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Summary
Two creators discuss card categories for Commander decks. Core warning: don't over-categorize—giving weak cards a "nice hat" (a Skullbriar deck with a 4-card self-mill category) makes useless cards look useful. They reject "plan cards": every card should serve the game plan. Don't categorize the obvious (a flicker deck has flicker); instead track how flicker becomes removal or card draw. Building a birds deck around Choco (?), they cut birds that only fit the theme (vanilla flyers, lifegain, self-mill) and keep birds that draw, ramp, or interact. One creator prefers few large categories (a single "card advantage" bucket, ~30 pieces, generous—scrying repeatedly is fine); the other tracks small setup/payoff subcategories to spot gaps, especially parasitic packages like cast-from-exile payoffs, which need paired enablers. Impulse-draw support has grown (a free retrace sorcery from Outlaws of Thunder Junction Commander). Other notes: Valduk struggles as a defensive Voltron commander (too few shield cards); Malfegor discard runs a graveyard package; Bane of Progress punishes mana rocks; a playgroup soft-bans Sol Ring by treating it as a second Command Tower. Deckbuilding goal: 40 lands and heavy card draw so you can always participate.
Key Clips
- [07:41] When building the birds deck, choose birds by what they contribute — card draw, ramp, or interaction with the opponent's board — and categorize them accordingly. "I don't want to have cards in my deck that all they do is be a bird. There are too many playable birds for that." Cut cards that only fit the theme.
- [09:45] "Instead of having lots of small categories, I like to have very few very big ones and I try to fit everything I have in the deck into those categories. So I have a category that I just call card advantage, and if a card scries, that's card advantage — that is good enough for me."
- [11:53] "When I build my decks I have like 30 pieces of card advantage. I try to make up for the quality with just a ton of it, because if you scry two 30 times, honestly at that point it's pretty good."
- [29:26] On setup/payoff packages: if both numbers are around 10–12, you'll feel decent. But if your synergy package is fairly parasitic — it doesn't overlap much with the rest of the deck — and you're talking mid-to-low single digits, you need to keep an eye on that.
- [33:00] "My priority is not that you win. I want you to be able to play. That's why I play 40 lands in every deck, and that's why I include a lot of card draw — as long as you're hitting land drops and drawing cards, you'll be able to at least do something in the match."
- [37:22] Keep setup and payoff cards in parity. "If you're drawing a payoff card without the setup, that's just setting yourself up to not play Magic." Running five of a setup and five of a payoff in a parasitic package that doesn't tie into the rest of the deck produces bad games frequently.
- [38:07] "The way I like to build my decks is I have plan A and then I have plan B. And plan B is just how do I get back to plan A." The decks are streamlined on a single plan, so the main risk is accidentally including a card that literally does nothing for that plan.
- [42:56] "Control decks are so much better in random player environments, just because people don't know your threat profile." An aggro deck looks threatening early then peters off; a control deck stays alive early and explodes later, and unfamiliar opponents fail to focus it in time.
Tags
Archetypes/Strategy: value-engine, ramp, midrange Format/Bracket: Core Card Categories: draw, ramp, removal