How to Build a Commander Deck — Complete EDH Guide
Commander (EDH) is the most popular way to play Magic: The Gathering. It's social, creative, and rewards deck-building ingenuity. But building a 100-card singleton deck from scratch can be overwhelming — there are over 27,000 unique cards legal in Commander. This guide walks you through every step, from choosing your commander to shuffling up your finished deck.
Commander Format Rules
Before building, you need to know the rules that shape every decision:
- 100 cards total — your commander plus 99 other cards
- Singleton — only one copy of each card except basic lands
- Color identity — every card in your deck must share colors with your commander's color identity (all mana symbols in the card's mana cost, rules text, and any color indicators)
- Starting life: 40 (double the normal 20)
- Commander damage: 21 — if a single commander deals 21 combat damage to a player, that player loses regardless of life total
- Command zone — your commander starts in the command zone and can be cast from there. Each time it dies or is exiled, you can return it to the command zone instead. Each recast costs an additional 2 generic mana (the "commander tax")
- Multiplayer — typically 4 players in a free-for-all game
Step 1: Choose Your Commander
Your commander defines your entire deck. It determines your colors, suggests a strategy, and sits in your command zone where you can cast it every game. This is the most important decision you'll make.
What to Look For
- A clear game plan — the best commanders tell you what to do. Atraxa, Praetors' Voice screams "proliferate." Krenko, Mob Boss screams "Goblin tokens." If you can read the card and immediately imagine 10 cards that go with it, that's a good sign
- 2–3 colors for your first deck — mono-color limits your options, and 4–5 colors makes the mana base expensive and complex. Two or three colors hits the sweet spot of card selection and manageable mana
- Reasonable mana cost — a 4-mana commander can be recast at 6 and 8 mana. A 7-mana commander costs 9 and 11 on recasts, which is often unplayable. Commanders at 3–5 mana are the most forgiving
- Resilience or value on entry — commanders that generate value when they enter the battlefield (ETB effects) or are hard to remove (hexproof, indestructible, low cost for easy recasting) are more reliable than those that need to survive a turn cycle
Common Commander Archetypes
- Token generators — create armies of creature tokens (Rhys the Redeemed, Adeline, Resplendent Cathar)
- Voltron — load up your commander with equipment/auras and win via commander damage (Rafiq of the Many, Uril, the Miststalker)
- Aristocrats — sacrifice creatures for value and drain opponents (Korvold, Fae-Cursed King, Teysa Karlov)
- Spellslinger — cast many instants/sorceries for triggers (Kalamax, the Stormsire, Veyran, Voice of Duality)
- Tribal — build around a creature type (Krenko for Goblins, Kumena for Merfolk, The Ur-Dragon for Dragons)
- Graveyard — use the graveyard as a resource (Muldrotha, the Gravetide, Meren of Clan Nel Toth)
- Control — answer threats and win in the late game (Grand Arbiter Augustin IV, Oloro, Ageless Ascetic)
- Combo — assemble specific card combinations to win (Thrasios + partner, Kinnan, Bonder Prodigy)
Where to find inspiration: EDHREC.com shows the most-played commanders and the cards commonly paired with them. Browse by theme, color, or tribe to find a commander that excites you.
Step 2: The Deck-Building Framework
A 100-card singleton deck needs structure. Without it, you'll end up with a pile of individually good cards that doesn't function as a cohesive deck. Here's how to allocate your 99 slots:
The 10-10-10 Framework
This is the most widely-used starting point for Commander deck building. It ensures your deck can function regardless of what strategy cards you draw:
- 36–38 Lands
- 10 Ramp sources (mana acceleration)
- 10 Card draw sources (fuel)
- 10 Removal/interaction pieces (answers)
- ~32 Strategy cards (your commander's game plan)
This framework isn't rigid — it's a starting skeleton. You adjust the numbers based on your commander and colors. But it prevents the most common deck-building mistake: loading up on flashy strategy cards while neglecting the fundamentals that make any deck function.
Alternative: The 8x8 Framework. Another popular approach divides your 99 into 1 commander + 35 lands + 8 categories of 8 cards each. The "core four" categories are ramp, draw, removal, and flex/protection. The remaining four categories are strategy-specific (e.g., tokens, sacrifice outlets, tribal payoffs, recursion). The 8x8 approach forces you to think about your deck in distinct functional groups, which helps avoid the "pile of good stuff" trap. Both frameworks arrive at similar results — use whichever helps you think more clearly.
