I built my first Commander deck in 2019 with a pile of cards from a draft box and a Muldrotha, the Gravetide I pulled from a pack. It was terrible. Sixty lands, twenty creatures that did not work together, and zero card draw. I lost every game for a month. But that process—figuring out why the deck did not work and learning how to fix it—taught me more about deckbuilding than years of playing Standard ever did. This guide is everything I wish someone had told me before I sleeved up that pile.

Commander is Magic's most popular format for good reason: 100-card singleton, multiplayer politics, and the freedom to build around almost any legendary creature in the game. Whether this is your first deck or your fifteenth, the fundamentals below apply to every Commander build.

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The Rules

Before we get into deckbuilding, here are the core rules that shape every decision:

Step 1: Choose Your Commander

Your commander is the only card you are guaranteed to have access to every game. It defines your strategy, your colors, and your power level. I have found that the best commander choices share three traits:

Clear Build Direction

The best commanders tell you what to do. Krenko, Mob Boss says "make Goblins." Meren of Clan Nel Toth says "sacrifice creatures and bring them back." Talrand, Sky Summoner says "cast instants and sorceries." If you read a commander and immediately have ten card ideas, that is a good sign. If you read it and feel confused about what the deck wants to do, keep looking.

Two or Three Colors

Mono-color commanders limit your card pool significantly. Five-color commanders give you access to everything but create manabase nightmares (and expensive ones). Two or three colors hits the sweet spot: enough card diversity to build multiple versions of the deck, but a manageable mana base. In my experience, the best first commanders are in Simic (green-blue), Golgari (green-black), or Orzhov (white-black)—these color pairs have excellent staples at every price point.

Accessible Card Pool

Some commanders require expensive staples to function. Others thrive on budget cards. Aesi, Tyrant of Gyre Strait draws cards just by playing lands—every basic land in your deck becomes a cantrip. Wilhelt, the Rotcleaver generates tokens from Zombies dying, and there are dozens of budget Zombies available. Lathril, Blade of the Elves can be built for $30 and still win games. All three have preconstructed decks available as starting points, which I strongly recommend for first-time builders.

Step 2: Build Your Mana Base

The mana base is where most first-time Commander builders go wrong. In a 99-card singleton deck with two or more colors, you cannot afford to stumble on mana. I have played against decks with incredible strategies that lost because they could not cast their commander on turn five.

How Many Lands?

Start with 36–38 lands. Here is how I adjust from there:

Our Mana Base Calculator handles this math precisely—paste your Moxfield or Archidekt link and it runs 50,000 simulated games against your exact decklist.

Fixing Your Colors

In a two-color deck, start with these lands (budget alternatives in parentheses):

For three-color decks, add fetch lands if your budget allows, plus triomes (fetchable three-color lands). Always include 8–12 basic lands for cards like Cultivate and Kodama's Reach. See our Dual Land Cycles Guide for every option.

Step 3: The 10-10-10 Framework

This is the framework I use for every Commander deck I build. It ensures your deck functions before you add your fun cards:

10 Ramp Sources

Ramp gets you ahead on mana. In a format where everyone starts at 40 life, the player who reaches 6–7 mana first usually dictates the game.

In green decks, lean toward land-based ramp (Cultivate, Rampant Growth) because lands are harder to remove than artifacts. In non-green decks, you are stuck with mana rocks—run 12–14 to compensate.

10 Card Draw Sources

Running out of cards in Commander means sitting and watching other people play. I would rather lose than spend four turns topdecking.

10 Removal/Interaction

You need answers to threats. In a four-player game, someone will play something that needs to die immediately.

A common mistake is skipping removal to fit more strategy cards. I have learned that the deck with 10 removal spells wins more games than the deck with 10 more synergy pieces, because in a four-player game, threats come from three directions.

Step 4: Fill Your Strategy Slots

With ~37 lands, ~10 ramp, ~10 draw, ~10 removal, and your commander, you have about 32 slots for cards that execute your game plan. Here is how to think about those slots by archetype:

Creature-Based Strategies (Tokens, Tribal, Voltron)

Fill with creatures and support. For a Zombie tribal deck under Wilhelt: 20–25 Zombies that work with death triggers, plus 7–12 payoff cards (Diregraf Captain, Plague Belcher, Rooftop Storm). For Voltron: 15–20 equipment/auras and 12–15 creatures that benefit from being suited up.

Spellslinger (Instants/Sorceries Matter)

Run 25–30 instants and sorceries with 10–15 payoffs for casting them (Guttersnipe, Archmage Emeritus, Storm-Kiln Artist). Your card draw doubles as strategy here—blue draw spells trigger your payoffs.

