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Guide

MTG Deck Building Guide: How to Build a Commander Deck

A practical, step-by-step walkthrough for building a Magic: The Gathering Commander (EDH) deck from scratch — commander, colors, mana, ramp, draw, removal and win conditions.

1. Pick a commander that shapes the deck

The commander is more than the face card — it defines your color identity, your game plan, and which cards you're even allowed to run. Start there and the rest of the list writes itself.

  • Play what excites you. A commander you enjoy piloting beats a "stronger" one you tolerate.
  • Read the text carefully. Every ability is a nudge toward a theme — tokens, +1/+1 counters, spellslinger, lifegain, graveyard.
  • Skip precon commanders on your first custom build. A less-obvious legend gives you more design space and fewer stock lists to copy.

Want a legend you didn't know you needed? Our hand-built Mystery Commander decks are built around non-precon commanders picked to match your playstyle.

2. Define the deck's identity in one sentence

Before adding a single card, finish this sentence: "This deck wins by ______." Every card you consider then has to answer one question: does it help me do that thing, or does it protect the plan?

Pick an archetype early — aggro, control, midrange, combo, group hug — and match your mana curve to it. Aggro wants a low curve and lots of two-drops; control wants counterspells and card draw; combo wants tutors and protection.

3. Mana base & ramp (30–39 lands + ramp)

The most common mistake new Commander builders make is running too few lands. A 100-card singleton deck usually wants roughly 30–39 lands, plus 8–12 ramp pieces. The exact number depends on your deck's bracket, speed, and curve — cEDH and fast combo decks often run 30–33, while slower, grindier or landfall decks can sit comfortably at 36–39. Aim for a first land drop every game and a fifth land by turn six on average.

  • Ramp: Sol Ring, signets, talismans, Arcane Signet, Cultivate, Kodama's Reach, and mana dorks in green.
  • Fixing: in 2+ colors, add dual lands, check lands, or fetchable basics before adding niche utility lands.
  • Utility: a handful of lands that draw cards, remove a threat, or generate value late game.

4. Card draw (8–12 pieces)

Commander is a long-game format and the player who draws the most cards usually wins. Do not skip this slot. Look for repeatable sources (Rhystic Study, Phyrexian Arena, Esper Sentinel) over one-shots, and lean into your colors: blue draws, black card:life-for-cards, green creature-based advantage, red impulse draw, white group-benefits.

5. Removal & interaction (10–12 pieces)

You need answers to the board. A healthy interaction package covers three jobs: single-target removal, board wipes, and something for the specific things your colors struggle with (enchantments, artifacts, graveyards, flyers). Never let a table state be "one opponent has the game locked up and I have no answer in 100 cards."

6. Win conditions (2–4 lines)

Every deck needs a way to actually close the game. Combat damage is a win condition — but so are commander damage, combo lines, mill, poison, and alt-wins like Approach of the Second Sun. Run two or three redundant paths so a single removal spell doesn't end your night.

7. The 100-card template

Use this as your starting skeleton, then adjust to your commander:

  • • 1 Commander
  • • 30–39 Lands
  • • 6–15 Ramp
  • • 8–15 Card draw / advantage
  • • 5–7 Single-target removal
  • • 3–4 Board wipes
  • • 25–30 Theme / synergy cards
  • • 2–4 Win conditions

This is only a aseline for the most decks. Depending on your strategy, deck-level, target playgroup bracket and/or commander, these values can change. If assembling 99 cards from scratch feels overwhelming, our Custom Commander Decklist Service delivers a full playable list built to your commander, playstyle and budget — €19.99 flat, with optional card sourcing.

8. Playtest, then cut ruthlessly

The first draft is always too big and too slow. Play five games, note which cards sat in your hand doing nothing, and cut them. Repeat. A deck you have piloted ten times is stronger than a "perfect" list you have never shuffled.

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