’s no judge to call in your buddy’s kitchen.
Today, I want to explore how you can keep a game of Commander moving. I want to tackle this from a couple of angles.
- Gameplay Choices
- Social Situations
- Tournament Organizers
I hope these tips will get you on your way to playing more games and keeping the pace moving. My goal is not to get the game over as fast as possible. For that, you can build a bracket 5 deck. Instead, we will look at cards and strategies to keep a game dynamic, and interesting.
Social Situations
The social side of Commander depends on the group. Here are a couple of tips to keep in mind. Lead by example where you can.
Plan Your Turns
Commander has a lot of downtime between turns.
Try to plan out what your next few turns look like: Turn one, you play a land and pass. You have a land and an Arcane Signet lined up for turn two. While you probably have other two mana spells in your deck, how likely are you to play anything else?
In a slower game, there is likely not going to be a big threat any time soon. In cEDH you may need to weigh up casting a mana rock or holding up interaction for a fast combo deck. Consider your environment and use that to plan your turns.
Keep the Board Clear
Commander games lead to messy boards.
Tokens, dice, counters, and temporary buffs, take up a mental load. It is easy to lose track. Keep your board clear and stick to common conventions when displaying game objects. A game changer for me has been these mini whiteboard tokens. Whether you need a treasure, clue, or a Phyrexian Germ, you can make things easy to understand with these.
Gameplay
You’ve mastered the social side, and your Tournament Organizer has made steps to keep games moving. How can your game-play decisions and deck-building keep a game moving?
Start Swinging
Make enemies early in the game.
If you play a creature into an open board, you should be swinging with it. If you aren’t attacking, you might as well have just played an artifact that does nothing.
Don’t just swing wildly, either. Consider: Throughout this game, who will you have the hardest time killing? The Azorius control deck is going to be slow and leave itself open to attacks, but late game it will be unstoppable.
Get damage in early! This doesn’t just go for aggressive decks. Commander players are greedy! Fetch-lands, shock-lands, and Talismans all cause chip damage. This “doesn’t matter” because Commander life totals are so high.
Swing in early, and regularly.
Make them pay!
Force of Combat
Goad is a fantastic mechanic. We can force our opponents into combat. This stops boards from getting gummed. If everyone has 10 creatures, no one wants to attack. So let’s force them! Laser Screwdriver is a great way to introduce goad without going all in on a “goad deck”.
The Enchant Player Curses are another great choice. Curse of Opulence is my favorite. Whenever the enchanted player is attacked, you and the attacker each make a gold token (it’s basically a treasure). Curse of Bounty is an exciting option too, however, this could backfire depending on your other opponents.
Maybe your opponents don’t play enough creatures. That’s ok, you can give them a creature! Slicer, Hired Muscle, and Alexios, Demios of Kosmos are true aggressive creatures. They are awesome as Commanders or in the main deck. Every turn, the active players gain control of them. They must attack, and cannot attack you and can’t be sacrificed. This duo will shred through the opponent’s life total!
Accelerate the Game
Group hug is difficult. Find a balance. Your primary goal should be to win the game. Any “helpful” effect needs to help you more than your opponent.
Howling Mine is a classic example. However, your opponents are always the first to benefit from it. Ask yourself: Is the extra card you’re drawing better than the three cards your opponents will collectively draw?
For this reason, I love Scrawling Crawler. It’s colorless, can attack, and everyone draws one card on your turn. It’s a small difference, but it means you always guarantee getting a card from it. On top of that, its triggered ability hurts the opponent for every card they draw. Draw step, take damage, sacrifice a clue, take damage, you get the idea. It racks up fast!
Letting your opponents draw cards also adds fuel to the fire. An opponent with resources is scary, but they have to split that attention between the other opponents.
Ghirapur Orrery is a more self-serving example. It lets everyone play an additional land, and draw three cards if they are empty-handed during their upkeep. The “group hug” side of this can be mitigated through good deck building. Land count is a race to the bottom.
