
How Do I Choose a Commander Card?
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Choosing a Commander in Magic: The Gathering (MTG) is one of the most crucial and exciting parts of building a Commander deck. It’s the foundation upon which your entire 100-card singleton deck is built. Your commander dictates not only the colors you can play but also often the overall strategy and play style of your deck. Therefore, selecting the right commander is critical to a satisfying and successful Commander experience. It’s a blend of personal preference, strategic thinking, and understanding what makes a good leader in the realm of MTG. Here’s a comprehensive guide to help you navigate this crucial decision:
Understanding the Role of a Commander
First, it’s essential to grasp what a commander actually does. In the Commander format, your commander is a legendary creature (or in some cases a planeswalker with a specific rule allowing it to be a commander) that starts outside of your deck, in the command zone. You can cast it from the command zone as many times as you want, though each time it returns to the command zone after being removed, it costs two more generic mana. This means your commander is often the centerpiece of your deck, a reliable recurring threat, engine, or utility piece.
Key Considerations When Choosing a Commander
- Personal Preference and Playstyle: More than any other format in Magic, Commander is about self-expression. The most important aspect is picking a commander you will enjoy playing. Do you like aggressive strategies, controlling the game, comboing off, or a mix of all three? Your commander should align with the types of games you find fun.
- Color Identity: The color identity of your commander dictates which cards you can include in your deck. This is determined by the mana symbols in its mana cost and text box. For example, a commander with a {R} and {W} in its mana cost has a red-white color identity. You can only use cards that are either red, white, or both colors in your deck. Understanding your preferred color combinations will help narrow down your options.
- Commander’s Ability: Your commander’s ability or abilities will often steer the course of your deck’s strategy. Consider the kind of game it is designed to promote. Is your commander a strong beatdown creature, a card advantage engine, a combo enabler, or a valuable utility piece? Choose a commander whose ability you find both interesting and powerful.
- Mana Cost: The mana cost of your commander is another important factor. While you can repeatedly cast your commander, the cost increases each time. A high mana cost might make it challenging to consistently get your commander into play. On the other hand, a lower mana cost commander can consistently be there to provide your deck the boost it needs.
- Synergy: Think about how well your commander synergizes with other cards. Does the commander encourage specific strategies or types of cards that you also want to play? A commander that works well with cards you love increases the deck’s overall power and cohesiveness.
- Deck Budget: Some commanders are inherently more expensive than others, and some are more budget-friendly. Consider the cost of cards that will work well in your deck and be realistic about how much you can spend when selecting a commander.
- The Rule of Cool: Sometimes, the best commander is the one that simply appeals to you the most. Don’t discount a commander just because it isn’t “optimal” or considered “top-tier”. Pick something you are excited to pilot.
Starting Points
If you are new to Commander, consider starting with one of these:
- Preconstructed Decks: Wizards of the Coast releases preconstructed Commander decks which are generally a good way to begin learning the format. These decks often have a clear theme and provide a solid starting point. Guided by Nature, led by Freyalise, Llanowar’s Fury, is an example of a good beginner’s deck.
- Beginner-Friendly Commanders: Some commanders are easier to build around than others. Commanders that are strong value engines and have relatively straightforward abilities can be great for beginners.
Advanced Considerations
For experienced players:
- Metagame Awareness: Consider the types of decks you are likely to encounter in your playgroup. Choose a commander that can perform well or counter common strategies in your metagame.
- Deck Flexibility: While building around a core strategy is good, choose a commander that allows your deck to have some flexibility in its game plan. This ensures your deck isn’t too linear and can adapt to different situations.
- Unique Strategies: Consider using a commander that allows you to try a different strategy that is less common in the format. This is a good way to explore different strategies and make your deck unique.
Final Thoughts
Choosing the right commander is a journey that involves research, self-reflection, and experimentation. Don’t be afraid to try different commanders, test out various strategies, and discover what works best for you. At the end of the day, the best commander is the one that brings you the most enjoyment and allows you to express your creativity.
