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Deckbuilding Ratios: A guide to Commander Deckbuilding Commander EDH The Game

In my humble opinion, Commander as a format is one of the most personalized ways to play a card game that exists today. Almost every single card in Magic‘s history at your disposal and you picked this deck to play. We’re being more proactive with a list of reasons why I believe monocolored decks to not only be fun and underappreciated, but also why it might be your next deck building challenge. Commander is the format to let your skills and desires as a deckbuilder shine. The purpose of the format is to do cool and flashy things instead of always doing the most powerful or correct thing, and that subjectivity to deckbuilding is what makes the format. These tips are equally as subjective; you might find they don’t mesh well with how you play Commander, and that’s fine.

Lands

An enchantress deck built around Sythis, Harvest’s Hand and enchantment creatures is much happier playing enchantment-based removal like Oblivion Ring. Likewise, Bone Splinters probably isn’t worth running unless you’re an aristocrats deck that benefits from sacrificing a creature. The higher your deck’s average cmc and the more turns required to win the game, the more lands you’ll want to run. A super low cmc deck that wants to win on turns 1-4 will want to run as few lands as they can get away with since they’re only interested in making their first 2-4 land drops and no more.

What Should Be Included in a Commander Deck?

She is a well-known artifact commander who can combo with just about anything. Generally, I find commanders like this boring as they become good stuff decks, filled with a heap of powerful cards, and lacking a theme. But we can take these open-ended behemoths and turn them into a powerful value engine for more niche decks. I don’t think Vehicles will be niche after this set, but you get the point.

Card Game Base

It’s worth noting that you can have other legendary creatures in your main deck too if you want, as long as they’re in the right colours. Once you’ve got your theme, you need to flush out the deck itself. As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Lands that generate more than one colour of mana or that have special abilities are always a great shout. The first thing you should do when making any Commander deck is to, well, pick a commander. It can even occasionally be a planeswalker, but only very specific ones, so it’s usually best to just stick to creatures.

It could be making a treasure, dealing damage, making a token, drawing a card. Let’s try to strap as many little extra effects on our spells as we can. Color identity refers to colored pips that appear anywhere on the card. For example, Tasigur, the Golden Fang has black in his casting cost and an activated ability that requires blue and green. Your Tasguir deck can have cards that contain black, blue, green, and any combination of those three.

Our Muldrotha, the Gravetide deck’s core engine cards cost an average of five mana. Our deck wants to cast them as quickly as possible so we can start advancing our game plan. The purpose of ramp is to let you cast your important spells a turn earlier than normal. A Rampant Growth cast on turn 2 or 3 means we can cast The Gitrog Monster on turn 4 instead of 5, assuming we hit our first 4 land drops (don’t skimp on lands!). That doesn’t sound like a big difference at first glance, but getting your engine online a turn faster can often have an enormous snowball effect in Commander. A good goal for our Muldrotha deck is to consistently cast a ramp spell in the first 3 turns of each game.

Finally – Jazz Up Your First Commander Deck

Value-based commanders are usually sources of card advantage in and of themselves. When your commander is capable of drawing cards for you, this limits the need to include multiple sources of card advantage in your deck. First, we have what players refer to as “mana dorks.” These are one-mana creatures that can tap for one mana. Some of the more well-known ones are [c]Birds of Paradise[/c], [c]Deathrite Shaman[/c], and [c]Arbor Elf[/c]. What’s so great about them is that they can be played on turn one, so you can start ramping up towards your win condition as soon as the game starts.

This is its weird, mono-blue cousin that less than 100 people have bothered to build according to EDHREC. Frankly, I think board wipes aren’t good in Commander from a player’s perspective. They’re very good at stopping you from losing the game, but terrible at ending it. I’d rather die in a game that takes an hour and a half and shuffle up for another round rather than sit through a four-hour slugfest where every player casts Wrath of God as soon as somebody gets ahead.

With this, you should be able to easily build any deck you want. As long as you abide by this deck-building template, then mtg card I am sure you will have your deck do what you want every time. These are cards that don’t necessarily progress your board state but win you the game.

When you open yourself up to more colors, you also open yourself up to more options. But that’s a double-edged sword in Magic‘s massive card pool, especially for new players. This is a tip a friend gave as I started to get into Commander. I mostly play Draft, and a lot of those concepts don’t translate well to Commander.

We’re talking about [c]Wrath of God[/c], [c]Merciless Eviction[/c], [c]Cyclonic Rift[/c], and other such cards. Oftentimes, there will be dozens of creatures, artifacts, and enchantments on the battlefield. If you want to talk numbers, I’d say 8-10 pieces of mana ramp is a good number to aim for, but that’s very arbitrary. Just remember that the more expensive your cards are (mana-wise), the more mana ramp you’ll need. If you really enjoy particular abilities like vigilance or hexproof, then why not build a deck around a combination of them?

Sure, winning isn’t everything, but swinging into the opposing player with an army of 40/40 snake tokens never gets dull. Of course, you could always just try searching for certain keywords that fit your idea on a site like Scryfall, too. Even if you already know how to play Commander, you might be new and unsure as to how to make your own mark on the format. Here’s what you need to know to build your own Commander deck.

Now you can use either card to make your abilities trigger an extra time, adding a layer of resiliency and consistency to your deck that wouldn’t be there if you just relied on Elesh Norn. The first is to have other win conditions in the deck and use your commander as an enhancement. For the Veyran example, Veyran complements cards like Archmage Emeritus and Niv-Mizzet, Parun, making them incredibly strong. But these pieces are already strong on their own; Veyran is a piece of a greater whole. The most important thing to consider before brewing your deck is the intended power level you want your build to be.