Not only do you get many different decks due to the different win conditions – you also can substitute card types you would normally use with others. Different colours will have different removal, so Black and White are going to be able to use cards that destroy and exile. Blue will have to counter spells or put creatures back in their owner’s hands. Red will be able to use spells that deal damage to destroy things, and Green is stuff with cards that let your creatures fight other creatures. There are cards that break these rules but, generally speaking, this is what you’ll be working with in each colour. Of those, you’ll want roughly ten bits of removal and interaction in your deck.
If you’re looking for more content like this, keep up on the latest posts by following the Draftsim Facebook page. Enchantments like Assemble the Legion and Bitterblossom that give you creature tokens on your upkeep are examples of non-creature token generators that give you repeated value. For each one of these types of cards in your build, you can consider docking down a creature from your deck where appropriate. Such spells like Sensei’s Divining Top, Esper Sentinel, and everyone’s favorite Rhystic Study will give you enough card advantage to keep your control deck engine going. You’ll want as many of the chosen creature types as possible if you decide to run a typal deck. Depending on the creature type, you could run at least 30 to 40 or more creatures in the build.
Sometimes the theme is tribal, like everything being dragons. Other times it’s a strategy – for example, knowing you want to play as many lands as possible or win using an alternate win method, such as milling your opponent so that they lose when they can’t draw any cards. No matter what it is, having a strong core idea to build around is going to make your decks much easier to make. 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. Actually, it doesn’t always have to be the commander – sometimes it can be a theme or a strategy.
Sometimes that’s going to be board wipes that kill everything on the battlefield and sometimes it’ll be targeted removal that lets you choose a single creature or enchantment to take out. Generally speaking, you want to try and find cards that affect all of your opponents while leaving your own stuff untouched. While the overall average of creature spells in a Commander deck is usually 25, you and your deck theme will determine how many you want to include.
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Use these suggestions for each deck type as a guiding point for inspiration. When it comes to removal, you want to avoid spells that dish out small quantities of damage, designed to pick off tinier creatures. Instead, include flexible removal that can deal with many different types of threats, as well as board wipes that can devastate your opponents, and help you claw back from the brink of defeat. This category is for cards that simply make other cards accessible either by putting additional cards in hand or manipulating the library. This may include Tutors, cards such as Ponder to alter what cards will be drawn next, or card draw such as Divination. Not all decks require this category, though most competitive sideboards will have some form of them.
How to build a Commander deck in MTG
The only exceptions to this rule are the basic lands or if a card’s text contradicts this rule (such as Relentless Rats). That rule didn’t roll around until WotC started pushing organized play more than half a year after the release of Alpha. While the maximum is technically infinite, a player must be able to shuffle satisfactorily within the normal time frame; this puts the upper bound to something around 250 cards.
Repeatable card draw is particularly valuable, helping you build momentum, and start to run away with the game. In the earlier years of the Pro Tour, decks often had esoteric and opaque naming schemes, but this was later discarded as the viewer’s experience was worsened. Additionally, as mechanical or strategic theming became the stronger deckbuilding norm and online decklist proliferation more widespread, weird deck names became less prevalent as players would often not keep the nickname when porting decks.
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. Having an average of 25 creatures is enough that you can run at least 37 to 38 lands and still have enough protection, ramp, tutors, graveyard recursion, and removal spells to be ready for any curve balls that come up in the game. If you have 25 creatures in your deck, that means that you have a 1-in-4 chance of drawing a creature overall each time you draw a card. Plus, you need enough creatures as backup bodies in case someone plays a board wipe.
A deck is the collection of cards that a player plays with; it becomes that player’s library. Master Pokémon TCG Pocket with staple cards like Poke Ball, Misty, and Sabrina. 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. Aggro decks should run about for the best results, though those creatures need to be potent aggressive threats. For example, an elf ball deck should have about 35 to 39 creatures to generate go-wide synergy with elves and ramp substantially with staples like Circle of Dreams Druid and Jaheira, Friend of the Forest.
Supplementary decks, or side decks, are separated card decks that may be played in casual games to enhance the gaming experience. They are recognizable by alternate card sizes and/or alternate card backs. A loyal EDHREC user wrote in to ask about how many of the various card types appear in the average Commander deck. There are several other types of cards, and those types don’t have any sort of standard of how many there should be.
Deck names
Plus, these decks usually have enough cantrips and card advantage to find the creatures that are important to the deck, so there’s no much need to pack a bunch of creatures in the first place. The goal of an aggro deck is to hit with smaller creatures early on to expedite a win, which is best done in mono red (looking at you, goblins) or Gruul decks. An extremely low-curve deck might flood the board with cheap creatures while everyone else is setting up and use a card like Raid Bombardment to pile on extra damage. Speed comes from consistency in the first three turns, so having a high volume of these creatures provides the damage these decks want.
This is because there are so many different types of competitively viable decks, as well as the fact that there are many different formats for competitive play, with different cards and sets being legal. So there is no one right type of deck, or even one right type of format, for competitive play. The consensus of comments and the first answer seems to be that lands, other than other card types, do have a recognizeable, repeating amount among decks. I would dispute that, due to commander deck the fact that MtG provides many different ways to come by the same resource. Limited formats have the unique feature that you have to work with which cards you open or pick, meaning that while you might get lucky and draw some mana fixing, it will very likely not be enough to alter your mana base significantly because of it.