Sam Wagner

September 29th, 2024

Your First Magic: The Gathering Commander Deck

Have you ever had a moment where you find a commander and you think it’s cool but you’re not sure if there will be enough cards available to make the deck run smoothly, or you weren’t sure if it will feel good to play so you’ve not wanted to waste time brewing up a 100-card deck? Well, in this guide, I’m going to show you how you can dramatically reduce the time it takes to test out a deck idea or even just a commander.

What Makes a Good Beginner Commander?

When picking your first commander, it’s important to choose something that both appeals to you, and that pushes you into the pit of success. Here are some criteria for what we consider a good starting point.

These commanders are extremely straightforward and forgiving, making them perfect for your first deck.

These are still fun, simple and forgiving commanders, but they might require a bit more thought to play effectively, or they might have a few more moving parts.

Deckbuilding Guide

You’ve now selected a commander and are ready to build your deck. In order to set you up for success, I’ve put together a simple guide/framework for you to work within so that you can make lots of fun and impactful decisions about how to build your deck, while not getting overwhelmed.

What makes a good deck?

A well built deck is one that offers you a many opportunities to make decisions that impact the game and that allows you to play the game the way you want to play it. To that end, a good deck ought to fulfill the following quotas:

Building the core of your deck

List of online tools for building your deck

You’ll notice that the numbers above add up to 74 cards. This leaves you with 25 cards to build your “core” deck with. These are the cards that you’ll use to build your deck’s identity and strategy. They should be cards that you enjoy playing and that work well with your commander.

I would recommend starting here. Your commander + 25 cards that work well with your commander. This will give you a solid foundation to build off of and inform the rest of your deck-building decisions.

For example, if you’re playing Wyleth, Soul of Steel, you would find yourself 25 aura’s and equipment cards that would work well with him. You might also include some cards that help you protect him as he’s so important to your strategy.

Filling out the rest

Now that you’ve chosen a set of core cards that you think are super cool and work well with your commander, you should now start filling up the cards in the above categories. I would stick to these very closely. They’re, I believe, a great guideline for what you need in your deck to make sure you’re having fun.

Go through them 1 at a time. You’re looking for cards that fit in the category, but also work well with your commander. For example, if you’re playing Wyleth and you’re trying to fill out your ramp list, you might want to include Sword of the Animist.

If you don’t want to go through an example with me, you can jump to the next section where I’ll give you a few extra tools to help you with your post deck-building experience.

Example: Wyleth, Soul of Steel

Let’s walk through building a deck with Wyleth, Soul of Steel as our commander. We’ll start with the core of the deck and then fill in the rest. I’d recommend opening the finished deck list on my Archidekt.

Core, 25 cards

To complete this task, I’ll primarily be using Scryfall to search for cards that work well with Wyleth. I’ll be looking for cards that fulfill this query ci:boros legal:commander type:equipment usd<2. I won’t explain how to use scryfall in this article but this query is asking for any card that’s in the commander identity of Red and White, is legal in commander, is an equipment, and costs less than 2 dollars (I thought it best to keep to a budget).

Here’s a list of 5 cards that I found that should work well for Wyleth if I choose to build around him being my only creature:

Land, 40 cards

Now we’ve got our core cards that we’ve chosen to build around Wyleth, we need to start filling out the rest of the deck. The next part of the puzzle is our lands. I’ve chosen to suggest a solid 40 lands for all beginner deck brewers to start with. I would simply look at your colors at this point and do an even split between the one/two/three colors you’ve chosen.

For Wyleth, that means that I’ve chosen to do a simple split of 20 plains and 20 mountains. Now, if you’ve looked at the decklist in Archidekt you may have noticed that there is another land in there called Command Tower. This is a card that comes in untapped and creates both of our colors. In this case, I simply removed a mountain and swapped the command tower in.

Ramp, 9 cards

So now we’ve built out our core cards, we need to start filling out the cards in the template. Your goal here is to find as many cards as you can that fulfill the goal of the category, while also working well with your commander. In this case, because we’re building a deck around Wyleth, we’re going to want to find cards that both get us more mana and power up our commander.

Here’s a few of the cards that fit the bill:

You’ll notice that I only list 3 cards here. This isn’t because I’m keeping the list short, it’s because there were no other options that I could find that worked. So, I’ll have to fill out the rest of the category with other cards that accelerate my mana, but don’t directly help my commander.

Card draw, 9 cards

Now that we’ve got our ramp sorted, we need to start looking for cards that help us draw more cards. This is important because it helps us keep our hand full of options and allows us to keep playing the game. No cards, no Magic!

