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The letter W!hat makes a deck your favorite?



Planeswalker's Favor | Art by Rebecca Guay


Everyone has their own tastes and preferences for decks. There's an endless list for the combinations of features, functions, cards, colors, commanders, and other attributes that can be used to define it. Even if I had a clever way of gathering every minute difference in our collective tastes, making sense of it all would be impractical.

But what does make sense are decks.

That's why I asked you to share your favorite Commander deck, one that's not only stood the test of time (with plenty of updates along the way) but is still in active use. Your "go-to deck" says volumes about you as a player: Aspirations, objectives, processes, plans, styles, and more. It's dense with the things we want to express, and built to do it how we envision it happening.

This is a cross-section of decks you shared, and it covers a remarkable breadth of our styles. Let's go big and get home.

Hugs and Politics

There's one type of deck that, if personified, would be the closest thing to Commander's mascot: The Group Hug deck.

Phelddagrif | Art by Amy Weber

Phelddagrif is a strange creature that holds a stranger place in a multiplayer games. It isn't a killer unto itself, and it's abilities mostly affect opponents in beneficial ways. It plays at what Commander is all about: creating a social game experience. Phelddagrif can fix many things:

  • Need lands? Here, draw some cards.
  • Low on life? Have some points to spare.
  • Need a block? Saprolings make fine pets.

When you craft a deck around all of these beneficial-for-opponents effects, you get Group Hug:

Lou's Relentless Hugs
Commander – Phelddagrif


The deck has no real win condition; it exists just to hug. The rest of my decks are more traditional and aim to win. After combing out the table with Jenara, Asura of War or Kresh the Bloodbraided, I usually feel dirty all over and pull out the hippo.

Everyone having twenty+ land by turn three is not uncommon. Only in Commander.

The Impossible Made Possible

Some experiences aren't easily moved to Commander. If you like burn decks—packed with Lightning Bolt and Searing Spear—then you'll find the 60 or more life you need to deal with daunting. Just as challenging is the "mill" strategy: causing opponents cards to be put into their graveyard from their library so that, eventually, they fail to draw a card for their turn and lose.

For some of you, Commander is the format that begs for the impossible to be made real.


This is my favorite Commander deck, mono-blue "Kami of the Crescent Mill."

The deck has several defenders which buy time and feed Doorkeeper's mill. Plentiful mana is gained by mana-producing/land-fetching artifacts, which are in turn fetched by spells and Tezzeret the Seeker. This mana is then used to funnel into big spells like Blue Sun's Zenith, or used on one of the many mill creatures that litter the deck.


Kami of the Crescent Moon comes in early, and is rarely killed, as he "benefits" both sides of the board. But his relentless card-draw only makes their decks smaller, and feeds my hand with Meishin, the Mind Cage and Venser's Journal. By drawing so much it's easy to get critical cards like Forced Fruition, Jace's Erasure, and Teferi's Puzzle Box, which tends to severely disrupt any opponent.

Proteus Staff, Void Stalker, Declaration of Naught, and several bounce spells make sure that enemy commanders don't stay on the board for long, and better, can be forced to be shuffled into an opponent's library instead of going to the command zone.


As a personal design choice, I only use cards with the modern frame, which leads to some creative thinking in deck building.

Rainbow Affects

While it's clear that monoclored decks can shine in Commander, most decks lean toward using two or three, like Anax and Cymede or Maelstrom Wanderer.

And then there's going for broke.

There are a handful of commanders that use all five colors, but they're a surprisingly common choice for the format.


The deck I've had the longest is definitely my 5-Color Progenitus build. Originally, the objective was to take advantage of my minimal collection (I was pretty poor in the beginning, so scraping together a ninety-nine-card singleton deck was pretty tricky), and also play up my absolute love of the 5-Color Control deck that was popular in Standard at the time. It started pretty shaky, missing most of the staples and top-tier mana fixers, but it gave me a great perspective on just how effective basics can be in Commander (even in a 5-Color list!), and how powerful cards that would otherwise be pretty much trash can be, too.

