Our MTG colors guide has more detail, but here's a rough idea of what each color is best at: White - protection, small creatures, life gain Blue - card draw, counter spells, hard-to-block creatures Red - fast creatures, direct damage, temporary power Black - removal, sacrifice, reanimation Green - ramp, big creatures, enabling other colors It's quite easy to figure out what colors you want to play, but figuring out how many colors is more of a challenge
They say it takes nothing to destroy, but it takes energy to create
I found you were best of using more stand alone powerful cards or cards with a very specific role in the deck
A: Historical data strongly supports it
While this list could just consist of super old cards with confusing wording, I do want to highlight the line between complicated and complex
Commander games just end too fast for this card these days, and I think Id rather be doing a lot of other things on turn 3 if I drew this card