Combo

Include your combo pieces plus redundancy and ways to find them. If your win condition is a two-card combo, run tutors (Demonic Tutor, Vampiric Tutor—both Game Changers) or redundant pieces. Be aware that infinite combos push you into Bracket 3 or higher.

Power Level and Brackets

Commander uses an official 5-bracket power level system (currently in WotC beta) to help players find games at similar intensity. Certain powerful cards are designated as Game Changers—they are not allowed in Brackets 1–2 and limited to 3 per deck in Bracket 3. The current Game Changers list has 53 cards and is updated every 3–4 months.

Use our Commander Bracket Calculator to estimate where your deck lands. It analyzes your decklist for Game Changers, combo density, tutor count, mana curve, and 14 synergy axes to place you in the right bracket.

The Commander Tax and Why It Matters

Every time your commander dies or gets exiled to the command zone, it costs 2 more to cast next time. A 5-mana commander that dies twice now costs 9 mana. This has real deckbuilding implications:

Multiplayer Politics

Commander is a multiplayer format, and that changes everything about how you play. I have won games where I was the weakest player at the table just by making the right deals.

Budget Tips

I have built competitive Bracket 2 and Bracket 3 decks for under $50. Here is how:

Related Guides

Master your mana base with our Manabase Guide featuring Frank Karsten's math. Compare every dual land cycle in the Dual Land Cycles Guide. Understand the Commander Bracket system and check the full Game Changers list. Read how we built the Bracket Calculator for the technical methodology.

Common First-Deck Mistakes

I made every one of these with my Muldrotha deck. Learn from my pain:

Upgrading Your Deck Over Time

The best Commander decks are not built in a day. I have been upgrading my Muldrotha deck for three years, and it has gone from a Bracket 2 pile to a focused Bracket 3 machine. Here is the upgrade path I recommend:

Month 1: Fix the Mana Base

Replace tap lands with pain lands and check lands. Add Command Tower if you do not have one. Ensure you have Sol Ring and Arcane Signet. This single change will improve every game you play.

Month 2–3: Improve Card Draw and Removal

Replace inefficient draw spells with better ones. Swap Divination for Night's Whisper. Add targeted removal like Swords to Plowshares or Beast Within. Cut board wipes that cost 6+ mana for ones that cost 4–5.

Month 4–6: Refine Your Strategy

Now cut the cards that do not advance your game plan. Every card should either: advance your strategy, draw cards, ramp, or remove threats. If a card does not fit one of those categories, cut it. This is where the deck starts to feel cohesive instead of random.

Month 6+: Optimize

Add your first Game Changers if you want to move to Bracket 3. Upgrade ramp to faster options. Replace generic good cards with cards that specifically combo with your commander. This is also when you start cutting lands if your curve has dropped — a deck with an average mana value of 2.8 does not need 38 lands.

Building for Specific Power Levels

I build differently depending on which bracket I am targeting:

Use our Bracket Calculator at each stage to verify you are hitting your target bracket.

Frequently Asked Questions

How many lands should a Commander deck have?

Most Commander decks run 36–38 lands, plus 10–12 ramp sources (mana rocks and ramp spells). Lower-curve decks (average mana value under 3) can go as low as 33–35 lands with more cheap ramp. Higher-curve or landfall decks may want 38–40 lands. Use our Mana Base Calculator for precise recommendations.

What is the best ratio of ramp, draw, and removal in Commander?

A solid starting point is the 10-10-10 rule: 10 ramp sources, 10 card draw sources, and 10 removal/interaction pieces. With about 37 lands and your commander, that leaves roughly 32 slots for your deck’s strategy. Adjust based on your commander — spellslinger decks want more draw, while green decks lean into ramp.

How do I choose a commander for my first EDH deck?

Pick a commander that excites you and has a clear build-around strategy. Good first commanders have straightforward abilities, are in 2–3 colors (for deck-building flexibility without mana base complexity), and have plenty of budget-friendly support cards. Popular starters include Aesi, Tyrant of Gyre Strait (Simic landfall), Wilhelt, the Rotcleaver (Dimir zombies), and Lathril, Blade of the Elves (Golgari elves).

What is the commander tax?

Each time your commander leaves the battlefield and returns to the command zone, it costs an additional 2 generic mana to cast. A 4-mana commander costs 6 after one death, 8 after two, and so on. This is why cheap commanders (2–3 mana) are often considered stronger—they recover from removal more easily.

What are Game Changers in Commander?

Game Changers are a list of 53 powerful cards designated by Wizards of the Coast as part of the Commander Bracket system. They include cards like Rhystic Study, Cyclonic Rift, Demonic Tutor, and Mana Crypt. Game Changers are not allowed in Brackets 1–2 and limited to 3 per deck in Bracket 3. Brackets 4–5 have no Game Changer limits. The list is updated every 3–4 months.