Ramp (10 Sources)
Ramp accelerates your mana so you can cast bigger spells faster. In a 4-player game, being one mana ahead of the table is a massive advantage.
Auto-includes:
- Sol Ring — the best mana rock ever printed. Every deck plays this
- Arcane Signet — 2 mana, taps for any color in your commander's identity
By color:
- Green has the best ramp: Cultivate, Kodama's Reach, Nature's Lore, Three Visits, Rampant Growth, Llanowar Elves, Birds of Paradise
- Non-green relies on mana rocks: Signets (Azorius Signet, etc.), Talismans (Talisman of Dominance, etc.), Mind Stone, Fellwar Stone, Wayfarer's Bauble
- Colorless: Sol Ring, Arcane Signet, Commander's Sphere, Thought Vessel
How many? 10 is the minimum. Green decks can go to 12–15. Non-green decks with expensive commanders may also want 12+. Never go below 8 — decks without ramp fall behind in multiplayer and never catch up.
Card Draw (10 Sources)
In a 4-player game, you need to answer three opponents' threats while advancing your own game plan. Without card draw, you'll empty your hand by turn 6 and spend the rest of the game topdecking.
By color:
- Blue: Rhystic Study, Mystic Remora, Fact or Fiction, Windfall
- Black: Phyrexian Arena, Sign in Blood, Night's Whisper, Read the Bones, Necropotence
- Green: Beast Whisperer, Guardian Project, Rishkar's Expertise, Return of the Wildspeaker
- White: Esper Sentinel, Welcoming Vampire, Mentor of the Meek, Dawn of a New Age
- Red: Faithless Looting, Jeska's Will, Wheel of Misfortune, Outpost Siege (impulse draw)
- Colorless: Skullclamp (in token decks), The One Ring, Tome of Legends
How many? 10 is the minimum. Spellslinger and control decks want 12–15. Aggressive decks can get away with 8–10 if they aim to win before running out of cards.
Removal and Interaction (10 Pieces)
You need to answer your opponents' threats. In a 4-player game, someone will always have something that needs to die. Split your interaction between:
- Targeted removal (5–7): Swords to Plowshares, Path to Exile, Beast Within, Chaos Warp, Generous Gift, Assassin's Trophy, Anguished Unmaking
- Board wipes (2–4): Wrath of God, Farewell, Toxic Deluge, Blasphemous Act, Cyclonic Rift
- Counterspells (0–3, if in blue): Counterspell, Swan Song, Arcane Denial, Negate
Key principle: Prioritize flexible removal. Beast Within destroys any permanent. Chaos Warp removes any permanent. These are better than narrow answers like pure artifact removal or pure creature removal because they always have a target.
Step 3: Build Your Mana Base
The mana base is where most Commander decks fail. With 99 cards and 2+ colors, you need careful planning to cast your spells on curve.
How Many Lands?
- Low curve (avg MV < 2.5): 33–35 lands + 12 ramp
- Average (avg MV 2.5–3.5): 36–38 lands + 10 ramp
- High curve (avg MV > 3.5): 38–40 lands + 10 ramp
- Landfall decks: 40–42 lands
Colored Source Requirements
Using Frank Karsten's probability math scaled to 99 cards (see our Mana Base Guide for the full breakdown):
- 2-color deck: 23–25 sources of each color
- 3-color deck: 20–22 sources per color (requires heavy dual land investment)
- 4–5 color deck: 18+ sources per color (requires premium fixing and rainbow lands)
Use our Mana Base Calculator to get exact recommendations for your specific deck.
Auto-Include Lands
- Command Tower — taps for any color in your commander's identity. Every multicolor deck plays this
- Exotic Orchard — produces any color your opponents' lands can produce. In a 4-player game, this almost always taps for any color
- Relevant bond lands (Sea of Clouds, Vault of Champions, etc.) — always untapped in multiplayer, essentially free dual lands
Dual Lands by Budget
- Budget ($1–3 each): Pain lands (Adarkar Wastes), check lands (Glacial Fortress), temples
- Mid-range ($3–10): Fast lands, slow lands, filter lands, battle lands
- Premium ($10+): Shock lands, fetch lands (the biggest single mana base upgrade)
See our Dual Land Cycles Guide for a comprehensive breakdown of every cycle, ranked by tier.
