Threat Assessment in Commander

In commander, threat assessment is essential for becoming a better player and making the game more enjoyable. There are many threats in a commander game that could be the difference between losing and winning. Understanding what they are and how to deal with them effectively will improve your commander games and win percentage!


How to Analyze Threat Potential in Commander

Every game of commander is going to be different so being keen on what combos or creatures that are important to gameplans is essential. Commanders have certain cards that synergize with them more than others.

For example, if an opponent plays a Seedborn Muse while Kinnan, Bonder Prodigy is their commander, be wary as these cards have lots of synergy and could slingshot that opponent ahead.

Another large part in knowing who to attack and target would be the mana and card advantage gained over the game. If there is an opponent who has an overwhelming mana advantage than the table, they have a higher chance of winning that game.

This is also true with card advantage. The person who has drawn the most cards have a better chance at winning since they can keep casting spells when others can’t. A good rule of thumb is: If you can’t decide on who to attack, attack the person who is most ahead.


What to Remove: A Threat or Player

After the game has gone on and the board has developed there may be three or four threats that are on the board at one time. Deciding on what to get rid of depends on a few things.

If an opponent has a large board but is at a very low life total the right option may be to just take them out of the game rather than waste a removal spell on their permanent. By going with this route, it saves a removal spell that you could use later for other troubling permanents.


Politics and Table Talk in Commander

Politicking in commander is a great way to get away from removing a threat without actually removing it. Convincing an opponent that you aren’t very strong and getting them to target another player allows you to breath and not have to worry. This also puts your opponent in a bind because they are now at the forefront to remove whatever is hurting their gameplan.


Removal Spells in Commander

Prioritizing spells that remove multiple permanents at one time are great to include in commander decks because of the multiple threats on the board. Here are some of my favorite spells to use in my decks to deal with multiple permanents.

Dismantling Wave

This sorcery can be played early for three mana destroying an artifact or enchantment each opponent controls. This card is great for snipping mana rocks and troublesome enchantments that may be a big part in an opponent’s strategy. This card can also be cycled to destroy all artifacts and enchantments. This extra upside makes this card one of my favorite spells to add to my white decks.

Amphin Mutineer

I love to add Amphin Mutineer to my blue commander decks. It does give an opponent a 4/3 body which is not great, but it does exile the creature. The encore ability is my favorite part about this card. When it dies encoring it from the graveyard takes out another three pesky creatures off your opponent’s boards. The value this card provides is incredible and is often overlooked.

Damn

Damn looks as if it is a one-for-one removal spell but is actually a board wipe in disguise. By paying its overload cost you can destroy all creatures on the battlefield. It offers flexibility to be a low-cost removal spell with the upside of being a board wipe.


Wrap Up

Now you have the knowledge on how to threat assess, when it is time to take out a player, and some cards that work well with dealing with multiple threats. Use these tips and tricks in your next commander game to win more and keep the game fun!


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