The best part of EDH is the freedom. The fact that you face some pretty strict rules on deckbuilding – the colour identity, card count, singleton nature – all serve to give you more options in your deckbuilding process. Within these three rules, and with the addition of the legendary creature requirement, there is no wrong way to build your deck.

Play whatever colours you want. Play whatever style you want. The choices are nigh limitless. Any choice you make is the right one.

But some choices are . . . more right than others.

Like the choice to play blue/green.

Now, hear me out. I love monoblack as much as the next maniacal evil-doer, and I love RUG (I refuse to learn the Khan clan-names) just as much. But blue/green is, and almost always has been, the best choice for your colours in EDH. Let me tell you why.

Shove ‘Em

There are two fundamental things that win games in any format, two general areas of the game where rounds and pods are won or lost. The first of these is the battlefield—usually creatures. Turning cards sideways for damage is the most basic way of pulling ahead of your opponents and winning games. Yes, there are combo decks and burn decks and mill decks and even discard decks that eschew this basic aspect of the game, but for the most part it is creatures in play that drive the game forward, and kill people.

In terms of this, green is the best colour.

It not only has the best creatures (just look at the banned list for EDH, and you will see more creatures in green than in any other colour; even colourless, and that includes Emrakul, the Aeons Torn), but it also has the best ways to get creatures – bigger creatures, more creatures, better creatures – into play. Green can tutor for lands and creatures, and green puts creatures into play on the cheap. An argument can be made for black being better at cheating bodies into play, but overall you’ll find better options in green than in any other colour.

Blue is no slouch either. Blue has its share of game-shattering fatties. It is not as good at cheating them out, but with green’s support in finding lands this becomes less of a liability. Your Stormtide Leviathans and Trench Gorgers come out ahead of the curve just as easily with green fetching lands for you. Blue can hit just as hard as green, but blue can also be sneaky with how it hits you. Blue gets evasive creatures like nobody’s business: creatures that fly, creatures that are unblockable, it even follows green for creatures that trample. Islandwalk is a real thing, and it wins games. Archetype of Imagination is a monstrous card, and I have seen people scoop as soon as it hits the table.

Cards = Winning

Creatures in the red zone are important, but the second area where games are won and lost is the cards in your hand. Cards in hand are resources, and they are one of the most important things you can have. If you have one more card than each of your opponents, you are miles ahead of them in at least one arena. That extra card in your hand could be anything; until you cast it, opponents must assume it is the one thing that will stop them in their tracks.

Blue is far and away the best colour for getting cards into your hand, so much so that Divination – a three-mana sorcery that DRAWS YOU TWO CARDS is a common. A COMMON. And it would be ridiculous to make Divination an uncommon, unless it was in another colour. Blue mages expect their spells to impact the game, and net them some cards in hand. If they don’t, those spells had better be very, very good.

While black is probably second-best at card draw with things like Phyrexian Arena and Necropotence, green is no slouch in this area. Lifeblood Hydra, Harmonize, and Garruk’s Packleader are just a few examples here, and two of these three line up nicely with green’s other strength, creatures. And these are just the first three I thought of; there are tons more options to draw cards in green.

But where blue and green really shine in EDH is when the two combine. Nowhere is this more evident than in the list of Simic generals:

[Generals] (0)

Edric, Spymaster of Trest (0)

Experiment Kraj (0)

Kruphix, God of Horizons (0)

Momir Vig, Simic Visionary (0)

Prime Speaker Zegana (0)

Vorel of the Hull Clade (0)

[/Generals] (0)

I have built and played every one of these generals, several times each, and each one is amazing. Let’s start with Edric, a card-drawing political machine. Fill your deck with tiny evasive creatures and slowly bleed your opponents to death, all while digging for the answers to the threats they turn on you. Edric is banned as a general in duel commander for a very good reason. He overwhelms tables with pure advantage.

Experiment Kraj is arguably the weakest option here, and that is saying a lot. The ability to copy multiple activated effects can be backbreaking if you build your deck around it.

Kruphix is ridiculous. I’ve popped Hydra Broodmaster for twenty-seven 27/27 hydras with this guy, and I’ve also won with Helix Pinnacle in this deck. Storing mana is no joke, even if it is colourless.

Momir Vig is card- and board-advantage all in one. This was one of my favourite decks ever, and I regularly spent just three mana to put six cards in play by stacking the triggers correctly. It is a slow deck to play, though, because of all the tutoring, so it was retired.

Prime Speaker Zegana is a deck that I am currently running, and it is probably my favourite in my current stable. Even if you don’t plan for it, Zegana tends to come down hard and draw you a ton of cards. Couple her with a few Maro creatures – Multani, Maro Sorceror, for example – because they can pretty much win you the game. Be sure to pack lots of ways to remove your maximum hand size and a Laboratory Maniac to keep yourself safe.

Vorel of the Hull Clade is a counter-producing phenom, which opens up tons of less-played cards. A friend of mine abused the hell out of Snake Basket in his Vorel deck, but the options are endless. If you can put a counter on it, chances are you want to have a LOT of counters on it, and that’s what this guy does.

The things you can do in blue/green give the colour combination an almost unfair advantage over other decks. Add in green’s creature-based removal and blue’s countermagic abilities, and I am a little bit surprised when I see someone sit down to a table without these colours.