We all know someone who has been cutting lands for spells over the course of a year. They now have a 25-land Commander deck. Punish that player. Meanwhile, build your deck to capitalize on a high land count. You don’t need to be excessive.
But, a healthy 40 lands will make these “additional land” effects payoff incredibly well.
I believe the best group hug cards are tied to other useful effects. Here are a handful of rapid-fire options that are good in any deck.
- Loran of the Third Path: She blows something up when she enters. The card draw can target a weak player, help you make deals, or dig for answers in a desperate time.
- Faerie Mastermind: Gain some card advantage over time. Help the entire table out in their time of need. It is also a sneaky way to kill someone when Thass’as Oracle is on the stack.
- Wrong Turn: Use this as a piece of interaction to avoid damage, or clear the way for a counterattack.
Finally, a nice bit of helpfulness is the “Friend or Foe” cycle from Battlebond. For each player, you choose friend or foe. Friends get a good effect, and foes get a bad one.
In most cases, you’ll choose friend for yourself and foe for everyone else. However, in a pinch, you can use these to help an opponent out or encourage some powerful plays against your other enemies. Virtus’s Maneuver is the spell-version of Fleshbag Marauder. All your opponents sacrifice a creature, while you get something back to hand. This is an amazing rate!
Pir’s Whim is amazing if you play lots of non-basic lands. You can search for Glacial Chasm, Cavern of Souls, or Field of the Dead while your opponents lose an artifact/enchantment. Khorvath’s Fury, Regna’s Sanction, and Zndrsplt’s Judgment all have their home too. But the green and black members really shine.
Cards to Avoid
Slow Stax
In the opposite vein, we want to discourage cards that grind the game to a halt. Some classics include Winter Orb and Trinisphere. Unless you specifically have a way to abuse these cards, I would avoid them. Urza, Lord High Artificer, and Meria, Scholar of Antiquity are great at this.
Any card that stops the opponent from outright doing things is going to make a game drag. In general, if you are playing a stax/hate effect, try attaching it to a creature so you can still get damage in and keep the game moving. Thalia, Guardian of Thraben, and Kambal, Consul of Allocation are wonderful ways to punish your opponent while keeping the game moving. Don’t just stop at the little guys, Liesa, Shroud of Dusk is a fantastic way to keep life totals under pressure.
Shuffle Shuffle Shuffle
Every time you shuffle your deck is dead air.
If you can reduce the need to shuffle you can keep things moving. Some shuffling is inevitable. But, before you crack that fetchland consider what you need. Playing more lands, and effects that allow you to play additional lands per turn can give you all the acceleration without the shuffles.
The more classic Tutors such as Demonic Tutor are harder to replace. Know what you are looking for before you go searching. When you have 100 cards in your hand choice can be overwhelming. Cast a tutor with a goal in mind. This problem grows with cards that fetch multiple cards. Multiple cards multiplies the problem. You are likely playing a combo when you cast a Buried Alive, Protean Hulk, or Doomsday. Practice the deck beforehand. Try to get a feel for what cards you need to search for.
- Protean Hulk dies, search for Karmic Guide and Carrion Feeder.
- Karmic Guide returns Protean Hulk.
- Sacrifice Hulk to Carrion Feeder.
- Search for Kiki-Jiki, Mirror Breaker and any one-drop.
- Copy Karmic Guide, return Hulk, and sacrifice Hulk again.
- Search for Felidar Sovereign and a two-drop.
- Felidar and Kiki for infinite damage.
Your combo and tutor lines should be rehearsed. That’s for your sake, and your opponent’s! Additionally, practice your combo lines under different situations. “How does this combo work if Kiki-Jiki is in my hand?”, “How do I win if I know my opponent has a counterspell?”, practice makes perfect!
Commanders to Accelerate a Game
So far everything has been generic advice that can apply to any deck. Now let’s turn to commanders that lend themselves to these playstyles. A couple of the ideas I shared so far might require more build-around than others. But, hopefully, some of these will inspire you!
