![]() ![]() While lists can vary wildly (sometimes up to 30+ cards!), there are some staples you will see in every Blue Farm list you come across. Both commanders represent relevant amounts of card draw, pressure, and colors over other options in the command zone. With the ceiling of Kraum being 12 cards per turn cycle opposed to Tymna 's 3, the real workhorse of card advantage is undeniably supported by Kraum, but the two work well in tandem thanks to the pair of keywords on Kraum. Akin to other extremely powerful card advantage engines in the format, Kraum nets cards immediately and without any additional work other than putting him in play. Kraum on the other hand is far more expensive but a HUGE payoff. ![]() Tymna is cheap enough to reliably enable Fierce Guardianship and Deflecting Swat early on while maintaining a powerful effect in relevant colors. Tymna is gated at three max cards on your turn, which, while I ragged on a certain unnamed enchantment for that effect being subpar, it's dramatically better when it starts in your command zone and is a creature to attack and block with. Each has relevant text allowing the controller to draw cards in a meaningfully different way. Other than color spread, you get two commanders thanks to the extremely powerful Partner mechanic. The singleton nature of cEDH leads to frequently running out of good land options for three-color decks and having to play some below-rate lands, where for four colors the desired land count lines up near seamlessly with the playable lands. ![]() You also get good mana, supporting the full range of fetchlands and few extra duals over three-color decks, so the mana is only negligibly worse. As a result, your average card quality is going to be higher than less colorful decks. For starters, playing all the colors but green obviously allows the controller to play the best cards in the format, eschewing only a few cEDH staples in the consensus worst color to be playing. No Less Than The BestĪs we dive into the core cards that make up Blue Farm, it's important to understand why specifically Tymna the Weaver and Kraum, Ludevic's Opus are the best options to helm the deck often referred to as being "four-color good cards". When both commanders are on the battlefield for a couple turn cycles, you typically draw immense amounts of cards, which lets them recover from low mulligans or failed combo attempts. You even get a bit of insurance with the power of Tymna the Weaver and Kraum, Ludevic's Opus against low mulligans. No matter what, you need to be willing to mulligan, and keeping a hand that is ineffective based on pod compositions is one of the fastest ways to lose playing Blue Farm. Other times you want to keep a hand that is just mana and interaction and rely on your commanders to find you the payoff cards to win the game. Sometimes you need a quick kill and want to mulligan to fast mana and a tutor for Ad Nauseam. Mulliganing with Blue Farm is your most effective tool to start the game executing a plan with cards known to be effective in the matchup. None of this would be nearly as effective without deliberate and effective use of the London mulligan rule. This allows Blue Farm to cater its gameplan to the pod composition and fight their opponents on whatever axis is most likely to succeed. Blue Farm represents a deck that can play a grindy resource game but that also has hands that can win as early as turn 1. The Underworld Breach decks in Modern and Cephalid Breakfast decks in Legacy are two examples seeing play right now in 60-card formats. Typically referred to as "combo-control" decks, these decks are still dominant in other Magic formats today. The most powerful decks in Magic's history effectively blend potent combo with versatile, powerful cards to pivot between a resource-based gameplan and a combo kill. For the sake of consistency in this article and my own personal bias, we're going to use the list Brian Coval won the most recent Okotoberfest with. These differences usually speak to whether a) the author is looking to incorporate the card advantage from the commanders into the primary gameplan and play a more interactive game or b) they wish to use the card advantage as a secondary plan after failing to combo early. ![]()
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