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By: Tarmotog, Naoto Watabe
Mar 02 2009 11:21am
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Welcome to One Double O, the place where you can learn more about the 100 card Singleton format.

Usually, I start the column with some chat about issues that have some relevance with the said format and today we have:

Magic 2010

For those of you who are not familiar with the above term, it is the name of the core set that is coming up next and the announcement can be read here.

Unlike previous ones, there is a major difference from past core sets: There are now original cards in Magic 2010 and not just a handful but about half of them!

Traditionally, I have always treated core sets as a gateway to old cards that I hope to see online. Some examples are Kird Ape and Mogg Fanatic which appeared online in 9th ed and X ed respectively. As time went by and with the release of old sets online, I somehow felt that the value of future core sets would definitely fall to probably one where players could obtain expensive cards at lower prices (like Pithing Needle for example). This new announcement makes me very excited to see the new core set.

Already, one of the previewed cards, Silence has already captured my attention.

No doubt it is a weaker Orim's chant, it can definitely fill up the role of helping resolve critical spells and I am definitely positive that most players would want to have a cheap alternative to the Orim's Chant + (scepter chant) lock. Look out for it in July (on paper so probably August online)!

Putting the excitement aside, let's go on with the main topic.


Main Topic: Consistency Techniques

For a very long time, Singleton 100 has been plagued by its inherent inconsistency problem, even till today.
So what is so inconsistent about the format?

1) Big decks can give you draws that are much worse than in normal 60-card decks.
Of course, statistically, if you play an arbitrarily large number of games and assuming the structure of your deck is similar to one of a 60 card deck (in relative numbers) you will end up having the same percentages of good/bad hands and draws but because there are more possible combinations that a deck can be arranged and also because the format allows a maximum of one card besides basic lands, chances are that you would not be able to cast your restrictive spells unless you can commit to being able to do so.

2) Inter-card interactions tend to be more difficult to pull off.
The odds of you having 2 specific cards that interact with each other in your starting hand according to the probabilities tab looks like this:

There is a 1% chance of getting 2 specific cards past turn 5.
This means that in 100 games, you will get at around one game where you have 2 specific cards by turn 5.
That's not very encouraging.

Today, we will look at the techniques of increasing the consistency of a deck which encompasses these two factors:
Poor draws and Specific Cards

To accomplish "greater consistency", there are a few classes of cards available to us and they can be broadly classified into these categories:

Card Drawing
Top-of-library Manipulations

If there is no compelling reason not to play any, one should always try to include some elements of such cards to improve the quality of games because it is always better to be able to cast the cards you need and have cards to cast than to have really good cards but not be able to cast them.


When one thinks about consistency, one automatically links the concept to tutors. Tutors are cards that give you access to a pool of cards in your deck. The category probably gets its naming from Demonic Tutor, a card that existed since the first days of Magic.

The power of the tutor cards come from their ability to let you find the most relevant cards from within the card pool to match the current situation at hand. They can be easily identified by the clause "search your library for ..." but you probably want to omit those that search for basic lands. Of course, not all tutors have this clause and those can be more difficult to identify.

Tutors are specific in nature and they require some mana, and sometimes other additional costs, to play. One could say that they are an inefficient class of cards because they do not make any real changes to the game state and some of the popular ones do not even replace themselves but lock out a potential draw as well. Therefore, unless there are benefits that outweigh the costs playing tutors, there should not be any need to play them.

Tutors are generally used in these two play styles: Toolbox and Combo.

Toolbox refers to a wide spectrum of cards that can deal with different situations. Tutors, in this case, bring out the most relevant one out of those cards to allow a particular problem be solved. Decks that want to do everything would therefore enjoy the presence of tutors because it allows them to find Damnation or a powerful card drawing spell according to what is happening in the game.

Combo refer to cards that interact with each other but most of the time, we would choose to play those with exponential outcomes (like winning the game).
The least number of cards needed to make a combo is 2. One of my favorite ones involve a goblin and a faerie!

We will now look at how tutors affect the numbers that we are interested in. With the use of tutors, we can assume that each tutor becomes an additional copy of the card in the deck.

Toolbox Situation 1
We have 1 specific card we want:

Toolbox Situation 2
We add a tutor to the deck:

Verdict: This is an illustration of how a tutor increases the probability in a toolbox deck. The numbers increased but less proportionally so this means that every additional tutor becomes more and more ineffective.

