Goodstuff

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'Goodstuff' refers to a deck strategy that focuses on the sheer power of individual, standalone cards, rather than creating powerful synergies between cards. Goodstuff decks commonly include many of the most powerful cards available to each of their colors, but may lack an cohesive or unifying theme.

Goodstuff decks may appear in any color combination, though it is most common in decks with multiple colors.

Concepts

Goodstuff decks commonly make use of "staple" cards in the EDH format, cards that are widely considered the most powerful in their color, and which are popularly used in an extremely large number of Commander decks. This usually includes the most effective cards in specific categories such as ramp, removal, and card draw.

Importantly, the use of popular staples does not automatically classify a deck as 'goodstuff'. Goodstuff decks are characterized by the abundance of individually powerful cards and format staples.

Strengths and Weaknesses

Strengths

  • Goodstuff decks tend to be extremely consistent, as the cards used tend to be extremely flexible, often able to respond to a variety of gameplay scenarios.
  • Goodstuff cards tend to be among the best cards that can perform their specific role, and do not rely upon other cards to make them powerful, which can outpace opponents whose primary deck synergies have not come together properly.
  • Goodstuff decks tend to be Commander-Agnostic, and can make powerful moves within the game even without the assistance of or access to their commanders.

Weaknesses

  • Because goodstuff decks are rooted in common format staples, they have a tendency to become repetitive from game to game, which may not be appealing to players who enjoy high variance in games of Commander.
  • Goodstuff decks with standalone cards can be easily outpaced by other decks whose card synergies produce exponentially more powerful results.
  • Goodstuff decks can be set back by the removal or negation of their individual powerhouse cards, compared to other strategies (for instance, tribal or tokens decks), where the loss of any single card is unlikely to disrupt the deck very much.