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Netdecking is a common practice in both competitive and casual Magic alike. When thereâs a deck that consistently performs well in a format, itâs natural that others try it.
Commander is no different. EDHREC is a fantastic website for discovering the most popular cards used for specific commanders. But with a tool like that at oneâs disposal, I know that many Magic: the Gathering players ask the question, âWhat use is deckbuilding when the best cards are already determined?â
Allow me to tell you that even the most competitive lists have room to adjust. To salt and pepper to your own taste. That could mean adjusting the sideboard to match your local metagame. Or adjusting the ratios between copies of individual cards. But always feel free to take it further!
You could include surprises in the mainboard designed to tip the odds of your worst matchups. Or hate-cards against certain decks that you expect to see most often. The skyâs the limit! Once you get into it, deckbuilding is among the greatest delights Magic offers. The sheer number of possibilities is overwhelming.
Commander is a paradise for brewers.
Welcome to Retracing Commander
Hello, Planeswalkers! Throughout my time on this site, I will share my love for deck building with you. This series will focus on fundamental and advanced principles of deck building applied to the Commander format. Weâll start small to get the snowball rolling and pick up speed as we approach more complex topics. My hope is that by the end you will see how much impact a foundation in deckbuilding can have on your enjoyment of the game.
In the following posts, weâll begin to discuss winning decks of Magicâs history. From 1993 to present-day, and from Type 1 to Block Constructed. We will dissect each deck and adapt their strategies to our Commander brews.
But first, letâs talk about Commander decks.
âBut Isaac,â you say, âI know what a Commander deck is.â
This is true! You know a Commander deck contains 100 cards, some of which begin the game in the Command Zone. You are well aware that it contains a mix of lands and spells.
But for many players, this is as far as they go. Especially when taking a decklist off the internet. From theme decks to âgood stuffâ decks and even some tribal decks, Commander is a format dominated by piles of cards connected by a common theme. The deck might have a strategy, but if the player doesnât know it they wonât be able to secure their victory.
We can do better. But if we want to win a marathon, we need to learn to run.
Understanding Archetypes
In my experience with the format every Commander deck falls into one (or a combination) of the following five archetypes:
- Aggro
- Midrange
- Control
- Combo
- Value
To quickly summarise...
Aggro
Aggro decks win by sustained aggression. They are fast, persistent, and seek to end the game quickly. While they are often considered to be poor choices for commander games, they can be adapted with enough card draw and interaction to ensure their opponents cannot achieve their goals. In an aggro deck, you want repeating card draw, synergistic threats, cards to protect your board, and ways to secure the last few points of damage.
Midrange
Midrange decks focus on protecting themselves in the early game as they accelerate their mana production. Often they focus on powerful creatures and efficient interaction. Midrange decks want lots of mana production, a good amount of card draw to ensure a steady stream of options and dangerous threats that will threaten to generate a lead. For example, a swarm of 4/4 Dragon tokens with flying could push you ahead of your opponents if left unchecked. In this sense, a threat is any card that you need to answer quickly or risk falling too far behind. Perhaps even losing the game!
Control
Control decks focus on accruing small advantages over time, seeking to generate a lead above all their opponents. They protect themselves in the early game by reducing the options of their opponents. Board wipes, removal spells, counterspells, and card draw are all important, especially if you can use them more than once. A control deck wins when they have outlasted their opponents, exhausted them of resources, and can finish them off at their leisure. Because winning a war of attrition in multiplayer is hard, control decks often include elements of Combo strategies. This provides alternate ways to win the game as a backup plan.Â
Combo
Combo decks focus on assembling a specific engine or infinite combo that generates enough value to end the game on the spot. Combos that can go off at any moment. Piloting a combo deck takes as much skill as any of the other archetypes due to the necessity of surviving until you can cast it, and the difficulty of assembling two, three, or even more combo pieces from a deck of 99 cards. Thatâs without considering intervention by your opponents! To function well, a combo deck needs cards that search their library, ways to dig through their deck for tools they need, and brutal efficiency or a backup plan.