Combo Situation 1:

We have a 2 card combo in the form of Card A and Card B. If card A has 3 tutors that can find it such that we have an equivalent of 4As to 1B, we can see our odds of assembling the 2 card combo below.

Combo Situation 2:

If you have 3 tutors that can search for either A and B, here is what the numbers would look like:

Combo Situation 3:

We add an additional tutor that can find either pieces to the combo situation 2:

Verdict: For combo decks, one can tell that it would be much more profitable for you if you chose a combo which has both pieces (assuming a 2 card combo) that can be accessed by the same tutors. I did not actually show the numbers but every additional tutor (that can search for either) adds about 3% (to the turn 1 probability) until the 8th copy which adds 2% so you probably want more tutors in your deck like you logically should when you want to pull off a combo.

Card Drawing

Card drawing is simply as it suggests, drawing cards. Drawing cards allows you to move down (to the right of) the card draw possibilities chart because the chart basically shows you the percentages from drawing cards naturally during your draw step.
Card drawing is generally used to smoothen draws as one can tell that it only minutely affects the odds of getting specific cards when used small. Card drawing cards vary in terms of cost and because card drawing uses mana, decks that want to be aggressive tend to shy away from the bigger card drawing spells unless they expect to be able to go into the mid-game. Card drawing is integral to increasing consistent plays in a deck that can afford it which is why it is so greatly emphasized in blue decks.

The big question for control decks would probably be "how many cheap card draws should I play?".
This question shows understanding of 2 concepts.
The first is that card drawing will allow the deck to have smoother draws and being able to cast them early can be crucial in a game.
The second is that there are powerful card drawing that are powerful but does not help out early on in the game.

Ideally, there should be some balance between cheap draws and powerful draws because cheap draws promote consistent draws into consistent plays. Powerful card drawing, on the other hand, work towards a different objective: to provide you with a greater amount of card advantage which can assist in finding specific cards much more than the cheap draws can.

Even though both types are indeed card drawing, there is a clear line between what they are used for.

A card that I like to play in a blue deck is Think twice despite the fact that you are actually paying a total of 5 mana to draw 2 cards because you can cast it both early and late without too much mana.

Top of library Manipulations

Then, there is this class of cards that let you alter the positions of the cards that are sitting on top of your library. These cards give you maximum value on the first activation but after that, the value of these cards drop quite significantly to a constant value over the subsequent turns. These cards let you plan into the immediate future and thus allow more consistent plays.

Ponder is a fine example which can be played even in a relatively aggressive deck as it allows you to craft out the next few turns in your favor.

When trying to find a combo, being able to arrange the top X cards is essentially drawing X cards for that turn so these cards help greatly in the short run, or when you have a smaller time frame to assemble the combo.

To increase the value of these cards, they can be supplemented by the use of cards that "refresh" the order of the library like shuffling effects.

A simple yet effective "staple" to any deck that I highly recommend, unless you deck is extremely mana intensive, is the use of Sensei's divining top together with fetchlands (which can be the expensive ones or the cheap ones) because almost every deck can implement the use of these cards without hurting the integrity of the deck. The benefits of consistency outweigh the minute differences that may affect the deck.


Filters are cards that let you go through a few cards and pick out at least one while the rest are thrown back into the library either at the bottom of it or shuffled into it. These cards let you get the most relevant card from a very limited pool and does not leave you any big hint as to how to play your next few turns.

A classic example would be the card impulse which can immediately demonstrate what these cards are like.

Filters vary with power because while most of them can give you what you want, some might have a chance of getting you something irrelevant, if anything at all. They are generally more difficult to put into a deck unless the deck is engineered in such a way as to maximize them but are worth more than a plain "draw a card" effect.

Cards like Goblin Ringleader or Sylvan Messenger are the more popular ones that illustrate this problem. You want to ideally hit 4 relevant cards but you might end up getting none and they are the better few. Most filters give you one card only.

Filters make 'Top of Library Manipulations' increase in value by removing a chunk of cards away while 'Top of Library Manipulations' cause filters to lose some value because you already know what you might get. Therefore, when used together, one should evaluate carefully which effect is greater in the current situation so that a minimal advantage can be obtained.

Natural Consistency

Before I end the consistency talk, I want to say that Singleton 100 is the format that appreciates functionaI reprints like those in Conflux that have the exact same text as previous cards but just with a different name like how Might of Alara actually gives you another Gaea's Might to throw into a domain deck.. While we want as many functional reprints, we do hope that those that are "reprinted" are actually worth reprinting. A strong functional reprint or a new but similar card can boost the consistency of a deck by increasing the numbers of cards.