Over time the deck has gotten a lot of good ol' TLC, and it's gotten pretty pimped out too. Going from a deck with a suite of bounce lands (which took Strip Mines every time D: ) and basics for lands now has original duals, shocks, fetches, and all the other nice fixers. I've boosted my collection too, so now it's taken 5-Color Goodstuff to its logical conclusion: a "Planeswalker Super Best Friends" party. Oh, not to mention it's split off into a companion deck (Karona, False God-Enchantress—I'll skip that list, though) that shares the mana base. A third is even in production.


So, I'd say this deck really represents my growth and investment as a Magic player. Without further ado:

Aric's Five-Color Progenitus
Commander - Progenitus

Main Deck

99 cards

Commander
Badlands
Breeding Pool
Cascade Bluffs
Command Tower
Fetid Heath
Fire-Lit Thicket
Forest
Graven Cairns
Island
Misty Rainforest
Mountain
Mystic Gate
Overgrown Tomb
Plains
Plateau
Reflecting Pool
Rugged Prairie
Scalding Tarn
Steam Vents
Sunken Ruins
Swamp
Taiga
Temple Garden
Tropical Island
Tundra
Twilight Mire
Underground Sea
Volcanic Island
Watery Grave
Wooded Bastion

35 lands

Angel of Despair
Arcanis the Omnipotent
Coiling Oracle
Consecrated Sphinx
Djinn of Wishes
Eternal Witness
Mulldrifter
Phyrexian Metamorph
Sakura-Tribe Elder
Sheoldred, Whispering One
Solemn Simulacrum
Vorinclex, Voice of Hunger
Yavimaya Elder

13 creatures

Akroma's Vengeance
All Suns' Dawn
Austere Command
Beacon of Unrest
Cultivate
Darksteel Ingot
Decree of Annihilation
Fact or Fiction
Final Judgment
Fist of Suns
Humility
Jokulhaups
Kodama's Reach
Krosan Grip
Maelstrom Nexus
Merciless Eviction
Mirari's Wake
Nature's Spiral
Norn's Annex
Obliterate
Path to Exile
Praetor's Counsel
Radiate
Razia's Purification
Recross the Paths
Recurring Insight
Regrowth
Sol Ring
Spine of Ish Sah
Wargate
Wild Ricochet
Wrath of God

32 other spells

Ajani Goldmane
Ajani Vengeant
Chandra Nalaar
Elspeth, Knight-Errant
Garruk Wildspeaker
Garruk, Primal Hunter
Gideon Jura
Gideon, Champion of Justice
Jace Beleren
Jace, Architect of Thought
Karn Liberated
Liliana Vess
Nicol Bolas, Planeswalker
Sarkhan Vol
Sorin Markov
Sorin, Lord of Innistrad
Tamiyo, the Moon Sage
Venser, the Sojourner
Vraska the Unseen

19 planeswalkers

Progenitus


Bearly Hanging in There

Commander is multiplayer, and multiplayer formats come with some different rules than duels. The words "each opponent" and "each player" weigh much heavier than in two-player Magic, and incorporating effects that affect everyone is an easy way to boost the power of a deck on Commander without otherwise changing the duel dynamic.

Group Hug decks find effects that are mostly beneficial to apply to everyone. But there's a dark side to the pink hippo of joy: Bear Hug. You might still hand out cards, creatures, and life, but you'd also follow it up with cards that punish players for receiving those gifts.

Bear Hug is the idea of a double-edged sword applied to an entire Commander deck.

The deck that I play the most in Commander is what I call "Group Hate." The idea of the deck is to use "hug" cards like Howling Mine, Font of Mythos, and Horn of Greed to get the card draw flowing, then punish it with cards like Spiteful Visions, Underworld Dreams, and my personal favorite (and all-star in the deck), Phyrexian Tyranny. There's also a few cards like Sire of Insanity and Hive Mind that just change the game entirely. The deck functions really well, and can win out of nowhere (I won once when everybody was at ~40 life because I played Time Reversal with Hive Mind and Phyrexian Tyranny out).


