Hello again! I have been a little detached from competitive Magic for the last few months. But getting vaccinated has afforded me more opportunities to play Commander with friends again, and I have been enjoying it tremendously!
My Commander Philosophy
To give you some context for the deck to come, let me explain how I generally approach the format. First of all, to set the scene, here are the parameters that apply to my playgroup: We usually have games with about four people. Deck strength definitely covers a pretty wide range, but the weakest are still a lot stronger than preconstructed decks, while the strongest are not nearly at the level of "competitive EDH" decks. Overall the discrepancy in power level is usually evened out through politics, so it's mostly your everyday Commander round.
I personally dislike two things in Commander. "Staples" that should be in every deck and cards that make me search and shuffle libraries. The first mostly expresses itself in me not playing

The second rule against search and shuffle means you usually won't find an optimized fetch-land mana base in my decks either, saving everyone a lot of time. Not running staples also leads to more slots to fill with cards you like, which I consider a net positive for all players in your group too. I'd rather build a 99-card deck than a 98-card deck and acquire a Sol Ring just because it's the best card. Additionally, my decks do not contain cards I would not like to play against myself. One example would be extra turn spells.
The Deck
This particular deck does actually contain one extra turn card, because it just fits the theme of the deck too well. It does not contain the two-card combo of
My decks are usually on the low end with regard to interaction, as I strongly prefer to focus on a theme rather than generic answers. In the example of today's Scorpion God deck that means most interaction is based on different types of counters, be it charge, −1/−1, or others. Before we go into too much more detail, let me give you the full list:
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The Mana Base
The mana base of this deck isn't anything special. Besides lands and artifacts just in there to enable me casting my spells, there's also some utility and fixing based on counters. The vivid lands as well as
The other mana sources are mostly ones you see in a lot of Commander decks such as
The deck has a whopping 50 mana sources in total. This high number is easily justified by

A Broad View of the Game Plan
If they aren't in here for mana, most cards support the theme. They place −1/−1-counters, proliferate, or interact with counters otherwise, such as
Fairly often you try to assemble a big mana-producing card, but as you basically have no way of protecting them, spreading counters can be of interest. The main mana engines are
Winning

If you manage to assemble enough pieces, you can actually kill people through big chunks of damage with
Sometimes you'll alternatively distribute some poison counters via the small number of creatures with infect before using

One last avenue of winning is
Tips and Tricks
The Scorpion God triggers off itself but can't put counters on itself. This means you usually want to give it a −1/−1-counter if there's nothing around you can just take down, because your opponents will kill it and being able to draw a card off that is neat. Its card draw ability also is not optional, so be careful not to deck yourself with

If you have any questions regarding my card choices or suggestions, please leave a comment.
See you next time,
Kristof
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