Frequently Asked Questions (FAQs)
1. Can I use any card in a Commander deck?
No, you cannot use any card. Your deck must adhere to the color identity rules. A card can only be included if every color in its color identity is also found in the color identity of your commander. Additionally, all cards in your deck must be singleton (one copy of each card) unless the card specifies otherwise.
2. How many lands should I include in my Commander deck?
A good rule of thumb is to include 35% to 40% land cards in your deck. Typically, you should have between 33 to 40 lands in a 100-card Commander deck. Many Commander decks also use additional mana rocks (artifacts that produce mana) to ensure enough mana to cast spells.
3. What are some good “staple” cards for Commander decks?
Some essential staple cards to consider adding to your Commander deck are:
- Sol Ring
- Arcane Signet
- Swords to Plowshares
- Blasphemous Act
- Heroic Intervention
- Swiftfoot Boots
- Chaos Warp
- Rhystic Study
These cards are generally strong and can slot into many different types of Commander decks.
4. How many creatures should be in my Commander deck?
While there isn’t a strict rule, many Commander decks include somewhere between 30 to 40 creatures. Your number may vary depending on the specific game plan and strategy of your deck.
5. Can a Planeswalker be my Commander?
Generally, only legendary creatures can be commanders. However, some Planeswalkers have text that specifically states: “[CARDNAME] can be your commander.” These Planeswalkers can be used as a commander.
6. How many colors should my Commander deck be?
Your deck will be the same number of colors as the commander. You can have a monocolor, two-color, three-color, four-color, or even five-color deck. The choice depends on your preferred play style and color preferences.
7. What is a good number of ramp cards for a Commander deck?
Aim to include 8 to 10 ramp cards, depending on your commander’s mana cost. Ramp spells and mana rocks (artifacts that generate mana) are essential to speed up your mana base.
8. What is the best way to improve my Commander deck?
To improve your commander deck, consider the following:
- Define your Power Level: Align your deck’s power level with your playgroup’s expectations.
- Don’t Rely Solely on Your Commander: Have a plan that does not depend on your commander alone.
- Build around your Commander’s Goals: Choose cards that complement your commander’s abilities and overall strategy.
- Focus on your Core Strategy: Ensure that the deck has a clear strategy and plan that synergizes.
- Sort Cards by Function: Organize your cards by the roles they play in your deck.
- Look for Multifunctional Cards: Look for cards that can be used in different ways.
- Run Enough Interaction: Make sure you have enough removal and counter magic to deal with opponents’ threats.
9. How big should my Commander deck be?
A Commander deck must have exactly 100 cards, including the commander.
10. What are some of the strongest Commanders?
There are many strong commanders. Some notable examples include:
- Teysa Karlov
- The Ur-Dragon
- Razaketh, The Foulblooded
- Urza, Lord High Artificer
- Meren of Clan Nel Toth
11. Are there any cards banned in the Commander format?
Yes, some powerful cards are banned in the Commander format for various reasons. Some banned cards include:
- Primeval Titan
- Fastbond
- Karakas
- Hullbreacher
The banned list changes, so stay up-to-date.
12. What does “singleton” mean in the Commander format?
Singleton refers to the rule that only one copy of any given card (excluding basic lands) is allowed in a Commander deck.
13. What if my Commander gets destroyed?
If your commander is removed from the battlefield, it returns to the command zone. You can cast it again, but it will cost an extra two generic mana for each time you’ve cast it from the command zone. This is known as the “commander tax.”
14. What is the “command zone”?
The command zone is an area outside the battlefield where your commander resides. When the game begins, it’s where your commander starts, and it returns to this zone if it leaves the battlefield, allowing you to recast it from there.
15. What is a “tribal deck” in Commander?
A tribal deck focuses on a specific creature type (like elves, goblins, or zombies). Tribal decks are a popular choice in Commander because they allow for synergy and a flavorful theme.