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Or (cautiously!) remove lands if your deck has: The average Commander deck will want about 37-40 land cards. It’s fine to throw in a few powerful cards just because they’re powerful – which is why Sol Ring has a reserved seat in pretty much every Commander deck ever – but usually the best result, and the most fun, comes from crafting a deck that’s a specialised, synergistic machine. The ideal Commander deck is one in which the cards are all working together to make each other better: many hands making light work (of your opponents). Once you’ve found the captain of your ship, it’s time to pick some cards that suit your game plan or theme.
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The golden rule? Choose something you find fun! Picking one out from the bunch is a highly personal choice, and there are no wrong answers. There are many, many commanders to choose between.
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Some commanders work well with huge, trampling creatures, others with vast armies of tiny minions, and some with as few creatures as possible. Some work well with a certain creature type, such as birds or zombies others favour particular game mechanics – pulling cards out of your graveyard, for instance, or stealing your opponents’ best tools. All commanders, to a lesser or greater degree, will push you in a particular direction, towards a particular set of strategies. Picking out your first commander is a personal choice, with no wrong answersĪ sweet spot of two to three colours is a great place to start for your first attempt. You should instead focus on the big picture, ensuring your deck works well as a cohesive whole. So, while it can be fun to ruminate on the merits or drawbacks of every possible inclusion, it’s never worth stressing about. One card is never going to make or break your deck in fact, chances are it won’t even show up in any given game (particularly if you really need it to). In Commander, there are no fatal mistakes. Maybe try not to think about that for now…īefore you start hyperventilating, let me hit you with the good news. It gets even more intimidating if you take into account that you have over 20,000 possible cards to choose between. A Commander deck consists of 100 cards, and all of them, aside from basic lands, have to be different, so it can be very hard to know where to start. That said, actually getting started in Commander and constructing your first deck is a bit of a steep hill to climb. The sheer number of strategies available, the possibility of temporary alliances and deal-making, and the fact that no deck will ever play the same way twice, all help to make the format feel like a breath of fresh air. Duking it out with a group of friends, using massive decks with cards from all across the game’s history, is a whole lot of fun. Commander (also called EDH) is one of the most popular ways to play Magic: The Gathering, and it’s not hard to see why.