Building your commander deck is one of the most fun parts of the format.However looking through the various options for you to use, or even break, your commander can be a difficult task as well. More because of the fact of what you need or want to use for this deck, what kind of win conditions are going to help you the most? How much mana ramp will you need to properly use this deck? How much of one thing is too much for your deck? We will be discussing this in detail, and at the end of this article I will also provide links to websites that can also assist in your deckbuilding.
Ramp and Lands
Let us start with one of the more important parts of the deck, your mana base. This being your way of casting spells is going to take up a third of your deck, if not a little more. We will start at 34 lands and work from there for our example. First, we should look at our commander's colors. Single colored and 5-color are arguably the hardest mana bases for commander, seeing as a large number of utility lands are multi-colored in the single color case, and for 5-color there is a tendency of not being able to get all of your colors. If you are running single colored deck, you will probably be looking at 28-30 basic lands and the rest being utility lands. For 5-color, unless you are running all of the original dual lands and shock lands, you are probably looking at around 3-5 basics of each type.
The other part of this, being ramp, is a little more difficult than just the land base itself. Let’s define ramp. Ramp is any form of mana accelerant either artifacts that produce mana (known as mana rocks), creatures who produce, or let you find mana (Mana dorks), or spells that let you search for mana (ramp spells). What makes this difficult is the colors that you are playing. There is a decent amount of mana rocks no matter what color you are, however, spells and creatures will be scarce outside of white and green. Green has the most search for land spells in the game, followed by white having enchantments and some creatures that allow them the land search. Red has more unconventional mana accelerants, such as Seething Song and Desperate Ritual, which give you mana one time, or things such as Infernal Plunge, and Skirk Prospector which give you mana at the cost of your creatures. Black and blue have arguably the lowest amount of ramp, where black gets dark ritual and a few “search for swamp” cards, and blue having the most cards with the affinity mechanic.
There are also some non-ramp options to get your higher cost spells cast faster. If you are in a tribal deck you have cards that reduce your specific creature types, such as Heralds Horn, and Urza’s Incubator. The medallions for specific colors is another option, in the form of Emerald, Pearl, Sapphire, Jet, and Ruby Medallion or the Monuments from Amonkhet block, being potentially better than the medallions since they can provide auxiliary effects outside of mana reduction.
Some of your best options for mana accelerant, no matter what colors you are, would be Sol Ring, Thran Dynamo, Commander’s Sphere and Armillary Sphere. If price isn’t a concern, better options are Mana Vault and Mana Crypt.
Win Conditions
Win conditions are any and all things that can assist the quick win for your deck, either with a combo (being infinite or not) or just one or two cards that push you right over the top. This is a bit less complex than the ramp issue, because of our commander archetypes and assessment we can properly choose a few cards that can get your commander pushing through that 21 damage or swarming the board quicker than your opponent can cast their board removal.
We will start with the commander damage plan, these commanders are usually put under the “Voltron” archetype, based on stacking one creature high and getting them in either unblocked or with trample. Some of the most important parts of these are your artifacts and enchantments. Overall, you can get the artifacts such as the Mirrodin Swords (Sword of Fire and Ice, Sword of Feast and Famine, etc.) and stack your commander high with protection from x two colors per sword and getting auxiliary effects from dealing damage to the opposing player. Other useful and important cards, even if you aren’t playing this style, are cards such as Swiftfoot Boots and Lightning Greaves which both give your creature haste, and either Hexproof or Shroud respectively. Based on your colors though, we have plenty of enchantments to look at such as White giving lifelink, green or red giving trample and haste, blue being predominantly a flying color, and black giving deathtouch and a mechanic called Intimidate or Fear, which forces the opposing player to only be able to block with artifact creatures or same color creatures.
Next, we will discuss the swarm plan. There are several ways to accomplish this, most of them being tribal. One of the main things that we will look at (Mostly for Elf tribal and Goblin tribal) is the Thousand-Year Elixir. This artifact allows creatures to activate abilities as soon as they come into play. With it we can cast Krenko (a red goblin commander) and tap him immediately without having to have Swiftfoot Boots or Lightning Greaves on field, and getting to double our goblins immediately. On the other side for this we have our elf tribal commanders, who will most of the time be accelerating our mana, when they are not making a creature of ours as big as the number of elves we control. Thousand-Year Elixir coupled with Illusionist bracers can very easily and very quickly overwhelm the board and, if your creatures have haste, quickly demolish your opponents. The other options for the swarm plan are things such as Anointed Procession, Parallel Lives, and Doubling Season effects, doubling our tokens. Endless Ranks of the Dead and Liliana the Last Hope, which together can quadruple our zombie count in a turn by themselves, and the artifact Eldrazi Monument which gives our creatures indestructible and flying at the cost of sacrificing a creature, which is not that difficult given our token generation.