Here’s a few cards that I found that should work well for Wyleth:

There are a few more cards like: Akiri, Fearless Voyager, Puresteel Paladin, and Rogue’s Gloves. But, I’ll stop going through every card from here on and just list the cards that I think are the best examples of how I’d recommend filling out the category.

Spot removal, 9 cards

Now that we’ve got our ramp and card draw sorted, we need to start looking for cards that help us deal with our opponents’ threats. This is important because it helps us keep our opponents from winning the game.

This category is an example of where you might not get many options that work well with your commander. You might have to include cards that don’t directly help your commander, but are still important to have in your deck. In this case, our only option was to include a copy of Argentum Armor. The rest we filled out with some more general removal spells like Swords to Plowshares, and Path to Exile. You should never feel bad about including these cards as regardless of their ability to synergies with your commander, they’re always going to be useful.

Board wipes, 2 cards

Now that we’ve got our spot removal sorted, we need to think about what we do when our game hasn’t gone too well, or, our opponents have gotten a bit out of hand. This is where board wipes come in. Again, try to pick a pair that synergies well with your game plan.

In this case I’ve gone with:

Graveyard hate, 2 cards

These next two categories are a bit more niche, but they’re still important to have in your deck. Graveyard hate is important as it’s a super popular strategy, and, if no one has any way to deal with it. Anyone playing a graveyard strategy will basically, win the game. This is no fun for you as you really do want to have a back and forth game.

This is also a category where you might find that you’re not able to find cards that directly slot into your commander’s strategy. However, in this case, we’ve also decided to choose 1 card that overlaps with our land slots and gives us 1 more card in our “core” category. Pretty cool huh?

Land destruction, 2 cards

Ok. So. You’ll have to hear me out with this category as you might’ve heard people say that land destruction is a bit of a no-no in commander. While this isn’t entirely true, it’s wise to note here that I’m not advocating for you to include cards like Armageddon which just wholesale slow the game down and lead to a miserable experience. Instead, I’m advocating that you include at least 2 cards that can deal with some of the more powerful lands that are out there.

It’s important to note here that we again have a pair of cards which don’t directly help our commander. This means that we’re going to add 2 more cards into our “core” category! Letting us pick a few more cards that are just cool and fun to play with. In the attached Archidekt list, I’ve listed the 3 cards that I chose as extras under the “Extras” category.

Sudden “I Win” Card, 1 card

Now for the pice de resistance. The card that you’re the most excited to play. This is the card that makes you go “Woh!” when you draw it. For me, I chose to include Brilliant Restoration as I know the “Voltron” strategy can be a bit fragile and I wanted to include a card that would help me recover from a board wipe in a super flashy way!

Extras! 3 cards

Throughout this process, I’ve been adding cards to the deck and on some occasions, I’ve been able to find some cards that can fit into a few different categories. This means that I have a few extra slots that I can roll back into my “core” category! In this case I felt like I wanted some ways to protect Wyleth, and to throw in a couple of cool red and white legendary creatures that I found during my search.

What now?

Now you’ve got your deck built, you’re ready to start playing right? Well, yes. If you think you’re good to go then head to a site like MTGMate.com.au, punch in your deck list and start playing! But, if you’re a little worried about whether your deck is good or not, I’d recommend one simple thing. Goldfish your deck!

Goldfishing

Goldfishing is the act of taking a deck, and sitting a theoretical goldfish across from you and playing the game. This is a great way to see how your deck plays out without the pressure of having an opponent. It can also help you see if you’ve got the right amount of lands, ramp, card draw, etc.

Here’s my go-to strategy with Goldfishing:

  1. Open the Play tester in Archidekt
  2. Draw your opening hand and play the game as you would normally.
    1. Is there enough lands? 3 or more is ideal
    2. Are there cards you can play? Is everything too expensive?
    3. Are you happy that you’ll be able to play your commander and “Do the thing” that you designed the deck around doing?
  3. Play the game to turn 5 and ask yourself the question
    1. Did I get to play the game?
    2. Do I have some idea on what I’ll be doing for the rest of the game?

If you find that you’re never able to answer those questions positively, I’d go back to your core cards and maybe make some adjustments. If you’re finding that you’re always able to answer those questions positively, then congratulations! You’ve built a great deck!

Conclusion

You’ve now got your first commander deck! Well done! Take it to your local game store and get in some games! I hope you found this guide helpful!