Of course, you can pick cards just by looking at a certain characteristic you want and use them to "increase" the number of that characteristic in the deck.
This is the simplest and most natural way of making a deck more consistent.

In this case, you want to plan out how many of a certain effect you want in your deck and you also want the average cost of that effect to be of a number you are comfortable with. Similar cards present different situations and liabilities because they are not identical to the "ideal" card but you have no other choice. This is a problem of the Singleton format, much less Singleton 100.

How to Use These

By understanding the characteristics of the various cards, one can more effectively choose which cards to utilize in a deck, depending on what the deck wants to accomplish.

The various cards suggest different playstyles. If you want to assemble a combo, you either want to get it really fast (search and dig) or drag the game so that you can find your combo at a comfortable pace (control the game and combo off when you want to) unless you can merge the combo into a proactive playstyle (like playing Pestermite aggressively and following up with Kiki-Jiki, Mirror Breaker later on).

Also, knowing how to value consistency higher than you would in other formats would help you have better games, even at the expense of quality.


One Double O Parallel Study: Commander

The most popular casual format on paper is probably Elder Dragon Highlander (EDH), seeing how it gets so much attention compared to other casual formats on various websites. On Magic Online, we have the Commander format which is a parallel format to EDH.

The Rules of Commander are Different from Singleton 100

The biggest difference is probably the fact that you start off with 40 life. This allows you to use life as a resource more readily.
Another difference is that when a commander successfully deals 21 damage to a player, that player loses. This means that gaining a million life is not a viable gameplan.

Why is Commander a casual format? 

Firstly, games take really long to play out. Seriously. If a player wanted to tune his or her deck to perfection, it would take at least 10 times the amount of time to do so as compared to Singleton 100 which probably takes a really long time to do so already. Multiplayer games vary much more than 1 v 1 duels. Every game is different and every situation is vastly different.

Secondly, the format demands a balance between power and diplomacy. You just can't be too powerful unless you are prepared to win through multiple opponents at the same time. So far, I know of only a few combos that can win multiple players in one swoop.
Infinite creatures, the dragon infinite combo (or any other infinite combos) and the  Flash+Protean hulk with pinging kill. Any other winning combo is capped at killing one player per own turn and once you pull off a super win, no one would be interested in letting you do so again.

The only reason why cards banned in Singleton 100 are allowed in Commander, in my opinion, is because there is this "player correction" factor whereby if you start playing with insane cards, people will be more willing to throw resources at you and unless you have something really insane on your side, chances are that you won't be able to survive a 3 way attack.

I'm a player who plays to win (obviously) but playing multiplayer games demands that you don't stick out from the crowd. How does one accomplish this?

One Double O Tips: Playing Commander

Commander is usually played as a multiplayer format and it was also because of it that Singleton 100 was introduced in the first place. If you think that you could port a strong Singleton 100 deck into Commander and win big time, I assure you that that would not work simply because you are no longer facing one opponent but potentially 3 or more. 

In multiplayer games, you don't play as you would in a 1 v 1 duel.

Here is a rough guide to choose what to play:

1) Avoid Playing Cards that Restrict All Your Opponents at the Same Time Unless you can Guarantee your own Safety.

A card that can illustrate this situation is Ward of Bones. Ideally, you can bind all your opponents at once and it can probably turn the whole game into your favor. However, if you do not have a strong defence set up, players who want to cast their creatures or drop their lands will have this thinking: "If I get rid of this guy, I will be able to play my spells again" and this gives players an incentive to knock you out of the game. If you have a tough defence put up in this situation, you'll probably be in control of the entire game.

For example, as I would share later, I put Winter Orb into my deck. People would definitely want to attack me when it comes down so that they can revert to playing their spells comfortably. However, if I have Propaganda out in play, the chances of me being attacked would drastically fall because it is easier to slowly build up mana to cast threats that can guard against every other player than to take the risk to waste mana attacking me while others build up.

2) Avoid Threatening Opponents

When you play a multiplayer game, the last situation you want to be in is one in which all your opponents gang up on you. Putting down a threat and randomly attacking people is not a good idea because when you position yourself with the most "say" in the game, everyone else would want to knock you back to at least an equivalent level.

