Greatest Higure, the Still Wind EDH magicdeck

Which strategy type should you go with for Higure, the Still Wind

Before you build your deck, you should study. Learn the meta clock and you get a tactical step ahead. Do you like control, combo pieces or do you want to rush the game with a fast paced creature pressure, that can make your opponent to surrender Balance things out and put your game in the between zone. The mid zone from control-deck & combo-decks are the master of EDH commander. That said there are also more strong strategies in other directions, like versatileness which is very impactfull when not playing 1 on 1. Whenyou are making a Higure, the Still Wind deck, you must rely on one synergy. That doesn’t mean that you can’t have sub themes. But be careful not to diffuse your main synergy. Sub strategies can in best case work isolated, but also as support for your primary strategy. This will take time to learn.

This are the staples for Higure, the Still Wind, which you must have

For each color, there are some magiccards, that are so robust, that all Commander decks should have these cards – despite which commander you are having. Normally green has land ramp, blue has counterspells, draw or mass bounce. Red has some essential combo cards and black got tutors. Finally white has board wipe and tokens. This was only to mention a fewcards. You will also need some critical artifacts, like Mana vault. If you consistently pick those cards – all your decks will be the same and get pretty uninteresting. So unless you’re playing only for winning – you should blend it up now and then and try other cards. When looking for new cards you should obviously focus on CMC. Your manavurce I EDH, isn’t so important as in type1 or vintage, but you got to possess early control or protection. If we don’t consider synergy to your commander, you should analyse on two parametres, when picking cards. 1. The uppermost outcome and 2. the undermost effect.

1. Some cards has high potential, e.g. bury every permanents and withdraw a card for each creature that where removed this way. Other cards like a direct damage got a natural low upper level effect.

2. Then we also got the lowest effect. A boardwipe has a minimum effect of zero – thus there might not be any creatures on the board when the spell is being played. Other cards e.g. direct damage are more secure to cast and works directly, which increases the minimum effect. Go for a card, that performs both directions if you can. It is super plan to have a diverce mix of cards with the two assets, but even better to find cards, that works in both ways in some level.

How focused should you go for a combo win con

It is fun to win. But the feeling will be filled with acrimony, if your enemies disrespect your win style. Some combo wins are more attractive than others. Here are some recommandations about which combokills to avoid:

• Avoid using 2 cards infinite combos, that results in instantly win.

• Stop casting mass mana destruction – unless you’re able to win within 3-4 turns.

• Avoid over do on the same supercombo – it is boring

• Do not use a lot of tutorcards to search for the same combo pieces game after game

• Avoid using repeatable draw, card search and board control that results a long and slowly death to your opponents.

No players like to wait for long turns. Nevertheless you have tomust choose how ambitious you want to play. There’s a small difference between fun and competitive magic. Private playgroups are often more less competitive. Public play clubs are in semi competitive. Thirdly the elite events, organized by companies or magic webshops, are the most competitive, where the casual element is non excisting.

Best mana acceleration cards for Higure, the Still Wind

Land ramp is important when playing tempo and also when preperating for late game cards. If you don’t get a ramp card within the first 4 turns, you will lose terrain to your competants – specially if you are not the starting player. You should mix ramp cards in the spectrum from CMC 2 to CMC-four. The best ramp cards can search for any land cards and put them in to play tapped or untapped. This will bend the mana curve and let you play bigger bombs earlier. Lands put directly into the battlefield is more secure methop to ramping, instead of using artifact rocks or similar mana utilities – thus that lands are more difficult to exile. When you are playing green it is easy to find great ramp cards. If you are not playing green, you need to look for non green sources.

Which MTG cards does the top magic players recommends

When you study the decks from world cup you can see that commander is not a used playing format in the 24 World tour. But here on the website we have summed up some of greatest magic cards within a long cost range. You maybe don’t wanna focus exclusively on the best cards, but more on the playful cards, alternative suggestions, weird alternatives, and endorsements from the best players in the world.

Do you wanna play competitive low budget or for fun

Winning a any cost is a pricy thing. Casual can be a little too casual and you maybe wanna boost your wins. A low cost deck is attractive, but it can become too cheap and you miss great cards in the medium-range and top-range. You need to get a balance that suits your wish and budget range.

Try these alternative magic cards to Higure, the Still Wind

MTG is a great card game – particularly when playing Singleton. Even though you got the optimal general for your EDH deck. You maybe want to swich it once in a while to enhance your playing experience.