Leading Mannichi, the Fevered Dream deck

Which strategy should you pick for Mannichi, the Fevered Dream

Before you build your deck, you must learn. Study the meta clock and you will get a skillful step ahead. Do you like control, combo out or do you wanna to rush the game with a high tempo creature push, which will cause your enemy to give up Readjust your game out and place your tactics in the middle. The sweet spot between control decks and combo-decks are the winner of EDH commander. That said there are also other strong strategies in other directions, like adaptability which is very essential when you are not playing one-on-one. Whenyou are building a Mannichi, the Fevered Dream deck, you must depend on one synergy. It doesn’t mean that you can’t have sub synergies. But beware not to pollute your primary 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 Mannichi, the Fevered Dream, that are essentials

For all color, there are some cards, which are so potent, that all Commanderdecks should have them – despite which commander you are using. Typically green has mana ramp, blue has counters, card draw or bounce. Red has some essential combo cards and black got tutors. Finally white has board wipes and tokens. This was only to mention a few of them. You will also need some critical artifacts, like Skull clamp. If you consistently choose those cards – all your decks will look the same and get a little uninteresting. So unless you’re playing only for winning – you should stir it up every now and then and experiment with new cards. When dealing with new cards you should off course concentrate on CMC. Your mana curve I EDH, is not important as in modern or legacy, but you have to possess early control or defence. If we don’t focus on synergy to your commander, you should focus on two parameters, when chosing cards. 1. The maximum outcome and 2. the undermost effect.

1. Specific cards got big potential effect, for example bury every permanents and withdraw a card for each creature that where removed this way. Other cards like a counter spell got a natural little upper level effect.

2. Then there’s also the lowest effect. A board clearence has a minimum effect of nothing – thus there might not be any creatures on the table when the spell is being cast. Other cards e.g. spot removal are more secure to cast and takes effect instantly, which raises the minimum effect. Aim for a card, that performs both directions if you can. It’s great strategy to have a diverce blend of cards with both advantages, and even better to have cards, that works in both ways in some level.

How much should you build for a combo-win

Winning is fun. But the winning feeling can be replaced with sourness, if your competitors don’t like your win condition. Some combokills are more symphatic than others. Here are some tips about which combokills to avoid:

• Stop using 2 card infinite combos, that results in instant win.

• Stop casting mass mana removal – without being able to kill within a couple of turns.

• Avoid funnelize 1 supercombo – it’s tiresome

• Do not use a lot of tutor cards to search for the same combo pieces over and over again

• Avoid using mass draw, card search and control to cause a long and slow victory.

No one appreciate to wait for long turns. On the other hand you have tomust decide how aggressive you wanna play. There is a fine line between casual and competitive magic. Individual magic groups are usually more less competitive. Arranged magic groups are in more competitive. Thirdly the elite contests, arranged by retailers or magic shops, are the most competitive, where the fun level is non excisting.

Greatest mana ramp cards for Mannichi, the Fevered Dream

Ramp is important for playing tempo as well as preperating for late game cards. If you don’t draw a mana acceleration card within the first four rounds, you are losing strength to your enemies – especially if you are not starting. You shall spread ramp cards ranging from cmc 2 to cmc 4. The best mana acceleration cards will fetch for all land cards and get them in to play tapped or untapped. This will break the mana-curve and let you cast big bombs sooner. Lands put directly into the battlefield is more secure way of ramping, instead of using artifact rocks or other mana utilities – thus that lands are harder to destroy. If you are using green it’s easy to get great ramp cards. If you aren’t playing green, you need to look at alternative mana ramp.

Which magic cards does the best players suggests

If you look at the decks from pro tour you can see that commander is not the used format in the pro tour. But here we have collected all the most winning cards within a broad money span. Maybe you don’t wanna focus only on the top cards, but also on the popular cards, alternative suggestions, bizarre alternatives, and endorsements from the best in the world.

Do you wanna play competitive low budget or casual

Winning a any cost is an expensive affair. Casual can be a little too casual and you maybe wanna increase your wins. A cheap deck is nice, but it can become way too cheap and you will miss out on good cards in the medium-range and top-range. You need to get a level that is suitable to your need and budget.

Other alternative commander cards to Mannichi, the Fevered Dream

MTG is a funny card game – particularly when playing Emperor. Even though you got the best suited general for your EDH-deck. You might want to amend it from time to time to increase your gaming experience.