In our last article, we spoke about the 6 different ways to win in Team Commander.
Now, let’s have a closer look at this – what information does it provide for us regarding Deck building ?
Okay, we want to win. We know that there are 6 ways to do so. We ignore the possibility that our opponent kills himself – we want to win by on own. Let’s recap:
These Milldecks try to exile or mill all cards from an opponents library. While this strategy is of course a possible way to win, it is easier to achieve in other formats: 60 card decks vs. ~99 cards in Commander, and 2 opponents in Team Commander. Of course, you don’t have to mill both your opponents in Team Commander – if one of them runs out of cards, the whole team loses. The biggest problem though is that you still have two opponents, attacking, hindering, fighting you while you are – well- quite on your own. „Wait, I also do have a partner!“ you might reply. But, as Mill Decks are quite scarce, it is more likely that your teammate will run a damage based deck – neither are you synergizing with him doing damage, nor will he mill a single card. There are
Mindcrank and
Mesmeric Orb, but besides this, you have to mill all cards by yourself. As said before, the library is also bigger, giving you a higher task – if a „long“ game takes 20 turns, you still have to mill about 70 cards. And there are more cards which grant reshuffle effects which are played in Commander – like
Kozilek, Butcher of Truth, for instance. Some cards which are quite common for Mill Decks also „swap their job“ – of course you could tap the
Consuming Aberration in a
Phenax, God of Deception Deck to mill 30 cards, but you could also just attack and kill the enemy at once. So, in total, milling is difficult – and a win over damage is easier achievable. Milling will stay seldom and a niche tactic. The most often ways we see mill tactics as a win-con is as an infinite Mana combo and an
Oona, Queen of the Fae or
Ambassador Laquatus activation, or a simple
Stroke of Genius. While this bis also a „mill“ win, such Decks are more on the combo-ish side than being a true Mill Deck.
You win the game.
There are about 23 cards which simply let’s you win the Game (excluded the banned ones). As none of these cards can be your Commander, it’s hard to rely on them. Of course you can search for these cards, build a whole deck around them and try to meet their win conditions while surviving and protecting the card itself. One of the most common alternate Win-Cons is playing „Gates“:
Maze’s End. Commanders like
Golos, the tireless Pilgrim perfectly support such a strategy.
Should you build such a Deck ?
Yes: if you have room for an alternate win-con, winning is not your main aspect for playing Magic, and you like having a special surpise up your sleeve.
These alternate Win-Cons are hard to achieve, and building a deck just relying on them to trigger will rarely succeed. Nevertheless, if you do, you surely will remember this victory forever.
The enemy loses the game.
Quite the same as above: 10 cards do this trick. But, in contrast to winning the game, these cards are quite easier to trigger, some of them don’t even require lots of conditions.
Door to Nothingness is such a card. 10 Mana, bam – you win. Okay, enters tapped. Requires 10 costy colored mana, so is just playable in a 5 colored Deck: you could tell this is a requirement by itself. But on the other hand, it is a single card which could win on their own. The Vraska planeswalkers also do have an ultimate which lets you win. All in all, these win-con cards can just be added into about any Deck without further pondering.
Should you build such a Deck ?
Yes and No: these cards are also quite scarce, and building a deck just around such a card will be quite fragile and scarcely win. A better approach seems to include such cards in a deck which synergizes with such cards. They are an additional threat, and provide fun and thrill. While such cards are not an auto-include at all, they can offer you an unorthodox and not suspected way towards a win.
The enemy team is inflicted 15 or more poison counters.
Another way to win are poison counters. And, you might say:“I know the story, I will be the only one playing poison counters, so your advice is: stay away from it.“ But no, it’s not that easy, and the comparison with a Mill Strategy is not exactly the same thing. It’s 15 poison counters for the team.
Ichor Rats even give every player a counter. Proliferate anyone ? So, Poison decks normally don’t synnergize with your teammate, but can be strong enough to pull of by oneself. They are quite inevitable: once applied, noone can remove them (believe me: no one ever plays
Leeches), and proliferate will do the job then. The creatures might be tiny and not that manacost efficient, but all in all Poison still is a viable strategy.
Triumph of the Hordes is even a one card-win option by its own, and some decks include just this card to win out of nothing.