Value
Value decks, also known as âGood Stuff,â sit in the middle of all four. Value focuses on having a pool of cards with individual synergies. Filled with an eclectic mix of aggro threats, midrange ramp, control board wipes, and combo win conditions, they have great flexibility. While they can work well in most pods, they can fold if the right pieces donât come together. Donât get me wrong, a Value-focused deck can be fantastic! But itâs important to keep more in mind than just your cards. You want to consider how you will use them, too.
Although each archetype is different, a deck can easily share traits of many. The archetypes a deck falls into can be determined by looking at the four pieces of its overall game plan:
- The win conditions
- The early game goal
- The mid game goal
- The late game goal
Each of these components is unique to a given deck. When combined, the four components explain your strategy.
Sample Strategy
Here is an example from my own collection of budget decklists:
I designed my aggro-control Edric, Spymaster of Trest deck for playing at low-power tables.
Its strategy is to reduce my opponentsâ life totals to zero through sustained aggression. A death from thousands of cuts backed up by a suite of counterspells to protect my board from removal.
Primary Win Conditions
My primary win condition is to secure a victory by lowering my opponentsâ life totals enough that I can cast a fatal Overwhelm or Triumph of the Hordes Edricâs draw triggers help me dig for them. Should things go south, I also have Talrand, Sky Summoner, and can fall back on my core strategy of controlling the board and attacking with flyers in case I can tell Iâm in for a long game.
Gameplay
The Early Game for this deck starts on turn one and ends when one of my opponents casts a board wipe. The goal during these turns is to flood the board with small evasive creatures and attack with them. By the end of turn three, I want five creatures in play. On turn four, I want to play Edric and swing with my creatures for damage, drawing cards for each as his effect triggers. This fills my hand with more spells, allowing me to recover from any board wipes.
During the Mid Game, which lasts up until one of my opponents loses, my goal is to rebuild my board state and protect it with counterspells and interaction. I often hold back on resources, aiming to keep a full hand of seven cards at all times. If another board wipe does resolve, I need those cards to rebuild. Each turn I swing with my creatures the life totals of my opponents dip closer to zero. With Edricâs ability to incentivize attacks against my opponents this happens at a faster rate than you might expect.
During the Late Game, my goal is to wait for an opportunity to finish off my opponents. I do so with repeat pressure or by drawing one of my win conditions.
End Step
Thanks for sticking through to the end! It may be dull for some of you, but itâs the foundation of advanced deckbuilding. Soon enough weâll get into interesting concepts such as âadvantage to lead to win,â the four ways of thinking, building for your metagame, and designing under constraints.
To close this off, I would like to thank Quiet Speculation for the opportunity to share words of wisdom with you. Tune in next week when we flashback to 1996 where we talk about two things: Card Advantage and Keeper. A strategy famous as, âThe Deck.â








I idly speculate that someone's done that already because grad students have paper quotas to meet. In any case, I have neither the knowledge nor inclination to write an article detailing all the math around deck size. Nor is it strictly necessary.
The first way is to break the
The first dedicated objection to the limit came from the
Having a companion means having a specific card
all the best cards in its color combinations. The plan is to out-power opponents with more of the best cards. This strategy benefits enormously from Yorion's existence. And not just because it's another fatty.
The normal version plays 2 cascade spells for starting odds of 8/60=13.3% to draw the cascade spell. With 80 cards, they have the space for the mana to play another cascader (normally Ardent Plea) and the odds get better at 12/80=15%. More importantly, the risk of the worst outcome (drawing Footfalls) gets lower from 4/60=6.67% to 4/80=5%. That's not a small improvement all around.
board and there really isn't a way to double up on them to improve the math. I've watched a lot of Yorion Cascade players at FNM and MTGO lose helplessly as they fail to draw the right spells at the right time and just die.





The first one is easily the most straightforward. Eruth, Tormented Prophet turns every draw into Harnfel, Horn of Bounty. Which is already a Modern-legal card, but Eruth costs less mana, and that does make a huge difference. Whether that's made up for by Eruth being a more vulnerable creature is hard to say. The bigger benefit to Eruth is that there's no need to get the ball rolling with a card to discard; every draw exiles two cards. Harnfel is an integral piece of
The question: why bother? Eruth's card advantage doesn't actually put cards into your hand for later. It's use it or lose it, and that really limits her home to combo. Storm isn't really viable anymore and even if it was, why would it bother with Eruth over Expressive Iteration? In fact, why would any deck bother with Eruth over Iteration? And that's ultimately the problem. Eruth has the potential to just snowball out of control in a single turn, but what is she building towards and how is that better than existing options? She feels like a card that could eventually find a home that doesn't yet exist.