Florian is a great way to leverage all the extra chaos you’re causing! If you can chip away some damage from various effects, Florian can dig through a huge chunk of your deck. Bonus points here as he avoids shuffling your entire deck. On top of that, a 3/3 with first strike is a nuisance to block, making it easier to get in and deal damage.
She operates on the same axis as Florian. You encourage damage to each opponent, then generate excess mana. This deck is a balance between little incremental damage and big payoffs. Your opponents can of course leverage this too, but their deck is not as well-equipped to do so. Belbe will get games over quickly!
This is a weird one, but I love him. Muldrak gives someone a Salamander during your end step. This becomes an arms race as your opponents will grow their Salamander armies. While Muldrak is in play, you have protection from Salamanders. This plays incredibly well. Your opponents are encouraged to swing into each other!
If you prefer counters to tokens, Kros is for you! He dishes out Shield counters every turn. Whenever you put any counter on an opponent’s creature, you tap it, goad it, and give it trample. This serves a dual purpose. Tapping the creature gives the other players an opening to attack. On top of that, goading the creature means your opponents cannot retaliate against you! Kros turns the battlefield into a bloodbath.
Tournament Organizers
If you run a game store or social event you have some say in the pace of your games. There is a huge range of ways to handle this, and it will vary based on your community. Here are some things I have done to keep games moving.
Time Limits
There is always some time limit.
Closing time at the venue is the ultimate decider. My club has three hours to get in, play games, and get out. We initially ran three 50-minute games per night. This led to more games, and some great variety throughout the night. However, we ran into many games ending in a draw.
Commander is social, if people get chatty, or controlling decks drag the game out it can be difficult to reach a satisfying conclusion. Our club is generally more casual. 50 minutes was not enough time to get the games complete. If you are a cEDH group, however, 50 minutes may be just right.
We have recently moved to 75 minutes per game. This is more than generous enough for games. It has even led to a resurgence in more precon power-level decks. This also gives time for the casual side. We meet in a café. Getting coffee, chatting to old friends, or making some trades are possible thanks to this longer time.
Novelty & Power Level Control
A great way to normalize the gameplay experience is running special events. These can be tailored in either direction. Encourage a “Bracket 5” event where players bring their most powerful decks if they want to keep things moving.
Alternatively, a precon-only event is a nice chance to teach new players in a relaxed environment. I am particularly fond of running precon leagues. Let players bring the same deck for a couple of sessions. Allow them a certain budget to purchase upgrades and see how gameplay evolves.
Notes on Tournament Organizing
Knowing your audience is a big part of being a successful organizer.
“The customer is always right” is misused a lot. It does not mean the customer is infallible, or all-knowing. Rather, it means the customer is the one paying the bills. If the customer does not want to play Tiny-Leaders, don’t run Tiny-Leaders. It does not matter how cool, interesting, or fun “you” find an event.
You need to ask,
“Will my customers enjoy it?”
and
“How do I get customers interested?”
A Community of Commander players is less likely to transition to 60-card formats. However, a Modern player might be convinced to try Pioneer. Drafters are an easy group to please. They’ll draft practically anything. Remember, you are running an event for the customer, not for you.
Conclusion
Keeping a game of Commander moving is a challenge. Lots of players, complex board states, and gummed-up boards make this format ripe for long dragged-out games.
I hope my tips have given you some tools to help in your next game. There are a lot of ways to speed up your games. While some of these strategies are not the most powerful, I hope they help bring more fun to your games.
About the Author
Ben Guilfoyle started playing Magic in 2015. They love to research the design of Magic. Why was this card banned? Could this silver border card actually see play? Cards that push the limits of design is what excites them. You can usually find them playing cube. This ties into their second passion: numbers. With a background in physics and statistics, they love to get in the weeds when building decks. Crunching numbers is their specialty.

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