A few cards that I consider to be my "special tech" are Teferi's Puzzle Box and Exquisite Blood. Teferi's Puzzle Box is one of the best cards in the deck for two reasons: Disrupts hands and causes massive pain with punisher cards out. Exquisite Blood is in the deck solely so I don't kill myself on accident.

The commander for this deck is kind of irrelevant. I alternate between Thraximundar and Crosis, the Purger depending on what decks I'm playing.

James's Grixis Bear Hug
Commander – Thraximundar/Crosis, the Purger

Main Deck

99 cards

Commander
Akoum Refuge
Blood Crypt
Cabal Coffers
Cascade Bluffs
Command Tower
Creeping Tar Pit
Crumbling Necropolis
Dimir Aqueduct
Dragonskull Summit
Drowned Catacomb
Graven Cairns
Island
Izzet Boilerworks
Jwar Isle Refuge
Lavaclaw Reaches
Mikokoro, Center of the Sea
Mountain
Mystifying Maze
Rakdos Carnarium
Reliquary Tower
Steam Vents
Sulfur Falls
Sunken Ruins
Swamp
Urborg, Tomb of Yawgmoth
Vesuva
Watery Grave

33 lands

Bloodgift Demon
Consecrated Sphinx
Dragon Mage
Jace's Archivist
Jin-Gitaxias, Core Augur
Kami of the Crescent Moon
Kederekt Parasite
Kozilek, Butcher of Truth
Laboratory Maniac
Nin, the Pain Artist
Niv-Mizzet, the Firemind
Notion Thief
Prince of Thralls
Psychosis Crawler
Seizan, Perverter of Truth
Sheoldred, Whispering One
Sire of Insanity
Solemn Simulacrum
Sturmgeist
Urabrask the Hidden

20 creatures

Archmage Ascension
Blue Sun's Zenith
Breathstealer's Crypt
Chromatic Lantern
Counterflux
Cruel Ultimatum
Cyclonic Rift
Darksteel Ingot
Dissipation Field
Enter the Infinite
Exquisite Blood
Font of Mythos
Forced Fruition
Grave Betrayal
Havoc Festival
Hinder
Hive Mind
Horn of Greed
Howling Mine
Insurrection
Leyline of the Void
Life's Finale
Lightning Greaves
Manabarbs
Omniscience
Otherworld Atlas
Phyrexian Tyranny
Propaganda
Prosperity
Sensei's Divining Top
Slave of Bolas
Sol Ring
Spell Crumple
Spiteful Visions
Teferi's Puzzle Box
Temple Bell
Time Reversal
Time Warp
Underworld Dreams
Venser's Journal
Winds of Change
Wound Reflection

42 other spells

Jace Beleren
Jace, Memory Adept
Nicol Bolas, Planeswalker
Tamiyo, the Moon Sage

4 planeswalkers

Thraximundar


Island Fortress

Commander isn't exclusively wacky decks and weird angles. Many of you enjoy taking what you may already enjoy about typical Constructed formats—Modern, Legacy, Standard, etc.—and applying it on a larger scale.

Just because you can't play multiple copies of one cards doesn't mean you can't play multiple cards that are all close copies.

The most common take on "the Constructed" approach has to be building a controlling deck for Commander. Mass removal, spells that steal others' things, and plenty of card-drawing effects, all taken in combination, can allow a player to keep up with an entire table of enemies.

This is my Sol'kanar the Swamp King. The theme is "What's yours is mine, what's his is mine, what's mine is mine, and what's dead is... well, it's probably also mine." The deck steals, commandeers, controls, and swipes creatures, spells, libraries, graveyards, turns, you name it, and likes to repeat things (thus, things like Charmbreaker Devils and Sheoldred).