Basics Still Matter
Don't cut all your basic lands for duals. You need basics because:
- Ramp spells like Cultivate and Rampant Growth find basic lands
- Path to Exile and similar effects search for basics
- Basics are immune to Blood Moon, Back to Basics, and nonbasic land hate
- In a 2-color deck, aim for 8–12 basics. In 3-color, 5–8. In 4–5 color, 2–5
Step 4: Fill Your Strategy Slots (~32 Cards)
After lands, ramp, draw, and removal, you have approximately 32 slots for cards that advance your commander's game plan. This is where your deck gets its identity.
Build Around Your Commander
Every strategy card should pass this test: "Does this card make my commander's plan better?" If the answer is no, it doesn't belong in the deck, no matter how powerful it is individually.
- Token commander? Include token generators, anthem effects (Intangible Virtue, Cathars' Crusade), and payoffs for wide boards
- Voltron commander? Include equipment (Sword of Feast and Famine), auras (Ethereal Armor), protection (Lightning Greaves), and evasion
- Aristocrats commander? Include sacrifice outlets (Viscera Seer), death triggers (Blood Artist, Zulaport Cutthroat), and recursion (Phyrexian Reclamation)
- Spellslinger commander? Include cheap instants/sorceries, copy effects (Twincast), and spell payoffs (Guttersnipe, Talrand)
Include Win Conditions
Your deck needs a way to actually close out the game. Many new Commander players build decks that "do cool things" but never win. Include 3–5 cards that can realistically end the game:
- Combat finishers: Craterhoof Behemoth, Triumph of the Hordes, overrun effects
- Combo wins: 2–3 card combinations that win on the spot (appropriate for Bracket 3+)
- Value engines: Cards that generate so much advantage that opponents can't keep up (Smothering Tithe, Consecrated Sphinx)
- Commander damage: In voltron decks, your commander IS the win condition
Commander Power Brackets and the Game Changers List
Commander uses an official bracket system (currently in beta) to help players find games at compatible power levels. The brackets are a tool for pregame conversations — not strict enforcement rules.
The Four Brackets
Bracket 1 — Casual: Relaxed, house-rules-friendly play. No cards from the Game Changers list. No intentional two-card infinite combos. No mass land destruction. No extra turn spells. Preconstructed decks fit here.
Bracket 2 — Core: The foundational Commander experience. Straightforward strategies with clear win conditions that opponents can interact with. No Game Changers. Extra turn spells are acceptable in small numbers. Most casual playgroups land here.
Bracket 3 — Upgraded: Enhanced decks with stronger synergies and more efficient cards. Up to 3 cards from the Game Changers list are allowed. Infinite combos are acceptable if they require setup (late-game combos, not turn-3 wins). Most local game store (LGS) pods play at this level.
Bracket 4 — Competitive (cEDH): Fully optimized decks designed to win as efficiently as possible. No restrictions on Game Changers or combos. Fast mana, free counterspells, and compact win conditions. This is the competitive Commander metagame.
The Game Changers List
Game Changers are powerful cards that can dramatically shift a game's trajectory. They're not banned — they're restricted by bracket. Examples include:
- Cyclonic Rift — one-sided board reset
- Rhystic Study — oppressive card draw engine
- Farewell — comprehensive board wipe that exiles
- Smothering Tithe — massive mana advantage
- Thassa's Oracle — compact combo win condition
The full Game Changers list is maintained by the Commander Format Panel and updated periodically. Check the official Commander site for the current list.
How to Use Brackets
Before each game, briefly discuss with your pod: "What bracket are you playing?" This prevents the most common source of bad Commander games — mismatched expectations. A Bracket 1 precon against a Bracket 4 cEDH deck is not a game, it's an execution.
Use our Commander Bracket Calculator to estimate your deck's bracket based on its contents.
