You're Probably Building Bad Commander Decks. Part 4: Fitting Everything In. #magicthegathering #mtg

Source: Based Deck Department Apr 23, 2025 Core value-engine

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Summary

Argues most Commander decks should follow a deckbuilding template rather than getting greedy. Baseline for the average deck: reach five lands by turn five, with mana acceleration on turn one or two. Recommends staying near ~38 lands; cutting to 36 to fit extra gas is acceptable, but dropping to 32 (especially while running four mana rocks) is a mistake he repeatedly regrets. About 70 cards fall into template categories (lands, ramp, removal, card advantage), leaving ~30 for payoffs—but decks stay distinct because removal, ramp, and card advantage differ per commander (his Sauron, Maarika, and Aragorn spellslinger decks each use different removal). Key principle: run cards that do double duty—ramp/removal stapled to creatures—to fill multiple categories at once and hit 10+ counts easily, especially when they synergize with the commander for recursion. Card-advantage example from his graveyard-recursion Maarika deck: self-mill (Circle of the Land Druid, Satyr Wayfinder, Stitcher's Supplier, Ripples of Undeath), sacrifice outlets (Wight of the Reliquary, Braids, Fiend Artisan, Birthing Pod, Yawgmoth), plus Gyome, Protean Hulk, Razaketh, Skullclamp. Contrasts with his Skullb­ride Golgari deck, whose card-advantage package synergizes differently and shares no crossover. Template first, deviate minimally.

Key Clips

  • [00:28] If we look at the most popular commanders on EDHREC, most of these commanders and decks will reliably want to get to five lands by turn five, and they most likely want mana acceleration on turns one or two.
  • [00:40] Going down to 36 lands to squeeze in some extra gas is far better than squeezing down to 32 lands. Especially if, heavens forbid, you're packing four mana rocks.
  • [00:18] Removal in my Sauron deck looks very different to removal in my Marin deck, which looks very different to removal in my Aragorn spellslinger deck. And this is true for other card categories like ramp.
  • [00:29] If you combine this with cards that do double duty and straddle multiple categories at once, you suddenly create so much room for activities within your deck.
  • [00:38] A lot of my ramp or removal is strapped to creatures, meaning it's really easy to get those 10-plus numbers, and because that synergizes with my commander, it allows me to recycle that removal and ramp, making it even more powerful than if I'd simply run the best 11 ramp or removal spells in black and green.
  • [02:05] Because I use my graveyard as a resource and recur creatures, cards like Circle of the Landroid, Satyr Wayfinder, and Stitcher's Supplier that put cards in my graveyard inherently act like card advantage.
  • [02:22] Given I easily recur creatures, cards like Whip of the Erebos, Braids, Fiend Artisans, Birthing Pod, and Yawgmoth that sacrifice creatures all generate me card advantage.
  • [02:11] Add to this cards like Gingi, Protean Hulk, Razaketh, and Skullclamp, and I have a card advantage engine that even a blue deck would be excited about.

Tags

Archetypes/Strategy: value-engine, reanimator, aristocrats Format/Bracket: Core, Upgraded Card Categories: ramp, removal, draw, recursion

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