There's some basic mass removal, and Clone isn't as good now as it was pre-legendary change, but it's still solid. Gather Specimens has gone in and out of this deck a lot, but may go back in soon. Also, Memory Plunder is one of the most undervalued cards for Commander—I'll just cast your Wrath, now, as an instant, when you're attacking me, thanks. This deck's affectionately referred to as the "Hive of Scum and Villainy." The deck almost wants to be a Nicol Bolas deck, but Sol'kanar and Urborg, Tomb of Yawgmoth is just a handy backup to have around, and helps gain life to make up for the early hits you take.

Cliff's Sol'kanar the Swamp King Control
Commander – Sol'kanar the Swamp King

Main Deck

99 cards

Commander
Badlands
Blood Crypt
Creeping Tar Pit
Crumbling Necropolis
Graven Cairns
Island
Jwar Isle Refuge
Lavaclaw Reaches
Maze of Ith
Mountain
Polluted Delta
Rupture Spire
Scalding Tarn
Steam Vents
Swamp
Underground Sea
Urborg, Tomb of Yawgmoth
Volcanic Island
Watery Grave

39 lands

Bane of the Living
Bloodline Keeper
Charmbreaker Devils
Clone
Consecrated Sphinx
Duplicant
Geth, Lord of the Vault
Glen Elendra Archmage
Havengul Lich
Igneous Pouncer
Ink-Eyes, Servant of Oni
It That Betrays
Jhessian Zombies
Kaervek the Merciless
Mischievous Quanar
Mulldrifter
Nirkana Revenant
Oona, Queen of the Fae
Phyrexian Crusader
Prince of Thralls
Puppeteer Clique
Rakdos Guildmage
Sheoldred, Whispering One
Shriekmaw
Ulamog, the Infinite Gyre
Vampire Nighthawk
Wrexial, the Risen Deep

27 creatures

Anvil of Bogardan
Basalt Monolith
Blatant Thievery
Bonfire of the Damned
Caged Sun
Confiscate
Control Magic
Damnation
Enslave
Exsanguinate
Go for the Throat
Grim Monolith
Living Death
Mana Drain
Mana Vault
Memory Plunder
Mind Control
Opportunity
Rhystic Study
Rise from the Grave
Rite of Replication
Slave of Bolas
Sol Ring
Spelljack
Spinal Embrace
Spite // Malice
Stranglehold
Terminate
Thran Dynamo
Time Stop
Treachery

31 other spells

Jace Beleren
Nicol Bolas, Planeswalker

2 planeswalkers

Sol'kanar the Swamp King


All the Small Things (True Care Truth Brings)

I know I'm not alone in my fascination with tokens. Making a swarm of small fries, piling dice and cards up into absurd-sized piles, is fun for plenty of us.

There's a reason Rite of Replicationranks so highly among all Commander players. Whether the plan it to march to victory with an Overrun effect or transform imaginary dudes in real resources, tokens are a core archetype all unto themselves.


Owain's Tolsimir Wolfblood
Commander - Tolsimir Wolfblood

Main Deck

99 cards

Commander
Arctic Flats
Brushland
Command Tower
Elfhame Palace
Evolving Wilds
Forest
Gavony Township
Graypelt Refuge
Grove of the Guardian
Krosan Verge
Maze of Ith
Oran-Rief, the Vastwood
Plains
Selesnya Guildgate
Selesnya Sanctuary
Sungrass Prairie
Sunpetal Grove
Tectonic Edge
Temple Garden
Temple of the False God
Terramorphic Expanse
Wasteland
Windswept Heath
Wooded Bastion

38 lands

Ant Queen
Armada Wurm
Avenger of Zendikar
Captain of the Watch
Citanul Hierophants
Craterhoof Behemoth
Dauntless Escort
Geist-Honored Monk
Hornet Queen
Loxodon Hierarch
Mentor of the Meek
Qasali Pridemage
Rampaging Baloths
Sakura-Tribe Elder
Silver Seraph
Thraben Doomsayer
Trostani's Summoner
Twilight Drover
Wayfaring Temple