Commander Banned List (Key Cards)
Commander maintains a separate banned list from other formats. As of early 2026, notable bans include:
- Fast mana: Black Lotus, all five Moxen, Mana Crypt, Jeweled Lotus, Tolarian Academy, Channel
- Broken creatures: Griselbrand, Emrakul, the Aeons Torn, Primeval Titan, Dockside Extortionist, Nadu, Winged Wisdom
- Degenerate spells: Ancestral Recall, Time Walk, Balance, Tinker, Flash
- Game-warping effects: Upheaval, Worldfire
Recent changes (2025–2026): Dockside Extortionist, Jeweled Lotus, and Mana Crypt were banned in September 2024. Biorhythm was unbanned and moved to the Game Changers list in February 2026. Several previously banned cards (Coalition Victory, Gifts Ungiven, Braids, Cabal Minion) were unbanned in April 2025.
Common Commander Deck-Building Mistakes
1. Too Many High-Cost Cards
It's tempting to fill your deck with 7-mana haymakers. But in practice, you'll draw them before you have the mana to cast them and die with a hand full of uncastable cards. Keep your average mana value around 3.0–3.5. Include a healthy number of cards at 1–3 mana for early-game plays.
2. Not Enough Interaction
A deck that can't remove a Rhystic Study, counter a Cyclonic Rift, or destroy a combo piece will lose to the first player who assembles something threatening. Even the most aggressive decks need 8+ interaction pieces.
3. Commander Dependency
If your deck literally cannot function without your commander on the battlefield, every removal spell your opponents play is catastrophic. Build your deck so it works at 70% without the commander — the commander should push it to 100%, not be the only thing holding it together. Include redundant effects for your commander's key ability.
4. Ignoring the Mana Base
Filling all 38 land slots with basics and a Command Tower in a 3-color deck will result in constant color screw. Invest in your mana base — it's the single most impactful upgrade you can make to any deck. See our Dual Land Guide for budget-friendly options.
5. Too Many "Cool" Cards, Not Enough Synergy
Every card should serve a purpose in your deck's game plan. A Consecrated Sphinx is powerful, but if it doesn't advance your strategy and you're cutting a synergy piece to include it, you're making your deck worse. Stay focused on what your commander wants to do.
Budget Tips
- Start with a precon — preconstructed Commander decks ($40–60) come with a functional mana base, a coherent strategy, and several staples. Upgrade from there
- Budget staple alternatives:
- Night's Whisper / Sign in Blood instead of Rhystic Study
- Swords to Plowshares (usually $2) instead of Path to Exile ($5+)
- Pain lands ($1–3) instead of shock lands ($8–15) or fetch lands ($20+)
- Mortify / Putrefy instead of Anguished Unmaking / Assassin's Trophy
- Commander's Sphere instead of Chromatic Lantern
- Invest in lands first — good dual lands go in every deck of those colors. A Hallowed Fountain you buy today will be in every WU deck you ever build
- Buy singles, not packs — you know exactly what you need; cracking packs is gambling
- Check multiple vendors — prices vary significantly between TCGPlayer, Card Kingdom, and local shops
Sample Deck Skeleton
Here's a concrete example for a 3-color midrange Commander deck (avg MV ~3.2):
- Lands (37): 7 basics, 3 bond lands, 3 shock lands, 3 check lands, 3 pain lands, 2 fast lands, 2 battle lands, 1 triome, Command Tower, Exotic Orchard, 2 utility lands (e.g., Reliquary Tower, Rogue's Passage), 6 remaining basics/duals to taste
- Ramp (10): Sol Ring, Arcane Signet, 3 signets/talismans, Cultivate, Kodama's Reach, Nature's Lore, Farseek, Fellwar Stone
- Card Draw (10): Mix of your colors' best options + 1–2 colorless options
- Removal (10): 6 targeted removal, 3 board wipes, 1 flexible answer
- Strategy (32): Win conditions, synergy pieces, and cards that advance your commander's game plan
Tools and Resources
Use our Mana Base Calculator to determine exact land counts and colored source requirements for your Commander deck. Import a decklist and get personalized recommendations.
Estimate your deck's power bracket with our Commander Bracket Calculator.
For mana base theory and Karsten's probability math, read our Frank Karsten Mana Math Guide. For dual land selection, see our Complete Dual Land Cycles Guide.