Illustrated by Jesper Ejsing The Spelltable Commander game is going as expected. There's squirrels, gods of all kinds, lowly soldiers, Olympian titans from beyond the stars, dragons, demons and Angels galore. Treasures are being made in abundance, a win is coming soon. You can feel it in your bones. Then an opponent plays the Secret Lair Sun Titan. And then you decide to play your Game Day Promo Sun Titan. You realize: Sun Titan's still got it! Who cares how the rest of the game goes? Years ago, if you had told me I would be a huge believer in Sun Titan, played in Commander, in the year of our Lord Richard Garfield 2026, I think 17-18 year old me would look at you incredibly confused. I was new to Commander and was quickly being indoctrinated with Simic cards, and paying 6 mana on Sun Titan vs literally any big green creature (likely at instant speed via Yeva Nature's Herald and eventually Prophet of Kruphix). What was I doing bringing something small back? That...
I’ve been playing Commander since 2012, and have played every color combination imaginable. I’ve been in the trenches with mono-colors before more modern designs shored up their weaknesses (and gotten color pie breaks that would make a player from the 90s swoon) and played quite a few 5-color legends that bored me to death. Rest in piss, Golos. One of the more interesting challenges to me is building a deck at the appropriate color combination necessary for the deck building goals, while not compromising on the amount of colors, adding too many, or imposing limitations to bring more fulfillment in the game play novelty. But what I’m aiming to talk about today is: how many colors do you need to run in a commander deck? My name is Cole, aka TheBloodricGuy (aka, Johnny Mardu, the radioshow host that I sometimes play over on the Hero’s Blade Vibe Check podcast with my friend, Empress Quinn). I’m a Commander player who champions hoop jumping and niche strategies, and getting yo...