19 creatures

Advent of the Wurm
Akroma's Memorial
Aura Mutation
Aura Shards
Beastmaster Ascension
Cathars' Crusade
Collective Blessing
Collective Unconscious
Concordant Crossroads
Cream of the Crop
Crush of Wurms
Cultivate
Devout Invocation
Doubling Season
Druid's Deliverance
Eldrazi Monument
Elixir of Immortality
Entreat the Angels
Explosive Vegetation
Fresh Meat
Harmonize
Hour of Reckoning
Increasing Devotion
Intangible Virtue
Kodama's Reach
Luminarch Ascension
Martial Coup
Mimic Vat
Nomads' Assembly
Parallel Lives
Phyrexian Rebirth
Rootborn Defenses
Saproling Symbiosis
Seed Spark
Skullclamp
Sol Ring
Storm Herd
Sundering Growth
Triumph of the Hordes
True Conviction

40 other spells

Elspeth, Knight-Errant
Garruk, Primal Hunter

2 planeswalkers

Tolsimir Wolfblood


The deck is fairly straightforward when it comes to strategy: Make a bunch of tokens and carry the game away, but I decided to focus more on the theme than staples.

Most token decks tend to run cards like Krosan Grip and Elesh Norn but I added Seed Spark and Silver Seraph in place of them. Seed Spark does the same as Krosan Grip for one more mana and no split second. However, the deck is guaranteed the two tokens and is on theme because of that. Silver Seraph is my hidden gem for the deck. I loved the card when I was a child, and even if I did get Elesh Norn, I refuse to take the Seraph out for that reason.


I chose Tolsimir over Rhys the Redeemed because he flies under the radar in a multiplayer game. Citanul Hierophants is also a card that is really good with tokens (I used Martial Coup for forty-two and proceeded to win the game thanks to the Hierophants). I play the deck a lot because it can be really fun, even though it can get boring at times, but with some variation from the regular token decks seen, it can be fun.

The Bloodletting

There's another Commander trope many of you pick up, and it's a dark one. While many decks focus on creatures—creating, copying, stealing, destroying—as the path to victory, there is another way. Black is packed with ways to make extra mana and has access to all the artifacts that ramp players into silly amounts of mana in a hurry.

Then, it's time to strike.

Whether it's with the commander itself or any number of spells that require X Mana mana, creating a destructive wave that crashes over an entire game is exactly what some decks aim to do.

Cole's Maga, Traitor to Mortals
Commander - Maga, Traitor to Mortals

Main Deck

99 cards

Commander
Boseiju, Who Shelters All
Cabal Coffers
Deserted Temple
Petrified Field
22  Snow-Covered Swamp
Strip Mine
Temple of the False God
Thawing Glaciers
Thespian's Stage
Urborg, Tomb of Yawgmoth
Vesuva
Wasteland

33 lands

Braids, Cabal Minion
Crypt Ghast
Dark Impostor
Drana, Kalastria Bloodchief
Magus of the Coffers
Midnight Banshee
Nirkana Revenant
Phage the Untouchable
Phyrexian Obliterator
Reiver Demon
Rune-Scarred Demon
Skeletal Vampire

12 creatures

Basalt Monolith
Beseech the Queen
Bubbling Muck
Caged Sun
Chainer's Edict
Consume Spirit
Cruel Tutor
Damnation
Death Cloud
Decree of Pain
Demonic Collusion
Demonic Tutor
Diabolic Intent
Diabolic Revelation
Diabolic Tutor
Doubling Cube
Drain Life
Essence Harvest
Expedition Map
Exquisite Blood
Exsanguinate
Extraplanar Lens
Forced March
Gauntlet of Power
Grim Discovery
Increasing Ambition
Insidious Dreams
Journeyer's Kite
Lethal Vapors
Life's Finale
Mind Shatter
Mind Twist
Mind Warp
Mutilate
Necropotence
Night Dealings
No Mercy
Phyrexian Arena
Plague Wind
Profane Command
Rhystic Tutor
Rings of Brighthearth
Sanguine Bond
Sorin's Vengeance
Soul Burn
Soul Conduit
Syphon Mind
Tainted Æther
Temporal Extortion
Umbral Mantle
Vampiric Tutor
Wound Reflection

