What should be in a Commander deck?

What Should be in a Commander Deck?

Building a Commander deck can be a daunting task, especially for newcomers to the format. With the vast array of cards available, it’s difficult to know where to start. In this article, we’ll break down the essential components of a well-built Commander deck, giving you a solid foundation to build upon.

Card Quantity

The first aspect to consider is the card quantity. A Commander deck must contain exactly 100 cards, including the Commander. This can be challenging, as it requires you to carefully curate a list of cards that work together seamlessly.

Color Identity

Another crucial consideration is the color identity. The Commander’s color identity must be reflected in the cards you include in the deck. This means you can’t include cards from other colors that aren’t represented by your Commander. A single card outside of the Commander’s color identity can lead to instant disqualification.

Lands

Lands are a critical component of any Commander deck. They provide the necessary mana for your spells to resolve and can greatly impact the tempo of the game. The general rule of thumb is to aim for 36-38 lands, allowing you to maintain a strong pace while still leaving room for the Commander’s abilities and other cards.

Commander

The Commander is, of course, the focal point of the deck. Chosen for their abilities and playstyle, Commanders can greatly influence the strategy and direction of the game. When selecting a Commander, consider the following:

Power level: Aim for a Commander with an impact on the game.
Abilities: Choose a Commander with abilities that complement your playstyle.
Color requirements: Ensure the Commander’s color requirements align with the rest of your deck.

Mana Ramp

Mana ramp is essential in Commander, as it allows you to accelerate your mana production and play more powerful cards earlier in the game. A good mana ramp can consist of:

One-drops: Lands and creatures that enter the battlefield untapped.
Two-drops: Spells that produce two mana or more.
Other ramp spells: Cards like Cultivate, Skyshroud Claim, or other mana-accelerating effects.

Card Draw

Card draw is crucial in Commander, as it helps you find the cards you need to execute your plan. Aim for 10-12 card draw effects to ensure you’re always finding the right card.

Removal Spells

Removal spells can be game-changers, allowing you to clear the board of unwanted creatures and give you a clear path to victory. Five removal spells should be your minimum, with additional ones providing additional flexibility.

Board Wipes

Board wipes can be essential in Commander, as they allow you to reset the board and start fresh. Aim for five board wipes to ensure you’re always prepared to turn the tide of the game.

Gameplan

Finally, consider your overall gameplan. What does your Commander want to achieve? What role do you want to play in the game? Answering these questions will help you shape your deck’s strategy and make informed decisions about which cards to include.

Commander Deck Template

To help you get started, here’s a sample Commander deck template:

Category Quantity
Lands 36-38
Commander 1
Mana Ramp 10
Card Draw 10-12
Removal Spells 5
Board Wipes 5
Spells 20

By following this template, you’ll be well on your way to building a Commander deck that’s balanced and effective. Remember to adapt to your playstyle and the metagame, and don’t be afraid to experiment and evolve your deck over time.

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