Our final conventional win plan is spell-slinging and mill. I am coupling these two for a few reasons, one is because they play few creatures that will be interacting with your opponent in ways other than defending or attacking, and because they are predominantly cast based decks. These decks will rely more on combos than the other two decks. The spellslinger decks will play as many mana reduction creatures and artifacts as they can, and play as many copy target spell cards as they can as well, potentially working with the storm mechanic. Mill, on the other hand, will be working specifically on putting the opponent’s cards from their deck into their graveyard. There are a few ways of doing this between enchantments that force opponents to mill when they cast spells or attack, or creatures you control tapping or attacking that will force them to mill a large portion of cards, but with such a large toughness that unless the creature has deathtouch they won’t die if they are blocked. A final way to do this is with the creature Phenax, God of Deception. Who gives all of your creatures the ability to tap to make a target player mill for their toughness, and paired with Thousand-Year Elixir it can be quick and devastating. Being capable of doing this at any time and either removing the cards that were placed on top by the opponents scry or tutor, or forcing something to the top of their deck and then forcing them to mill said card.
Our final section will be on something a bit more fun, unconventional win conditions. There are over 20 different cards that have been printed and are legal to play in commander that have an alternative win condition. Some include Mortal Combat which lets you win the game if you have 20 or more creatures in your graveyard, Felidar Sovereign which wins you the game if you have 40 or more life, and Lab Maniac which lets you win the game instead of losing if you have no cards left in your deck. Just remember to not go overboard with these, trying to win by alternate means is fun, but forcing too many will distract you from the overall deck building.
How Much is too Much?
Now even though we discussed a lot of great things to have in your deck, we need to address a big potential problem, how much is too much. This question is pointed in many directions, between it being a how much is too much for your mana curve, and how much is too much for certain cards and mechanics. Your deck should always run land and ramp, if available, but you should have a max of around 42 combined of the two. This is because in late game drawing more ramp spells can become redundant. Granted, it can thin your deck, but if you are looking at a board state of twenty-something elves to your three creatures, you’ll definitely want to be seeing something else at that point.
Even though win conditions are an important point of deckbuilding, you don’t want to overwhelm yourself with them. Keep your sights on two or three good choice win conditions, but make your deck able to function without those cards. If you build an entire deck around something like Maze’s End, and have nothing as a backup plan, it could just as easily get turned into a mountain or exiled and you would be stuck there with no other way to win. It’s better to have a deck that, it’d be nice if you could swing in with Marit Lage but you have other things that can end the game if he gets exiled or put back into your hand!
Remember to be mindful of things such as counterspells and drawing spells as well, drawing and countering are amazing, keeping your opponent from casting a wrath at the right time, or drawing cards to dig for your win condition is great, but unless your commander is specifically built to draw cards and deal damage because of you drawing, you would want to keep your draw spells down to something around 5-8 and same with your counterspells.
Deck Help Resources
This should be enough of a guideline to help properly build your deck around. However, there are a large number of resources that players can use to assist in the deckbuilding process. Some of my favorite are EDHRec, because they not only give a percentage basis of cards use and synergy to your commander but they also make very insightful posts for commander players daily. Manabasecrafter, which, while it won’t tell you exact numbers of cards to use, can give you some lands that you may not have thought of before for your colors. The 8x8 Theory on Tumblr, because they give a very interesting mathematical approach to creating a commander deck and using this method can definitely give some inspiration for your deck and what it is supposed to do. Random Commander Generator, which can assist your choice of commander if you are stuck and don’t have a preference of who you build. Finally Tappedout or Archidekt, both are great decklist websites and they can provide you a good framework of what other people are using, and in some cases can give you ideas of cards that you wouldn’t naturally think of or sometimes cards that you have never heard of, and that is always a fun experience.