Lowry Muses

Four Bad Cards Commander Players Keep Playing

Lowry takes a look at some common trap cards Commander players find themselves running, and why they should reconsider.

What the Heck Does Power Level Even Mean?

Lowry wants to know what is Power Level? Do you know? Ask your friends. Do they know? Does anyone know? Find out inside!

What Would Sideboarding in Commander Look Like?

Of course you can’t sideboard in Commander, but, what if you could? Lowry is here with an idea.

Examining Gruff Triplets in Commander

Lowry looks at an exciting new roleplayer in the realm of big, swingy green creatures.

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Is Power Creep a Bad Thing for Commander?

How is power creep impacting Commander? Does it matter? Or can an increasing power level in Commander actually be a good thing?

The Plight of Going 4th in Commander

Lowry looks at the challenges faced by the player who is designated last in the pecking order.

Three Wilds of Eldraine Cards I’m Excited for in Commander

There are tons of new cards to consider from Wilds of Eldraine, but Lowry rounded up the newcomers they’re most excited about.

The Power 9 of Commander

Lowry looks at the nine hallmark cards of the format, which make up the core identity of what we’re all doing.

The Problem with Midrange in Commander

Lowry looks at the challenges faced by traditional midrange strategies in Commander.

Building a Pod Part 2: Choosing an Archetype

Lowry digs deeper into what makes a good Birthing Pod deck in Commander; potential archetypes, play patterns, and how to close out a game.

Building a Pod Part 1: Choosing a Commander

Lowry looks at the classic deck building challenge of building around Birthing Pod.