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What makes a for a good game, well played session of EDH? Every player is different but some things are universal. This week we set our definitive list for things that make a for a fun time with your group. We then advise you on what your deck is missing and why you should warn people when you're going to win. We examine two different ramp effect cards you probably don't see a lot. The episode closes with Alex telling Mike about where cards go when the controller dies but the owner is still around.
Buy Cards at TCGplayer and support us here http://bit.ly/edh_social
Sit down and enjoy a conversation with two people who love Commander as much as you do. Like to win, love to play.
By Mike Almond and Alex Lapp4.5
1515 ratings
What makes a for a good game, well played session of EDH? Every player is different but some things are universal. This week we set our definitive list for things that make a for a fun time with your group. We then advise you on what your deck is missing and why you should warn people when you're going to win. We examine two different ramp effect cards you probably don't see a lot. The episode closes with Alex telling Mike about where cards go when the controller dies but the owner is still around.
Buy Cards at TCGplayer and support us here http://bit.ly/edh_social
Sit down and enjoy a conversation with two people who love Commander as much as you do. Like to win, love to play.

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