But then at end of turn turns any you didn't play into direct damage
The artifact decks were often the best at this, because they brought out their mana so fast that they could shrug off losing two lands while they crippled their opponent's development, and decks with green mana creatures like Birds of Paradise often used the same plan
Dismantling Blow Dismantling Blow is a pet card of mine, and one that I always love to force into my Commander decks, Cubes, or whatever other casual projects I work on
A balanced Commander deck runs 1 commander, 36-38 lands, 10-12 ramp, 8-10 card draw, 8-10 removal, 7-10 win conditions, and 15-20 synergy or theme cards across the 99
This article will be the first in a series that will most likely take us a few months to complete