Hey guys and gals,
I thought I'd start today’s article with a quick introduction; my name is Zack and I started playing Magic back in 1995 when I was 8 years old. My buddy taught me how to play(ish) and I immediately adored the game, the art and just the plain awesomeness. I know I know, isn’t that everyone’s story? Well, then Weatherlight and Tempest came around and the 'lore' changed, as did my interest in where the game was going. While I think 'real' Magic concluded with Visions, I absolutely love the Swedish Old School card pool and B/R. I decided to combine this passion with my deck-building hobby and write about a deck I hadn’t really read about or seen in the Old School community. Alrighty, now that we’re done with the boring introduction, let’s dive right into why we’re really here, shall we? I hope you all enjoy today’s tech about a deck I have dubbed Urza’s Command.
|Let’s start with the key cards.|
There are two things I tend to associate with Word of Command: 1) Command is amazing, and 2) Command is amongst the hardest cards to play in Magic; but it doesn’t have to be. Or at the very least, you can help minimize this. How? By attaining the advantage via Command and Glasses of Urza. There are actually numerous ways to do so, and I’m sure that there are several I haven’t even considered. Only lands and creatures in their hand? You don’t need to burn your Command on a (second) land that can’t be played; instead, why not drop a creature into The Abyss? The reality is, you can play anything that’s not an Instant to your advantage. Some great examples are Chain Lightning, Control Magic and their second Concordant Crossroads; notice how each example has its own card-type.
The deck has some 4-ofs where you only want 1 in play, and several 1-ofs that you probably only want in certain situations. And no, this isn’t Vintage. It’s actually, [partly] why Greed can be so great in the deck. It, along with Jayemdae Tome, help ensure you always have cards in your hand, and it doesn’t tax your mana when you use it. Not only can both Tome and Geed provide you with some card advantage, but the latter also combines pretty decently with Mirror Universe.
|The original Necropotence.|
Why no Blue? Ancestral and Time Walk are ridiculously good, but are they worth changing the mana base? The short answer is, well, probably. As such, this is almost assuredly not the strongest 75 that the deck can use. It's just a blueprint to get you thinking. So why did I choose not to? Well the thing is, Blood Moon is a serious card, as is general land destruction. Also, I decided not to tread the counterspell path because we want to leave mana open to play Command; trying to leave both UU and/or BB open during your opponent’s turn can be a hard thing to do. Lastly, on a personal note, I mainly enjoy playing with only two colours when I build a deck. I had considered every Bx variation available, but decided that I wanted to try a colour combination that is a bit less commonly played.
|Here it is.|