group hug commanders

Group hug commanders

While Magic: The Gathering is a game that is often played one-on-one, the largely popular Commander format is designed to be played with additional players, with many made-for-Commander cards being designed around four-player games.

Group hug decks are found around the fringes of Commander, taking a very unusual approach to playing the game. They're filled with cards that benefit the entire table, usually in the form of drawing everyone cards, gaining everyone life or generating everyone extra mana. Winning isn't a priority for these decks - generally, they're here to accelerate games and get to the "good part", where everyone has 15 lands in play and 15 cards in hand - and that's when the real mayhem begins. Let's have a look at some of the best group hug cards in the business! Jace Beleren, or "Party Jace", as he's sometimes known as, is a group hug classic.

Group hug commanders

In Magic the Gathering's Commander format, fun is meant to be put before winning. If everybody gets some time in the spotlight, with their deck popping off and being a threat, it's generally considered a good game regardless of who wins. They just want to help everybody have a good time, right? Well… no. Not exactly. Here is everything you need to know about Group Hug. A Group Hug deck is a deck that focuses on lifting the entire table up. With a good Group Hug deck, everybody gets to be scary in a game at least once, and Magic designers achieve that with goal in two key ways:. He can be tapped to let every player draw a card, and those who do also gain one life. There's no downside to this built into Kwain; no catch, gotcha, scam or ruse. It's just good, wholesome card draw. But why would you make a deck that helps other people win?

Well… no. It's common for a Group Hug deck to include cards that can help reverse a board state such a Reins of Power, potentially allowing a game to be swung in your favor once one or more players have been eliminated from a game. If you can sneak through a powerful spell by getting the player with all the counterspells on board, group hug commanders Group Hugging correctly.

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A group hug deck is designed to help out every player at the table in some way and is often not even built with the idea of winning in mind. Instead, these decks are focused on fun, helping out other players, and sometimes on wacky hijinks. One thing to keep in mind when discussing a group hug deck is how you need to reframe cards in your mind. For example, a counterspell is usually seen as a mean card. However, if you run counterspells specifically to stop infinite combos or someone taking a bunch of extra turns , most people at the table are going to be pleased with you.

Group hug commanders

Magic is a challenging game. This requires some finesse and politics, especially in multiplayer formats like Commander. You need to build alliances, attack at the right moment, and scheme a little bit. You can use this power for many things, like extending the game as long as possible by supporting whoever is getting hurt the most or scheming behind the curtains and controlling the board for a sneaky wincon. Of course, you can also make sure nobody wins the game.

The grinch stickers

Despite Group Hug effectively being the Anti-Stax where resource denial is the aim of the game of Magic, this kind of Group Hug deck often leans a little into it to give themselves an edge. While Kenrith, the Returned King is a widely popular five-color Commander option for a variety of deck archetypes, it also makes for a great Group Hug commander. While many Commanders on this list offer each player the same beneficial effect, the universal benefit offered by Braids, Conjurer Adept isn't quite as fair. Games very quickly fall apart after that, as you can imagine, and it ends up as glorious, wild and often very short-lived carnage. This one really is a grand equaliser for a table, ensuring everybody is on an even playing field and nobody is surging ahead too quickly. He can be tapped to let every player draw a card, and those who do also gain one life. Enjoying drawing all those cards through Kwain? Half the fun of playing group hug decks is speeding games up and watching them devolve into chaos, and Heartbeat of Spring is a key aspect of getting that done. The second are 'Kingmakers'. Additionally, its blue ability can draw a card for four mana and its black ability can return a creature from a graveyard to the battlefield under its owner's control for five mana. That, or even more frustratingly, they'll push you right across the finish line and you wouldn't have really earned the win.

With cards that provide benefits to all players, not just yourself, group hug decks try to help all players in the match until they put themselves in a position to win the game.

He can be tapped to let every player draw a card, and those who do also gain one life. It's important to note that, as traditional Commander games are played with four players, this allows you to deprive whichever player is winning from a beneficial effect, while tactically managing which players get which benefits. Let's have a look at some of the best group hug cards in the business! It can feel mean to impact a Group Hug player's board state, but sometimes it's imperative you do so. While Magic: The Gathering is a game that is often played one-on-one, the largely popular Commander format is designed to be played with additional players, with many made-for-Commander cards being designed around four-player games. What's really funny about her ability is that, as a mana ability, it can't be responded to - so once you activate her, your opponents will draw a card and they will like it. However, it should be noted that at the beginning of each player's turn, that player gains control of Karona, meaning they can make use of her effects as well. Kwain, Itinerant Meddler by Lucas Graciano. Not only does this assist players who are falling behind in the game to garner political favor, as Gor Muldrak provides you and your permanents with protection from these tokens, but opponents have little to no incentive to attack you with them. Join forces is a truly silly mechanic, and Collective Voyage is, in my mind, the silliest of all the five cards bearing it.

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