Group hug commanders
Group hug decks are found around the fringes of Commander, group hug commanders, taking a very unusual approach to playing the game. They're filled with cards that benefit the entire table, usually in the form of drawing everyone cards, gaining everyone life or generating everyone extra mana. Winning isn't a priority for these decks - generally, they're here to accelerate games and get to the "good part", where everyone has 15 lands group hug commanders play and 15 cards in hand - and that's when the real mayhem begins. Let's have a look at some of the best group hug cards in the business!
While Magic: The Gathering is a game that is often played one-on-one, the largely popular Commander format is designed to be played with additional players, with many made-for-Commander cards being designed around four-player games. For this reason, Commander is home to a unique deck archetype that can't be found in any other format: Group Hug. Group Hug decks look to garner favor with other players by offering them helpful effects and bribes, incentivizing your opponents to attack each other. It's common for a Group Hug deck to include cards that can help reverse a board state such a Reins of Power, potentially allowing a game to be swung in your favor once one or more players have been eliminated from a game. Group Hug Commanders come in a variety of forms, offering a wide array of abilities that you can utilize.
Group hug commanders
In Magic the Gathering's Commander format, fun is meant to be put before winning. If everybody gets some time in the spotlight, with their deck popping off and being a threat, it's generally considered a good game regardless of who wins. They just want to help everybody have a good time, right? Well… no. Not exactly. Here is everything you need to know about Group Hug. A Group Hug deck is a deck that focuses on lifting the entire table up. With a good Group Hug deck, everybody gets to be scary in a game at least once, and Magic designers achieve that with goal in two key ways:. He can be tapped to let every player draw a card, and those who do also gain one life. There's no downside to this built into Kwain; no catch, gotcha, scam or ruse. It's just good, wholesome card draw. But why would you make a deck that helps other people win? Kwain doesn't win on his own, and neither do other popular Group Hug Commanders like the Phelddagrif.
Winning isn't a priority for these decks - generally, they're here to accelerate games and get to the "good part", where everyone has 15 lands in play and 15 cards in hand - and that's when the real mayhem begins. What's really funny about her ability is that, as a mana ability, it can't be responded to - so once you activate her, your opponents will draw group hug commanders card and they will like it. On turn three, group hug commanders.
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Magic is a challenging game. This requires some finesse and politics, especially in multiplayer formats like Commander. You need to build alliances, attack at the right moment, and scheme a little bit. You can use this power for many things, like extending the game as long as possible by supporting whoever is getting hurt the most or scheming behind the curtains and controlling the board for a sneaky wincon. Of course, you can also make sure nobody wins the game. What is it, the history, the best cards, and more! Folio of Fancies Illustration by Colin Boyer. A group hug card is basically one that benefits all players. Take Kynaios and Tiro of Meletis as an example.
Group hug commanders
With cards that provide benefits to all players, not just yourself, group hug decks try to help all players in the match until they put themselves in a position to win the game. Some of the best group hug cards provide card advantage to your opponents while giving you a bigger boost. This incremental increase of value over your opponents helps everyone feel good, but you slowly take the lead in a game. Some of the best group hug cards are those with asymmetrical benefits for you and your opponents. Rootweaver Druid is one of those cards, letting players search for up to three extra basic lands when it comes into play, under the condition that one of them has to go to you. While you have to wait until your next turn to put those extra lands to good use, Rootweaver Druid is a fun way to help all players. Not every card in your group hug deck needs to provide huge game-changing effects, sometimes they can be a little more personal. Secret Rendezvous can help you negotiate with your opponents to see who wants to draw a few extra cards in exchange for political favors or other benefits over your other opponents.
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If everybody gets some time in the spotlight, with their deck popping off and being a threat, it's generally considered a good game regardless of who wins. Whenever a creature deals combat damage to one of your opponents, the controller of that creature draws a card. Now you've got an Animal Farm-type situation where some people are more equal than others. Join forces is a truly silly mechanic, and Collective Voyage is, in my mind, the silliest of all the five cards bearing it. This legend has three activated abilities, each usable at the cost of one white, one blue, or one green mana respectively, that can provide this creature with different keywords and benefits while also giving opponents helpful effects. If you're the one being Kingmade it's up to you to ask them to stop for the sake of the table. Here is everything you need to know about Group Hug. Usually, planeswalkers don't survive very long at the Commander table, but Jace Beleren is one of those 'walkers that people are pretty happy to have around the place, especially as his ultimate just… isn't very threatening in a game of EDH. These five abilities offer Kenrith a significant degree of flexibility. For more concrete win conditions, one of the main ones is Approach of the Second Sun. Don't kingmake. This combos nicely with Xyris' combat trigger. This trigger provides you with a good bit of hand and deck information on its own, but it gets better. Tidal Barracuda is a great example of this kind of card: everyone will enjoy having a free Leyline of Anticipation in play, but the compromise they have to accept is that they can't mess up your plans. But why would you make a deck that helps other people win?
A group hug deck is designed to help out every player at the table in some way and is often not even built with the idea of winning in mind.
Kwain, Itinerant Meddler by Lucas Graciano. The original Jace isn't by any means the best, but he's certainly one of the most fun Jaces ever printed. However, while your opponents choose between an additional land in play or an additional card in their hand, you have access to both benefits. While this may seem like a detriment to yourself, cards like Reins of Power and Reverse the Sands can allow you to leverage these gifts against your opponents. Whenever a creature deals combat damage to one of your opponents, the controller of that creature draws a card. Group Hug decks look to garner favor with other players by offering them helpful effects and bribes, incentivizing your opponents to attack each other. It might be painful to blow up a Howling Mine when you need cards, but it might be worth considering if someone else already has too much card advantage. Group Hug Commanders come in a variety of forms, offering a wide array of abilities that you can utilize. As you may well know, Commander games are often home to a lot of card draw outside of your regular draw step. As these abilities can be activated several times, a player can effectively use Phelddagrif to convert their mana into benefits for their opponents. By tapping Selvala to activate the ability, you force each player to reveal the top card of their library. If you don't want to do that, lean into the political aspect of Group Hug. Beyond that, there's also the occasional Standard print card that just happens to have the proper rules text to be effective against multiple players. This card allows you to play all the best group hug cards across all the colors in which they generally exist funnily enough, there aren't all that many group hug cards in black, the slice of the color pie famous for getting ahead generally at the expense of others.
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