Group hug commanders
While Magic: The Gathering is a game that is often played one-on-one, group hug commanders, 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 group hug commanders 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.
Group hug decks are found around the fringes of Commander, 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 in 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! Jace Beleren, or "Party Jace", as he's sometimes known as, is a group hug classic. Drawing extra cards for the table is a staple of the group hug archetype, and the original Jace is here to help make sure that everyone's hand remains well-stocked. 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.
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.
Fog effects normally come in at a cost of two mana, but this is a repeatable effect that can lock an opponent out of dealing combat damage for the entirety of the game. This not only allows you to easily draw many additional cards, group hug commanders, but it encourages opponents to make all-out attacks at each other in the name of card draw.
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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.
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.
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Jace Beleren, or "Party Jace", as he's sometimes known as, is a group hug classic. This trigger is great for political negotiations as you're capable of filling any opponent's hand with three new cards. A Group Hug deck is a deck that focuses on lifting the entire table up. You'll need to be prepared to finish them off if they get too big for their boots, but why not ride with them while the going is good? There's no downside to this built into Kwain; no catch, gotcha, scam or ruse. Games very quickly fall apart after that, as you can imagine, and it ends up as glorious, wild and often very short-lived carnage. Karona, False God is a unique Group Hug commander option, serving as a general for a Group Hug deck that aims to utilize creature type synergies of your choice. In other words, if your opponents want to make the most of their Salamanders, they will have to use them to attack each other. In truth, there are three main kinds of Group Hug deck. They won't want to kill it because it's drawing them cards, and they'll have a tricky time attacking past such high toughness! Kingmaking is when you pick a player and do everything in your power to help them win.
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.
Kwain, Itinerant Meddler by Lucas Graciano. 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. Drawing extra cards for the table is a staple of the group hug archetype, and the original Jace is here to help make sure that everyone's hand remains well-stocked. A Group Hug deck is a deck that focuses on lifting the entire table up. We also recommend looking out for players with access to sacrifice outlets, as they would be able to sacrifice Karona when they gain control of it on their turn. Thanks to the flying keyword, this is a lot easier than it might first sound. Well… no. As these abilities can be activated several times, a player can effectively use Phelddagrif to convert their mana into benefits for their opponents. What's the point in joining a game just to make it end earlier? Ideally, Braids decks are constructed with this in mind, containing a plethora of high-value cards so that you benefit from this effect more than your opponents. You'll need to be prepared to finish them off if they get too big for their boots, but why not ride with them while the going is good? However, it should be noted that at the beginning of each player's turn, that player gains control of Karona, meaning they can make use of her effects as well. Jace Beleren, or "Party Jace", as he's sometimes known as, is a group hug classic. And the commander that pulls the whole archetype together is, of course, Kynaios and Tiro of Meletis. If you can sneak through a powerful spell by getting the player with all the counterspells on board, you're Group Hugging correctly.
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