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We Ignore Color Identity | Commander Clash S18 E11

MTGGoldfish Commander

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • The Peregrine Dynamo

    The Peregrine Dynamo

    A five-color supercharged ramp deck aiming to generate massive mana quickly to cast powerful spells and control the board.

  • Zevlor, Elturel Exile

    Zevlor, Elturel Exile

    A versatile multicolor deck focusing on disruption and control elements, leveraging access to all colors for flexible answers.

  • Dralnu, Lich Lord

    Dralnu, Lich Lord

    A spell-slinging deck emphasizing instants and sorceries, using graveyard recursion and control to outvalue opponents.

  • Lilah, Undefeated Slickshot

    Lilah, Undefeated Slickshot

    A multicolor spellcaster deck that uses split cards and exiling instants and sorceries for later free casting, aiming for explosive turns through efficient spell combos.

Gameplay Insights

  • 1

    The removal of color identity restrictions allowed players to build fully five-color decks that ramped aggressively and accessed powerful multicolor cards.

  • 2

    Using Lilah's ability to exile multicolor instants and sorceries created a valuable resource engine, enabling casting expensive spells for free on subsequent turns.

  • 3

    Mizzix's Orb was utilized to accelerate milling, which synergized with graveyard-focused strategies and pressured opponents' libraries.

  • 4

    Players focused on land-fetching and mana fixing early, prioritizing triomes and fetch lands to ensure stable access to all colors.

  • 5

    The game featured a mix of control, combo, and resource denial elements, with key moments revolving around establishing board presence and disrupting opponents’ plans.

Notable Cards

  • Ancient Cornucopia

    Ancient Cornucopia

  • Opposition Agent

    Opposition Agent

  • Arid Mesa

    Arid Mesa

  • Polluted Delta

    Polluted Delta

  • Farseek

    Farseek

Summary

In this Commander Clash game, players embraced a unique format where color identity restrictions were lifted, allowing for highly unconventional five-color decks. The game began with players ramping aggressively and setting up their multi-color mana bases using triomes and fetch lands. Early plays included various utility lands and mana rocks, such as Ancient Cornucopia and the use of Mizzix’s Mastery-like effects to ramp into powerful spells. One player leveraged the synergy of their commander, Lilah, Undefeated Slickshot, which exiled multicolor instants and sorceries to cast them for free later, building towards a combo-centric strategy. Another notable point was the deployment of Mizzix’s Orb to mill cards and fuel graveyard interactions, which added an additional layer of resource advantage and disruption.

Description

Looking for our deck lists or banlist? Check out our article for all that information:

www.mtggoldfish.com/articles/we-ignore-color-identity-commander-clash-s18-e11

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