Headless Rider is meant to be to Zombies what Xathrid Necromancer was to Humans. The problem is that the Rider is even less necessary in Zombies than Necromancer has been for Humans for years. Gravecrawler, Geralf's Messenger, Relentless Dead, Diregraf Colossus, the list goes on of Zombies that let Zombies shrug off mass removal. Rider does nothing new and isn't needed.
Still, Rider does have combo applications. Zombies often includes sacrifice combos, and Rider doubles the fodder for said triggers. Why Zombies needs to double its fodder isn't clear, but this could push the deck in a more directly combo direction. Which might help the deck actually see play because it has never had much traction in Modern. No matter how good the beaters have been, without disruption, it just can't keep up. Perhaps going more for sacrifice combos is what is needed and if so then Rider is a perfect Zombies card.
Wizards clearly intended for this Drake to be enchanted. However, it has flying instead of hexproof, so there's no chance of it being a big Bogles payoff. Kor Spiritdancer is better in that context. However, the potential for this card to draw your entire deck certainly exists. The problem is that it won't be easy. Given the name, the obvious pairing to make Stormchaser Drake absurd would be the storm mechanic. The problem is that there
There is the option to just target Drake with lots of spells like Kiln Fiend-style
Just like with Headless Rider, Torens, Fist of the Angels has the potential to create utterly absurd boards. Unlike the Rider, Torens is a value play. Humans has been playing Adeline, Resplendent Cathar, and Torens can make far more tokens in a turn. However, I really don't think that such a fair use is Torens' destiny. Rather, Torens combos with Memnite and Ornithopter to just flood the board with dorks. I'm not sure how such a turn would be set up, but it wouldn't be unheard of for some
Vow has a cycle of cards that exile a graveyard card on entering the battlefield and then get some value from the card type. And for the most part they're mediocre at best. Yes, even Cemetery Gatekeeper. It's no Eidolon of the Great Revel; it's just too easy to play around. Remember how Harsh Mentor worked out?
of setup, especially since nothing like Sensei's Diving Top is legal. But there's a chance for a lot of value.
given Izzet being quite proactive and the dig being a great way to set up a continuing value chain. Any Izzet deck looking for a dig spell would be well served.
It's a decent though not exceptional body that fits into white-based creature decks and fills a hole in many of them. Card draw has been getting increasingly easy to get and is necessary, after all. Thus, she's a very solid addition. But that's not enough. Despite being gracious to others, Welcoming Vampire doesn't do anything alone, and her stats aren't exceptional. The ability doesn't trigger on itself, only others, and that's a huge strike against playability. It also doesn't disrupt the opponent or have tribal synergy with anything. The deck that wants Welcoming Vampire is a grindy Wx Valuetown style deck, and that hasn't been viable in Modern in years. Thought it would be very strong in such a deck.
and why they won't see play, is Graf Reaver. A 3/3 for two with a drawback
Any deck that untaps with Hullbreaker Horror, instants in hand, and a way to get more will win the game. Simply put, no relevant spell is going to resolve, and the board will soon be clear for good. Uncounterability doesn't impact this reality. The catch is that since Horror costs seven, it will be quite hard to meet those conditions the turn it comes down. Solitude being the most played removal for big creatures, Force of Negation is no help. UWx can do it, but why should they bother when what they're doing now is so successful?
Wilderness Reclamation decks, on the other hand, often hit the needed mana early and then have plenty to spend protecting Horror and riding it to victory. It would be quite trivial for such a deck to float the needed mana, untap on end step, and then cast and protect Horror. However, Reclamation is not a good Modern deck. When everything comes together, it's very powerful right now, but the problem is actually getting everything to come together. The whole deck is built around resolving a four-mana enchantment and keeping it in play until end step. That's not easy as-is, and Horror does nothing to help. So I don't see it working out.
However, as Modern has evolved, the weaknesses of Tokens have become too exploitable, and the


