Main Deck - 36 cards, 36 distinct
Sideboard - 62 cards, 62 distinct
Notes
Gandalf is not a great commander. He is a paradox in himself, and often you may wonder if he is worth casting with that tricky last clause. The deck is built to enhance is latent talents. Turn his initial ability into not only random interaction, but advantage. His 2nd ability is the main win con, through incidental damage. That's what makes fiery inscription and sphinx bone wand essential. The rest of his damage is by happenstance from chance tokens and burn. The copy ability is the bread and butter, gets huge incidental advantage, and is reinforced with other copy effects which get around the cast clause. Glamdring holds the potential for commander damage, but we don't want to lean to hard Into this. And we use flicker to cheat the last clause, although recasting once enough CA is accrued keeps you ahead and the will happen regularly. The flow allows for a couple cantrips and a larger spell per turn cycle, and his range of tricks is unpredictable and true to character. He will be surprisingly agile and full of tricks, and very hard to kill. He can make friends and confuse enemies. And occasionally do large spells. This should be a fun mid casual commander deck, with the reversal as a route for true dominance in the late game.
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