52 other spells

Liliana of the Dark Realms
Sorin Markov

2 planeswalkers

Maga, Traitor to Mortals


This is my Maga, Traitor to Mortals Commander deck, and it is one of my most-played decks.

The main objective of this deck is to sit back and do nothing for the first few turns, but to make more and more mana using the variety of mana accelerators and use any of the control cards to help fight off any threats. After you have set up your mass amount of mana and have staved off any threats with big creatures or any of the control cards, you will use the many tutors to acquire your kill cards like Exsanguinate (for multiplayer), Exquisite Blood, and Sanguine Bond, any of the other "Drain Life" spells, or just play out Maga for a large amount of damage and a pretty beefy creature.


There is also a few ways to make an arbitrarily large amount of mana by using: Cabal Coffers + Rings of Brighthearth + Deserted Temple and at least five Swamps; Magus of the Coffers + Umbral Mantle; and Basalt Monolith + Rings of Brighthearth.

Day of the Dragons

Commander's origins lie with the push to use the original, beefy Dragon legends of yore in the commander role. The idea of playing Dragon-like creatures—fatty, flying beatsticks—never really went away. While there are plenty of Angels, Demons, Sphinxes, and Beasts of all sorts that can play the role of Dragons in decks, it's still a common sight to see waves of Dragons take to the air to duke it out in a multiplayer battlefield.

My favorite, most-played Commander deck is called "Niv-Mizzet and the Super Dragon Squad." Silly name, but it's a lot of fun.

The basic strategy is to bide time, ramping up with artifacts, and basically not appearing like a threat, while my opponents focus on each other. Suddenly: Dragons. Sphinxes. Planeswalkers. More Dragons. And lots of fun sorceries that will steal their creatures or copy or counter their spells. Or just utterly blast them. I mean, people expect a Dragon, he's the commander. But when it gets ramped up, it's a ton of dragons.

One fun game found my Sphinx of Magosi stolen and passed around to every other player on the board, until it was a 32/32 flier, sitting beside enough other creatures to overwhelm me on my opponent's next untap. I thought I was doomed, until I remembered everybody had been so worried about the big creatures, they had forgotten my Planeswalkers and Ral Zarek had enough counters to go ultimate. Since they'd knocked each other down, it put them well within range for Niv-Mizzet, Dracogenius to ping them to death in my three free turns.


Erik's Niv-Mizzet and the Super Dragon Squad
Commander – Niv-Mizzet, Dracogenius


First Loves

What draws many of us into Commander is the allure of self-expression. We choose sixty or more unique cards and show off something we want to share.

That primordial experience of sharing can lead to a deck we just can't let go. Kresh the Bloodbraided was my first Commander deck, and I held onto it for a very long time before letting it go. Tuning and tinkering a pet deck into the perfect experience is an art, and it's among the most common ways many of you have a favorite deck too.