The most diplomatic way to solve this problem is to sit there with a strong defence and wait. You want to deter your opponents from attacking you. The ideal situation is to let everyone finish each other and you step in to finish the survivor but of course, this will not happen but you can definitely work towards it.

The problem about playing multiplayer is that you don't want to become the aggressor even after people attack you. You can trade blows but you rarely want to go on a full scale war with the player that offended you because you will lose valuable resources doing so and other players will rather have you gone so that they do not face the same fate.

3) Think Long Term

Because of all the diplomacy involved, games tend to be long. Like (Protegenius) long. Chances are that you will be able to cast Urza's Rage with kicker (not that you want to throw a burn spell that only cuts 1/4 of a player's total life) unless you made some people unhappy. Think of a way of ending the game in your favor because it will not be easy to do so.

4) Make Reasonable Plays

When you sweep the board, chances are that people don't get too mad at you because they understand it is logical for you to want to sweep the board even if those players are losing many permanents as long as there is a significant threat volume on the board. And again, you don't want to have something stone on the board waiting to clear everything. People don't like the feeling of being constantly afraid and they would be more than happy to remove that uncomfortable feeling by paying more attention to you.
"You're not scaring me."

5) Chances of Pulling Off a Combo is very high

Unless you get beat into a pulp very early, as the subheading suggests, a combo is very much possible given the number of turns you actually play through. If you look at the combo figures from the main topic, you can see that with 4 tutors that can find either pieces, chances of you having both are about 1/3 of the games you play in, without having to make any significant effort so brush aside those naysayers and try a cheap combo or two.

6) Be Daring with your Mana Base

Without the need to fear constant Wastelands nor any miners because those affect only one player, you can force out the most taxing mana base to let you play your near impossible to cast spells!

Of course, you may meet some random people trying to have Blood Moon effects down so you don't want a 100% non-basic land mana base and that helps against Path to Exile too.


Deck of the Week: Tarmotog's Sharuum the Hegemon Commander deck

Below is the deck I put together to play in the Commander format.

Sharuum the Hegemon
Control/Combo Deck for Commander
1 Court Hussar
1 Epochrasite
1 Ethersworn Canonist
1 Reveillark
1 Deep-Sea Kraken
1 Nantuko Husk
1 Magus of the Abyss
1 Sower of Temptation
1 Shriekmaw
1 Glen Elendra Archmage
1 Body Double
1 Triskelavus
1 Solemn Simulacrum
1 Sharuum the Hegemon
1 Mulldrifter
1 Trinket Mage
1 Triskelion
1 Sanctum Gargoyle
1 Venser, Shaper Savant
1 Sundering Titan
20 cards

Other Spells
1 Makeshift Mannequin
1 Imperial Seal
1 Mind Stone
1 Animate Dead
1 Mystic Remora
1 Dismantling Blow
1 Dispeller's Capsule
1 Gifts Ungiven
1 Compulsive Research
1 Living Death
1 Esper Charm
1 Sensei's Divining Top
1 Wrath of God
1 Winter Orb
1 Damnation
1 Force of Will
1 Exile
1 Intuition
1 Coalition Relic
1 Dimir Signet
1 Leyline of the Void
1 Helm of Obedience
1 Phyrexian Furnace
1 Tezzeret the Seeker
1 Ghostly Prison
1 Oblivion Stone
1 Thirst for Knowledge
1 Lightning Greaves
1 Executioner's Capsule
1 Necromancy
1 Azorius Signet
1 Mystical Teachings
1 Flash
1 Innocent Blood
1 Tithe
1 Vampiric Tutor
1 Propaganda
1 Fact or Fiction
1 Scrabbling Claws
1 Coldsteel Heart
1 Brainstorm
1 Merchant Scroll
1 Enlightened Tutor
40 cards
1 Tundra
1 Thawing Glaciers
1 Seat of the Synod
1 Orzhov Basilica
1 Windswept Heath
1 Vivid Meadow
1 Watery Grave
1 Polluted Delta
1 Ancient Tomb
1 Mystic Gate
1 Caves of Koilos
1 River of Tears
1 Underground River
1 Vivid Creek
3 Swamp
1 Underground Sea
3 Plains
1 Godless Shrine
5 Island
1 Vivid Marsh
1 Bloodstained Mire
1 Flooded Strand
1 Arcane Sanctum
1 Hallowed Fountain
1 Azorius Chancery
1 Sunken Ruins
1 Reflecting Pool
1 Dimir Aqueduct
1 Adarkar Wastes
37 cards


sharuum the hegemon


Picture vesion:

The deck had a humble beginning. I simply wanted to make a deck that could abuse Intuition / Gifts Ungiven because I really like them. One constrain to take note is that you can only cast spells that are within the colors of your commander. I wanted to have Gifts Ungiven into Body Double, Reveillark and makeshift mannequin so I decided to play a legend that would be at least UWB and a few cards came to mind.

