Commander Deck Building Guide

Learn how to build optimized EDH decks with proper ratios and synergies

Whether you're building your first Commander deck or refining an existing one, Karn can analyze your deck and suggest improvements based on real player data.

Essential Deck Components

A balanced Commander deck needs these categories in the right proportions

Win Conditions

7-10 cards

Cards that directly help you win the game. Include multiple paths to victory (combat damage, combo, alternate win cons) so your deck isn't one-dimensional.

Examples:

  • Combat finishers (Craterhoof Behemoth)
  • Combos (Thassa's Oracle + Demonic Consultation)
  • Alternate win cons (Approach of the Second Sun)

Card Draw

8-10 cards

Essential for maintaining card advantage and finding your win conditions. Prioritize repeatable draw effects over one-shot cantrips in Commander.

Examples:

  • Rhystic Study
  • Phyrexian Arena
  • Esper Sentinel
  • Sylvan Library
  • Monastery Siege

Ramp

10-12 cards

Acceleration helps you cast your commander and big spells faster. Mix artifact ramp (works in any deck) with land ramp (harder to remove).

Examples:

  • Sol Ring
  • Arcane Signet
  • Cultivate
  • Three Visits
  • Chromatic Lantern
  • Smothering Tithe

Removal

8-10 cards

Answers to threats. Include a mix of single-target removal (flexibility) and board wipes (reset button when you're behind).

Examples:

  • Single target: Swords to Plowshares, Chaos Warp
  • Board wipes: Wrath of God, Blasphemous Act
  • Flexible: Generous Gift, Beast Within

Synergy Pieces

15-20 cards

Cards that work with your commander's strategy and each other. These create the unique identity of your deck and powerful combos.

Examples:

  • Theme payoffs
  • Tribal support
  • Mechanic enablers
  • Engine pieces
  • Value generators

Lands

36-38 lands

The foundation. Calculate as: 28 + (2 × number of colors) + average mana value. Prioritize color fixing for 3+ color decks.

Examples:

  • Basics for budget
  • Check lands (Glacial Fortress)
  • Fetch lands (expensive but powerful)
  • Utility lands (Reliquary Tower, Rogue's Passage)

Quick Deck Formula (100 cards)

• 1 Commander

• 36-38 Lands

• 10-12 Ramp

• 8-10 Card Draw

• 8-10 Removal

• 7-10 Win Conditions

• 15-20 Synergy/Theme Cards

• 3-5 Flex Slots

Building Your Deck

Follow these steps to create a cohesive, powerful Commander deck

1

Choose Your Commander

Pick a legendary creature that excites you. Your commander sets your color identity and strategy. Consider play patterns, power level, and your budget.

2

Define Your Strategy

What's your game plan? Aggro, control, combo, tribal, voltron? Having a clear strategy helps every card choice support your goal.

3

Add Win Conditions

Start with 7-10 cards that can actually close out games. Avoid "goodstuff" piles - every card should contribute to your win.

4

Include Core Components

Add the essential building blocks: card draw, ramp, and removal. These keep your deck functional and interactive.

5

Build Your Mana Base

Add 36-38 lands with appropriate color fixing. Use the formula: 28 + (2 × colors) + average mana value. Don't skimp on lands!

6

Test & Refine

Playtest your deck! Take notes on what works and what doesn't. Cut underperformers, add missing pieces, and adjust ratios.

Common Deck Building Mistakes

Avoid these pitfalls to build stronger, more consistent decks

Not Enough Card Draw

Fix: Commander games go long. Without draw, you'll run out of cards and lose. Aim for 8-10 draw effects minimum.

Too Few Lands

Fix: Many new players run 32-34 lands. This leads to frequent mana screw. Run 36-38 unless your curve is very low.

No Clear Win Condition

Fix: Don't just play "good cards." Every card should contribute to how you win. If you can't explain your win con, rethink the deck.

Ignoring Interaction

Fix: You need answers to opponents' threats. Run 8-10 removal spells or you'll get run over by combo or commanders.

Poor Color Fixing

Fix: In 3+ color decks, prioritize lands that produce multiple colors and artifacts like Chromatic Lantern. Color screw loses games.

Too High Mana Curve

Fix: If your average mana value is above 3.5, you'll be too slow. Include cheap interaction and ramp to smooth your curve.

Advanced Optimization Tips

Mana Curve Matters

Track your mana curve. Aim for an average mana value around 2.5-3.5. Too high and you'll be slow; too low and you'll run out of impactful plays.

Pro tip: EDHRec shows average mana value for popular commanders. Use it as a benchmark.

Interaction Density

Run instant-speed interaction. If opponents combo off and you have no answers, you lose. Counterspells, instant removal, and flash creatures keep you safe.

Rule of thumb: 30% of your non-land cards should be interaction or card draw.

Test Your Hands

Goldfish your deck (play solitaire). Draw opening hands and see if you can execute your strategy by turn 6-8. If not, adjust your ratios.

Key question: Can you cast your commander on curve and protect it?

Know Your Meta

Adapt to your playgroup. If everyone plays graveyard decks, run graveyard hate. If combo is common, pack more counterspells. Sideboard tech for your meta.

Ask yourself: What strategies beat you most often? Add answers.

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