Reece's Kresh the Bloodbraided
Commander – Kresh the Bloodbraided

Main Deck

99 cards

Commander
Blackcleave Cliffs
Bojuka Bog
City of Brass
Command Tower
Copperline Gorge
Dragonskull Summit
Forbidden Orchard
Forest
Grand Coliseum
Grim Backwoods
Jund Panorama
Karplusan Forest
Kessig Wolf Run
Llanowar Wastes
Miren, the Moaning Well
Mountain
Raging Ravine
Reliquary Tower
Savage Lands
Shizo, Death's Storehouse
Skarrg, the Rage Pits
Sulfurous Springs
Swamp
Twilight Mire
Vivid Crag
Woodland Cemetery

38 lands

Adamaro, First to Desire
Birds of Paradise
Bloodfire Colossus
Bloodshot Cyclops
Corpsejack Menace
Disciple of Bolas
Doomed Necromancer
Drumhunter
Eternal Witness
Genesis
Gleancrawler
Glissa, the Traitor
Grave Titan
Hamletback Goliath
Harvester of Souls
Jarad, Golgari Lich Lord
Kokusho, the Evening Star
Lord of Extinction
Madrush Cyclops
Malignus
Multani, Maro-Sorcerer
Sakura-Tribe Elder
Solemn Simulacrum
Spiritmonger
Stalking Vengeance
Steel Hellkite
Urabrask the Hidden
Wurmcoil Engine
Yavimaya Elder

29 creatures

Beast Within
Cultivate
Darksteel Ingot
Essence Harvest
Expedition Map
Flesh // Blood
Fling
Greater Good
Insurrection
Jund Charm
Kodama's Reach
Krosan Grip
Lightning Greaves
Living Death
Maelstrom Pulse
Mimic Vat
Momentous Fall
Nevinyrral's Disk
Oversold Cemetery
Pernicious Deed
Phyrexian Arena
Phyrexian Reclamation
Plague Wind
Putrefy
Rakdos Charm
Rite of Consumption
Skullclamp
Sol Ring
Soul's Fire
Swiftfoot Boots
Violent Ultimatum

31 other spells

Garruk Wildspeaker

1 planeswalker

Kresh the Bloodbraided


The Jund colors—black, red, green—have always been my favorite three colors, so naturally my first choice was them when I went to build a Commander deck, and I always thought Kresh the Bloodbraided was just plain cool.

The idea of the deck is to ramp into big, fat, efficient creatures and then hit people in the face with them through either combat or fling effects. Through constant refinement it has become a little similar to most Kresh decks but mine focuses a lot more on Fling than most builds I've seen. Plus, I'm a fan of tutorless Commander and I've removed them from most of my decks now. This is always fun to play and always wins in an explosive, entertaining way. It's often hard to resist using another deck over this as it's such a blast to play.


Then We Will Fight in the Shade

What makes a Commander deck stick with you is always going to vary, but the end result is the same: Seeking that experience you crave in a way you crafted to happen. This run of fewer decks with more input from you should give some of you food for thought or a place to start. Take your time and look closer at these decks: They are the pride and joy of fellow players, and come packed with powerful interactions you can use in your own.

This week's prompt is a page right out of good fortune. If you missed the announcement, there's a new Duel Decks coming out this September, Duel Decks: Heroes vs. Monsters. In it are two new commander options: Polukranos, World Eater and Anax and Cymede.


Choose one of the new legendary creatures revealed from Theros in Duel Decks: Heroes vs. Monsters and share a Commander deck built around it.

  • You must include a decklist (it may include only cards up to those included in Heroes vs. Monsters)
  • Feedback via email
  • 200 word limit to describe the deck (Bigger than normal—give some details!)
  • Name and email required (non-personal information to be used in column)

Just a reminder that it's important for your decklist to be formatted like so:

13 Swamp
6 Forest
1 Skullbriar, the Walking Grave
1 Undying Evil

That's single spaced, with the number of the card in the deck leading each line and without any subsections, header, or words that aren't card names. If you have your deck on Magic Online you can easily export it in the right formatting.

Join us next week when we get a boatload of action from just two cards. See you then!




 
Adam Styborski
Adam Styborski
@the_stybs
Email Adam
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Adam "Stybs" Styborski joined DailyMTG.com in 2009 to take over Serious Fun, before switching over to begin Command Tower in 2013. With his passion for Commander and community inclusion, you'll find plenty of opportunity each week to share your thoughts about everyone's favorite casual format.

 
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