I decided to use sharuum the hegemon but I did not really have many targets in the deck so I included Triskelavus and Sundering Titan. A Body double + Reveillark defence should be very solid. Nantuko husk came in as a combo enabler just in case I happen to be in a situation where I have either Venser, shaper savant or mulldrifter in play or in the graveyard when I have the Body double + Reveillark pair.

Next, I put Propaganda and Ghostly prison because I want to deter my opponents from attacking me and put in Winter orb which I do not intend to cast until I have to (as discussed above), which can hopefully come into play with either of the taxing enchantments so that people won't be able to attack me without high costs.

Finishing my opponents was a problem because attacking into people when they each have 40 life is extremely difficult so I put in the leyline of the void and helm of obedience combo into the deck.

I put in tutors and a variety of control cards and there it was.

I took the deck for a spin and I maintained a very defensive stand in the game, waiting to combo off with gifts ungiven and I stalled until I had 11 mana to cast Body double and evoke Reveillark on the same turn. I announce my win because I have force of will backup and there is only one other player with access to blue mana and he's pretty much tapped out. Unfortunately, I mess up and the game goes on. An opponent tries a Nezumi graverobber and I Force of will it but he recurs it and eats my Reveillark and being deemed "safe", my opponents attacked that player. I drop leyline of the void and try to obtain the second combo. No one really suspects the combo but I get smacked hard. I cast imperial seal for helm of obedience and I cast Living death to turn the board heavily in my favor. I cast Helm of obedience and nullify an opponent, leaving me to face one opponent who has no way to win in a turn.


Tech of the Week: Ranger of Eos

I can't explain how impressed I am with this card. We always start by being sceptical towards cards that cost more than 3. This card was no different. Could a 4 mana 3/2 be any good in a format where 4 mana gets you at least a 4/4? Well, if you resolve ranger of eos, you would have more than 4 power worth of damage at least by the next turn. If you are playing the Naya Shard, you would at least have 5 more power worth in the form of wild nacatl and kird ape/Figure of destiny. I find Flamekin harbinger into Reveillark to make it almost impossible for non-counter-based control decks to handle.

Antoine Ruel must be really proud of how his card turned out.

ranger of eos

Sidetrack: Ok. I have no idea why but every undervalued card that I was crazy about has risen in price dramatically. If you have followed my columns, you can see how highly  I valued (Vendillion clique) (now $4.50) and glen elendra archmage (now $13!!), both of which were relatively cheap (which I also pointed out). I think strong cards will become appreciated naturally someday.

Ranger of eos is $1.30 as of now. There is no harm in getting a playset today. Someday, you might thank me too.


Set of the Week: Planeshift

This segment is part of an ongoing effort to help newer players source out valuable cards from sets they may not be familiar with. Planeshift is another old set that has a small card availability pool because very few people opened packs from that set. The set was not very valuable because of the high number of weak rares. An honorable mention is Chris Pikula's Meddling mage which is not in the list because its effect is rather limited in Singleton 100.

Diabolic Intent - A 2 mana tutor that needs you to sacrifice a creature. I don't have one but it looks playable in some obscure strategies.
Nightscape Familiar - A Sapphire charm on legs, it regenerates, is cheaper (monetarily) and it lets you reduce the cost of red spells too.
Phyrexian Scuta - One of the more popular cards from the set which has a friendlier cost of 3B compared to its classic counterpart but you pay 3 life upfront.

Allied Strategies - The domain draw spell. Every domain player loves it.
Rushing River - A very powerful bounce spell that can take away 2 permanents.

Orim's chant - Works with Isochron scepter to form a lock or is used to push critical spells across.
sunscape familiar - A decent blocker + Sapphire medallion.
voice of all - A 2/2 protection from a color, flying. Not too impressive but can be annoying to face.

Gaea's Might - 1 mana for a potential +5/+5. Loves double strikers.
Quirion dryad - A very powerful creature that can grow very fast.
thornscape battlemage - It can kill an artifact and a toughness 2 or less creature. You could shoot the player too.

