You're Probably Building Bad Commander Decks. Part 3: Drawing what you need #magicthegathering #mtg

Source: Based Deck Department Apr 23, 2025 Core voltron

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Summary

Core heuristic: decide what card types you need, by which turn, then run enough copies to reliably draw one by thenΓÇöaccounting for card draw. Worked example: to likely have one single-target removal spell by turn eight (assuming ~3 extra cards drawn), run six copies; to have two by then, run 11. Running fewer is fine, but make it a deliberate choice rather than accidentally landing on, say, four and being disappointed you never draw them. Apply the same math to any card category. Examples from his decks: the Sauron deck wins by flinging an orc army or attacking with evasion, so he runs five win conditions plus spell doublers as support, justified by a heavy card-draw game plan. His John Benton deck wants early protectionΓÇöconnecting once draws into moreΓÇöso it runs 13 cheap protection spells to be almost certain to have one by turn three. Principle: know your game plan and its target turn, then size each card category so you aren't left short.

Key Clips

  • [00:18] To stop someone winning or protect yourself by around turn eight, you'll need at least one removal spell. If you'll have drawn an extra three cards by turn eight, you need six copies of a removal spell in your deck to likely have one by that point.
  • [00:36] If you want two removal spells by turn eight, you'd need 11 in your deck.
  • [00:44] If you don't want to run six or even 11 removal spells, that's fine ΓÇö but make that an active choice rather than an accidental one where you randomly have four and are disappointed you never draw them.
  • [00:57] In my Sauron deck, the game plan is flinging my orc army at opponents or attacking with evasion, so I want to draw at least one of these win conditions by turn eight. I run five, with spell doublers acting as support, because the deck draws a lot of cards so the math works out.
  • [00:17] In my Jon Benton deck I want protection spells, especially at the start of the game, because if I connect once I'll likely draw into more. That's why the deck has 13 cheap protection spells, so I'm almost certain to have one by turn three.
  • [00:29] If you know what you're trying to do and by what turn, it gets easy to identify how many of those cards you need so you're not left needing more than you drew.

Tags

Archetypes/Strategy: voltron, tokens Format/Bracket: Core Card Categories: removal, draw, protection, win-cons

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