View on Gatherer. Azorius Signet Azorius Signet is a colorless artifact, but it contains white and blue mana symbols as part of its activated ability.
Azorius signet's color identity is white and blue. Archangel Avacyn Archangel Avacyn has a white casting cost, but can transform into Avacyn, the Purifier who has a red color identity. Archangel Avacyn's color identity is white and red. Command Zone This is where your commander resides during the game when they are not in play. Commander Damage A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game.
Latest Decks Refine. Sort by Relevance Newest Oldest. Commander Edition Decklists April 5 Kaldheim Commander Decklists January 20 See more archives. Cards whose art, text, name, or combination thereof that are racially or culturally offensive are banned in all formats. A Commander deck consists of cards, and all of them, aside from basic lands, have to be different, so it can be very hard to know where to start. It gets even more intimidating if you take into account that you have over 20, possible cards to choose between.
Maybe try not to think about that for now…. Before you start hyperventilating, let me hit you with the good news. In Commander, there are no fatal mistakes. You should instead focus on the big picture, ensuring your deck works well as a cohesive whole.
The best way to start crafting a big C Commander deck is to find a small C commander you like the look of. Your commander is a legendary creature that sits at the head of your deck and helps to shape it.
As a result, a mono-coloured or colourless commander leaves you with simpler choices to make, but a more restrictive deck, compared to one that enables all five colours of magic. A sweet spot of two to three colours is a great place to start for your first attempt.
All commanders, to a lesser or greater degree, will push you in a particular direction, towards a particular set of strategies. Some commanders work well with huge, trampling creatures, others with vast armies of tiny minions, and some with as few creatures as possible.
As an example, the Devour for Power Commander deck shipped with 40 lands and four mana-generating artifacts, but it is fairly heavy on costs. This is actually a more complicated question than it sounds. Lets go over the things that determine how much you'll need one at a time. The more colors you have in a deck, the more land that deck will need - a mono color deck doesn't need specific lands to play their spells, my Marrow-Gnawer can get away with a lot less land than my Nekusar, the Mindrazer , which can get away with less than my General Tazri.
This is mostly because you need to get your colors on the field sooner, and the more lands that can make each color, the more likely you are to do this. It's always a bad feeling to never hit that last color and have a hand full of things you can't cast. Lands that can tap for multiple, or any color blunt this, but have downsides, and are always one Ruination or Blood Moon away from keeping you out of the game for good.
With a mono color deck, you will be getting all of your colors usually on your first turn, with 3 colors usually takes 5 or so mana generating cards and in all 5 colors you can still be waiting for that last color sometimes after a dozen lands are already out. There are some exceptions to this, for instance I have a Reaper King deck that most cards are artifacts and don't care about the colors on the field, letting me trim some land from what would normally need to be more land heavy to support all 5 colors.
What's the average cost of your spells? How many X cost spells and abilities do you have? If your deck doesn't need much mana to run, missing land drops won't be as big of a problem, if you're playing something like Dragons which tend to be expensive, you'll need to get your mana base set up pretty quickly and can't afford to miss as many land drops too early on.
Yes EDH is a slower format, but having to come from behind and catchup to your opponents does put you at a disadvantage when they play spells and you can't.
Land isn't the only source of mana you can have in your deck - Elves can get by on less actual mana than some other deck types because so many elves themselves can tap for mana, both accelerating your deck and making more land coming less desirable or useful.
Creatures are, however, easy to destroy, particularly as many of the mana producing ones have low toughness like Birds of Paradise or Llanowar Elves. Artifacts that produce mana are common too, there's no single card in more EDH decks than Sol Ring , some of the moxes and medallions can be pretty helpful too. These like creatures are easier to destroy than lands, and aren't a replacement for them. The medallions lose some of that usefulness pretty quickly as more colors are added, it's not usually worth 5 slots in a deck, but fit very nicely into a deck with only one or two colors.
Paying the cost of a card isn't the only way to play it, and if your deck uses one of these strategies you won't need as many land on the field at once. Jodah, Archmage Eternal makes every spell you cast able to be played for , Kaalia of the Vast lets you cheat in Angels, Demons and Dragons whenever she attacks, and there's always cards like Elvish Piper and Quicksilver Amulet.
Reanimator is another option, getting cards in your graveyard so you can Reanimate them later using cheaper spells and abilities reduces the cost to actually play a deck, and thus the land base you need to build up.
How are you planning to play your game? This is completely different from "auto-includes" a concept I try to avoid when deckbuilding.
For a Commander deck to run fluidly, you'll need card draw, ramp, and interaction. These are integral for victory. Card draw gives you card advantage. A deck without card advantage means you can run cool things, but you can't play them if you don't draw them.
The more cards you can draw into can drastically increase the odds of winning. Some colors have a harder time accessing card draw, which is an unfortunate aspect of Magic's color identities. So let's say you're able to draw into your game winning spells, but you don't have the mana to cast them.
This is where ramp comes in. Ramp in Commander can be anything from tutoring for lands to generating more pips of mana in a single turn. The more land you have, the more spells you can play! Interaction is a bit of a larger area to explore as opposed to our previous pieces. It can range from removal to affecting our opponent's in-game actions.
While this margin is big, there's still a way for us to find balance within our deckbuilding. Starting with removal, we have both single-target and global removal. This means we can either get rid of a single thing or many things. Each of these pieces either destroys or exiles something from the battlefield, ultimately making the game a lot easier for us or our opponents. This doesn't mean we're done with interaction. There are many ways to play interaction within a game of Commander.
In fact, the term is so broad I'm afraid we can't cover it all in this one paragraph though perhaps this is me foreshadowing a future piece Other forms of interaction can be negation effects such as Pacifism , protecting your own boardstate with Heroic Intervention , and preventing our opponents from casting their win cons with Counterspell.
Even political cards that make everyone vote are a form of interaction. Not only is interaction healthy for games of commander they help them progress faster , but it also encourages you to interact with your opponents as opposed to hiding behind a wall of creatures unless you're playing pillowfort. I think Commander is simultaneously one of the easiest and hardest formats to learn.
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