Flametongue kavu - Once played in EVERY deck in the standard format of its era. Seriously, every deck played red to play the infamous FTK!
Mogg sentry - An annoying card against decks that want to cast spells on your turn.
Thunderscape battlemage - Can kill enchantments and force opponents to discard. A decent card.

Cavern Harpy - While this card has not been seen being played, it was once in the extended aluren deck together with wirewood savage to draw the entire deck because it bounced itself. It also worked with Maggot carrier and essence warden to wipe away opponents but I have yet to see an Aluren deck in Singleton 100. There is a slight possibility of it working but it might not be very enticing because of the number of components it needs.
Destructive flow - A very powerful effect on a very difficult to remove permanent type. It's not a cheap card but it is definitely a useful one.
Dralnu's crusade - A Crusade for goblins which I can't really evaluate it accurately because I'm not a fan of enchantments that pump stats but it looks good.
Dromar's charm - This card looks almost like what you would get from a hit with Umezawa's jitte. If you are playing Esper colors, why not?
Eladamri's call - The most powerful GW tutor.
Questing Phelddagrif - A 4/4 hippo that can pump/fly/p. red and black with some minor drawbacks. A rather decent card which is more relevant today in the world with many multicolor spells around.
Terminate - The cleanest removal spell.
Treva's Charm - A very similar card to Bant charm but with one very bad option that you don't really want to pay 3 colors to produce.

Lair lands - A fine way to secure shards mana. It bounces your lands but if you need to prioritize specific colors, it is a decent choice. You don't lose a turn immediately.
Forsaken city - Looks like a sad rainbow land but it is used in the Worldgorger dragon combo deck as a reliable source of mana. When Stasis comes online, you can keep paying for the upkeep of Stasis with this card.


Last Words

I am happy to know that more and more people are starting to play Singleton 100. It's also very encouraging to know that there are people who start the format after reading my column. It's a great format that is still far from being fully explored. I hope the players of the format would join the Singleton 100 group in myMTGO.com. As a bonus, in the photos section, there are a couple of decks posted that would be quite useful for those who want to see some of the various decks that are available in the format.

Do be reminded that there will be another weekend tournament on 15 March 2009, a Sunday, the week after Conflux release events go away. See you all there!

Tarmotog on MTGO


nice article by Anonymous (not verified) at Mon, 03/02/2009 - 13:34
Anonymous's picture

This was a very well written article. I really liked how you went over some of the intracacies of singleton/EDH play. I plan on pointing new EDH deck builders toward this article.

Very nice by Leviathan at Mon, 03/02/2009 - 14:40
Leviathan's picture

I liked this article a ton, especially the way you connected EDH to the 100 card singleton format. You are correct about the length of games, they oftentimes reach the 2 hour mark. If you have the time, a defensive strategy like the one you discussed will generally lead to wins. Additional EDH content is always appreciated!

Great by Lord Erman at Tue, 03/03/2009 - 05:05
Lord Erman's picture

Great article as always, very informative.

For your information: Just because of these One Double O articles I started playing singleton, something which I never had in mind. So keep up the good work.

As for the article, I think the "tutors" section could have been detailed a little bit more. Yes there are some obvious ones such as Mystical Tutor or Enlightened Tutor but there are also others that come in different shapes.

For example Sphinx's Herald is also a tutor. A very limited one but it is one nevertheless. Or my personal favorite, the transmute mechanic from Ravnica's Dimir Guild also works as a tutor. You can play the card called Dizzy Spell if you think it's the best action or you can transmute it and get your Orim's Chant!

Just thought I'd metion these.


Thanks for the comments by Tarmotog at Tue, 03/03/2009 - 11:12
Tarmotog's picture

Thanks for the comments =)

Regarding the tutors, I guess I didn't really explain how to find them but if you search for the term "search your library for a" in the MTGO deck builder and uncheck the "my cards" tab, you'll be able to see a good number of those and work towards using them.

An interesting one would be Dwarven recruiter that I was introduced to which could get the miner pair, duergar hedgemage and tauren mauler but I never really caught on to it because of my inherent dislike of the miners.

Regarding EDH, I think that I would not be going into it in the near future as commander and singleton 100 are really quite far apart. Even so, tips and ideas can be translated over just like how T2, ext and classic techs can be translated over into Singleton 100.

There is a need to single by diebeautiful2016 at Wed, 12/28/2016 - 22:25
diebeautiful2016's picture

There is a need to single out. Most especially during the game. - Marla Ahlgrimm