Magic: The Gathering’s Commander format is one of the most popular ways to play the game, not just because of the cards themselves, but because of the stories the decks tell. Unlike traditional formats where you simply race to reduce your opponent’s life total, Commander decks (built around a legendary creature, vehicle or planeswalker as the “commander”) emphasise personality and long-term strategy.
At the start of the game, your commander sits just outside the battlefield, waiting to be summoned. This guarantees you always have access to your deck’s centrepiece. That’s a reassuring anchor in a 100-card singleton deck.
There are no duplicates except for basic lands in a commander deck and this naturally encourages variety
and creativity. It means you can’t just load up on four copies of your best spell (like you can in Standard or Modern). Commander is also an eternal format, meaning nearly every card ever printed in Magic is legal (barring the official ban list). This allows you to experiment with older, quirky, or niche cards that might never see play in competitive formats.
Because of the multiplayer nature of Commander, the decks aren’t just about raw efficiency; they’re about identity. Each style of deck embodies a different approach to the political and often unpredictable battlefield. Commander decks push players to explore unusual strategies, use a wider card pool, and personalise their decks. As a result, no two Commander decks feel the same, even if they share colours or archetypes.
Imagine one table where a player pilots a Gruul (red/green) ramp deck, piling up lands and summoning colossal dragons until the board shakes. Across from them sits an Azorius (white/blue) control player, calmly leaving mana untapped, ready to counter those dragons and keep the board under their thumb. Next,
someone shuffles up a Rakdos (black/red) sacrifice deck, turning their own creatures into fuel for devastating effects. And finally, perhaps, a Selesnya (green/white) token army, which quietly builds up
a small army of soldiers and plants until the battlefield erupts in an overwhelming flood of creatures.
The beauty of a Commander Deck is how these identities don’t just affect your gameplay but also shape the social dynamic. Some decks draw immediate attention while others fly under the radar until it’s too late. Some win explosively, others through patience.
Notable Things About Commander Decks
- 100-card singleton: Every card (besides basic lands) must be unique, making deckbuilding diverse.
- Commander identity: Your commander defines your deck’s colours and style.
- Multiplayer focus: Usually 4-player pods, meaning politics and table dynamics matter as much as raw power.
- Commander tax: Each time your commander is cast from the command zone after dying, it costs two more mana.
- Varied win conditions: Life total reduction, “combo” wins, overwhelming armies, alternate win conditions (like Laboratory Maniac or Approach of the Second Sun).
Key Types of Commander Decks and Their Traits
1. Aggro / Combat-Focused Decks
- Playstyle: Win by overwhelming opponents with creatures and combat damage.
- Example Commanders: Edgar Markov (vampires), Xenagos, God of Revels (big attackers), Najeela, the Blade-Blossom (warriors).
- Traits: Fast-paced, thrives when opponents stumble, often a lightning rod for removal.
2. Control Decks
- Playstyle: Slow the game down, deny threats, and win with inevitability.
- Example Commanders: Azami, Lady of Scrolls (card draw), Narset, Enlightened Exile (spellslinger).
- Traits: Heavy on counters, board wipes, and card advantage. Can frustrate opponents but dominates the long game.
3. Combo Decks
- Playstyle: Assemble specific pieces for a game-ending loop or synergy.
- Example Commanders: Urza, Lord High Artificer (artifacts), Korvold, Fae-Cursed King (sacrifice engine), The Gitrog Monster (lands).
- Traits: Often slow or sneaky until suddenly explosive; opponents must monitor them carefully.
4. Midrange / Value Decks
- Playstyle: Flexible, playing efficient cards that scale well over time.
- Example Commanders: Meren of Clan Nel Toth (recursion), Atraxa, Praetors’ Voice (proliferate+ value), Roon of the Hidden Realm (blink).
- Traits: Adaptable, good at grinding, strong resilience to removal.
5. Tribal Decks
- Playstyle: Build around one creature type for synergy.
- Example Commanders: Sliver Overlord (slivers), Krenko, Mob Boss (goblins), Ayula, Queen Among Bears (bears).
- Traits: Cohesive identity, synergy-driven, often snowball once critical mass is reached.
6. Tokens / Go-Wide Decks
- Playstyle: Make many creatures, then pump them for massive swings.
- Example Commanders: Rhys the Redeemed (elves/tokens), Trostani, Selesnya’s Voice (lifegain + tokens).
- Traits: Explosive board states, weak to wipes, strong in attrition if supported.
7. Politics / Group Hug Decks
- Playstyle: Encourage other players, offer resources, manipulate table dynamics.
- Example Commanders: Phelddagrif (group hug), Zedruu the Greathearted (gifting).
- Traits: Don’t always aim to win directly; thrive by influencing outcomes and “kingmaking.”
8. Stax / Prison Decks
- Playstyle: Deny resources, slow down the entire table, and win by grinding others out.
- Example Commanders: Grand Arbiter Augustin IV (taxing spells), Derevi, Empyrial Tactician (resource denial).
- Traits: Oppressive but effective, demands strong piloting and politics to avoid being targeted immediately.