Curriculum
Learn Commander
4 sections · 46 guides. Start at the top and work down, or jump to what you need.
Start here
Your First Commander DeckWhat Commander is, how it works, and why it's the best way to play Magic.
→01
Getting Started
The format, the rules, and the fundamentals you need before building.
6 guides
- 1Your First Commander DeckWhat Commander is, how it works, and why it's the best way to play Magic.
- 2Choosing a CommanderHow to pick a commander that matches your playstyle and build a deck that actually works.
- 3Color IdentityHow color identity works in Commander and the edge cases that trip people up.
- 4Building Your Mana BaseHow many lands to run, which lands to pick, and how to scale by color count.
- 5Mana Curve in CommanderWhat your mana curve should look like and why it matters in a multiplayer format.
- 6The Command TaxHow the command tax works and what it means for how you build and play.
02
Card Roles
Every deck needs ramp, draw, removal, and more. Learn what each role does.
9 guides
- 1"Ramp — Accelerating Your Mana"Why ramp matters in Commander, the different types, and how many you need.
- 2"Card Draw"Why card draw matters more than you think, and how to build a draw package.
- 3Spot RemovalTargeted answers for specific threats. What to run and how many.
- 4Board WipesWhen spot removal isn't enough. Mass removal, how many to run, and which ones to pick.
- 5Interaction and ProtectionKeeping your key pieces alive and stopping opponents from winning.
- 6RecursionGetting cards back from your graveyard. Types of recursion and when you need it.
- 7FinishersHow your deck actually wins. Win conditions by category.
- 8EnablersCards that make your strategy work without winning on their own.
- 9UtilityThe flex slots. Graveyard hate, haste enablers, meta answers, and other tools.
03
Deckbuilding
Frameworks and ratios for turning a pile of cards into a functioning deck.
5 guides
- 1The 8x8 MethodA simple framework for filling your 99. Eight categories, eight cards each.
- 2The Command Zone TemplateThe deckbuilding framework from The Command Zone podcast. Original and updated versions.
- 3Deck RatiosHow many of each category to run in a Commander deck. The baseline numbers.
- 4Ratios by ArchetypeHow each major archetype deviates from the baseline deckbuilding ratios.
- 5Ratios by Power LevelHow deckbuilding changes across the bracket system, from casual to cEDH.
04
Archetypes
The major strategies in Commander and how to build around them.
21 guides
- 1AggroWin through fast, efficient creatures and combat damage. The hardest macro-archetype in Commander.
- 2ControlManage the game through interaction and card advantage, then win after establishing dominance.
- 3ComboAssemble specific card combinations to win the game outright.
- 4MidrangeEfficient threats, incremental value, and flexibility. The default Commander archetype.
- 5VoltronStrap everything to one creature and kill people with it. The commander damage archetype.
- 6AristocratsThe sacrifice engine archetype. How it works, what it needs, and how to build it.
- 7SpellslingerInstants and sorceries matter. Few creatures, lots of spells, copy effects.
- 8TribalCreature type synergies. Lords, anthems, and critical mass.
- 9StaxResource denial and tax effects. Slow the game down until you can win.
- 10Group HugGive everyone resources. Then win anyway.
- 11SuperfriendsPlaneswalker-heavy decks. Proliferate, protect, ultimate.
- 12LandfallLands-enter triggers, extra land drops, and land recursion.
- 13ReanimatorCheat huge creatures into play from the graveyard. Skip the mana cost.
- 14TokensGo wide. Make creatures, buff them, overwhelm the table.
- 15StormCast many cheap spells in one turn. Storm count payoffs.
- 16WheelsForce everyone to discard and draw new hands. Punish the draws.
- 17MillEmpty opponents' libraries. Harder in Commander than you'd think.
- 18PillowfortDefensive enchantments that discourage attacks. Survive to your win condition.
- 19EnchantressDraw cards for casting enchantments. Value engines that build to a lock or a kill.
- 20BlinkExile creatures and return them to re-trigger enter-the-battlefield effects.
- 21ChaosRandom effects, coin flips, and unpredictable games.