Learn How to Build a Commander Deck
03/05/20 0 comments
Learn how to build a commander deck using the right amount of lands, removals and ramps from the Atog de Toga team.Edit Article
LET'S GO TO THE NUMBERS
Mana generation:An average commander deck should have around
45 to 50 mana sources. This count includes lands, mana stones, mana dorks, spells, lands that search for lands, etc. Whenever I build a new deck, I put exactly
38 landsbecause this is a number that generally satisfies most strategies. However, after I have the deck's mana curve set, this number is adjusted upwards or downwards depending on the demand. Having 50 mana sources on a deck may seem like an exaggeration, but we must remember that Commander is an extremely inconsistent format. So it is always good to guarantee a slightly greater chance of having the mana to cast your spells.
Adjusting the colors of the lands:When you assemble a mono-colored deck, your mana base is easily resolved since 38 basic lands of your chosen color are already able to put the deck to work smoothly. The problem starts when more colors enter the equation. A new player's first instinct is to place the same amount of land for each color of their commander. This strategy can work in most cases, but if you want a more elaborate and accurate formula for calculating the color division of your mana base, this is your lucky day. One of the most effective methods I use to define my commanders' mana base is the
Devotion Division Method (MDD). We warn you that this method involves mathematics. Let's say you have a Blue and Green Uro, Titan of Nature’s Wrath deck and you’re deciding how much of each mana color to add. The
MDDmethod requires you to count your
TOTALdevotion of all cards in the deck for each color. That is, count the mana symbols for each color in the cost of all your cards.
MDDtechnique works perfectly for any number of colors in your multicolored commander, not just for two colors. It is a lengthy and somewhat complex process, but it will most likely solve your mana color problems.
Spot removals:In general I always start my decks with
5 to 7 spot removalsfor creatures, artifacts, enchantments, counterspells etc. These numbers work best for more aggressive decks that have more ways to put pressure on an opponent. In the case of more defensive decks it is always good to put more ways to protect yourself on time. Something between
10 and 15 spot removalscan help you survive longer at the table.
Global removals:No strategy is foolproof. That's why it's always good to reserve
2 to 4spaces on your deck for global removals. It is always good to have a panic button to reset the table when things are going bad for you.
Card advantage:As we have said many times in Atog de Toga: Magic's best ability is to draw cards. So don't be stingy and reserve
10 to 15spaces on your deck for ways to draw cards or graveyard recursion. This way you will be able to access more of your deck's spells and have more table development options. Having too many cards in your hand is a huge advantage that is not very noticeable by your opponents.
Graveyard hate:Graveyard recursion is a very popular strategy in Magic and you will definitely have to deal with an opponent who abuses this mechanic. This is why it is always interesting to have
1 to 3ways to deal with your opponents' graveyard. Often these graveyard removals will not be used often, but it is always better to be safe than sorry.
Alternative win condition (combo):You may not like combos, you may dislike or even hate, but it is healthy that your deck has at least one way to beat more than one opponent at once. The deck doesn't need to revolve around this win condition, and it doesn't have to be an infinite or degenerate combo, but it does need to be able to close the game if your initial plan fails.