The Most Forgotten Part of EDH Deckbuilding

Source: Salubrious Snail Jun 29, 2025 Bracket unknown midrange

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Summary

On categorizing Commander decks. Start with core function categories most decks want: lands, ramp, draw, protection, interaction. Suggested starting ranges for a standard EDH deck: 35-40 lands, 15-20 removal-equivalent, 13-18 draw, 7-12 ramp, 3-8 protection. Avoid "theme"/"plan" categories: most theme cards also fill a core role, and a plan bucket becomes a dumping ground that fabricates justification for weak cards (Soul Warden in a Yoshimaru beatdown deck). Ramp: ask "why am I ramping?"—rituals fit if hitting specific cards a turn early; Worn Powerstone doesn't fit a get-to-four-early goal (Krenko example). Lands categorized by what you count as a land drop; exceptions like Glacial Chasm, Maze's End. Interaction: one card (Murder) does many tasks; Fogs, counterspells have limits. Two fuzzy buckets—protection+counterspells vs removal+defense—along a proactive/reactive spectrum. His Malfegor deck splits interaction into discard, removal, graveyard exile. Draw-adjacent cards (Laelia, Future Sight) can sit in draw unless roles differ. For synergies, use setup + payoff categories to check support (flicker deck example). Don't merge superficially similar but opposite-function cards (Thalia vs Ghostly Prison in one stax category). Use deckbuilder search/highlight functions and categorize the maybeboard ("too expensive," "too slow").

Key Clips

  • [03:31] Healthy starting ranges for core categories in a bog-standard EDH deck: about 35-40 lands, 15-20 pieces of removal-equivalent, 13-18 pieces of draw, 7-12 pieces of ramp, and 3-8 pieces of protection. On the higher end that adds up to 98 slots, leaving only two to work with—so cards that don't fit a core category charge an opportunity cost.
  • [04:58] When constructing your ramp category, ask yourself "why am I ramping?" If the ramp is geared to hit specific cards a turn early, be specific with your mana curve and consider ritual-style temporary-mana cards; if it's just to increase mana volume without timing goals, less efficient small ramp and rituals make less sense and bigger options work better.
  • [05:37] Worn Powerstone isn't a ramp spell in a Krenko deck—meaning if your acceleration category is mainly intended to get you to four mana a turn early, Worn Powerstone doesn't fit that function and probably isn't worth playing.
  • [08:26] His Malfegor deck has three separate categories for its interaction suite because each serves a different role: discard effects put opponents behind in value, removal deals with active threats on the board, and graveyard exile stops graveyard-oriented opponents from reusing the cards he's made them discard.
  • [11:37] Don't merge cards that are superficially similar but functionally opposite—putting Thalia, Guardian of Thraben and Ghostly Prison in one stax category is a recipe for confusion, since Thalia taxes noncreature spells to slow technical decks while Ghostly Prison only taxes attacking and does nothing outside combat. One is proactive, one purely reactive.
  • [12:03] A maintained "setup" category lets you keep an eye on how well supported a theme is. It's easy to toss in a payoff card after spotting a couple synergies; if you noticed you were only running five pieces of impulse draw, you'd be far more vigilant about how those payoff cards actually perform in games.
  • [16:56] Over-categorizing can manufacture justification for a card that doesn't belong—giving Soul Warden a lifegain category in a Yoshimaru legendary-beatdown deck lets you keep an otherwise pointless card, when without the category you'd be forced to ask "why is this here, what is it accomplishing?"

Tags

Archetypes/Strategy: value-engine, blink, midrange Format/Bracket: Core Card Categories: ramp, draw, removal, protection, recursion

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