Introduction to Commander
Magic: The Gathering’s Commander format (also known as EDH – Elder Dragon Highlander) is a casual, multiplayer way to play the game that has become incredibly popular in recent years. In Commander, each player builds a singleton deck (no duplicate cards) led by a legendary creature called the Commander. This format is beloved for its social gameplay, big flashy plays, and the freedom to use cards from across MTG’s history. Unlike the fast-paced competitive formats, Commander is all about fun, creativity, and multiplayer interactions – making it a favorite among both new and veteran players.
Nicol Bolas, one of the original Elder Dragons, helped inspire the Commander format’s origins as “Elder Dragon Highlander (EDH).” Today, Commander is Magic’s most popular format for casual multiplayer games.
Commander is often played in groups of four, creating a dynamic free-for-all experience with ever-shifting alliances and table politics. It’s a great way to play MTG with friends because you get to interact with more people, politic a bit, and see wild card combinations that wouldn’t appear in other formats. Many players also enjoy Commander because it can be budget-friendly – you only need one of each card, so you don’t have to buy multiple copies, and you can build a decent deck with many affordable cards. Whether you’re a new player or someone coming from Standard or another format, Commander offers a fresh, exciting way to play MTG that’s focused on big stories and memorable moments rather than just winning quickly.
Basic Rules & Deck Structure
Commander has some unique deck-building requirements and rules that set it apart from formats like Standard or Modern. Here’s a breakdown of the basics:
- Deck Size & Singleton: A Commander deck has 100 cards: 99 main deck cards + 1 Commander card. Except for basic lands, you can only use one copy of each card in your deck. This singleton rule means Commander decks are filled with variety and no two games are ever the same!
- Commander Card: Your Commander deck is led by a legendary creature (or a special planeswalker that says “can be your commander”) that starts outside the deck in a zone called the command zone. This legendary creature is your Commander – it defines your deck’s theme and colors. You’ll build your whole deck “around” this card. (Advanced note: Some Commanders have the “Partner” ability, allowing two commanders, but as a beginner you’ll likely start with just one.)
- Color Identity: Your Commander’s color identity dictates what cards you can include. Color identity includes all the mana symbols on your Commander card (in its casting cost and rules text). For example, if your Commander is a Red-White creature, your deck can only have red, white, or colorless cards. You cannot include cards of any other colors. This rule keeps decks thematic and within the chosen colors.
- Starting Life Total: Commander is usually played multiplayer, and each player’s starting life total is 40 life, double the normal 20 life used in Standard. With more life to work with, games last longer, and you have time to cast big spells and develop your strategy.
- Command Zone & Casting Commander: At the start of the game, each player places their Commander card face-up in the command zone (a special area for Commanders). You can cast your Commander from this zone as if it were in your hand, for its normal mana cost. Each time your Commander dies or is exiled and you choose to put it back into the command zone, it costs an extra 2 colorless mana to cast again for each time it’s been put back there. This increasing tax makes it harder to repeatedly replay an unstoppable Commander, adding balance.
- Commander Damage: In addition to the usual ways to win (reducing opponents to 0 life, etc.), Commander has a special rule called commander damage. If a single Commander deals 21 or more combat damage to a player over the course of the game, that player loses the game. This means even if someone gains a ton of life, a legendary creature can take them out if it hits hard enough. Commander damage is tracked per Commander (only damage from that specific legendary counts toward the 21 for each player).
- Banned Cards: Commander is an eternal format, meaning you can use cards from all of Magic’s history (yes, even old cards from the 90s) as long as they fall within your Commander’s color identity. However, to keep gameplay fun, there is a banned list of cards you cannot use (for example, cards that are too powerful or cause problems in multiplayer). When building a deck, it’s a good idea to check the official Commander banned list (maintained by the format’s Rules Committee) – though most “normal” cards a new player would pick are usually fine.
These basic rules ensure that Commander decks are diverse and creative. You get to pick a cool legendary creature and really personalize your deck around it. No two Commander decks are alike, and that’s part of the fun!
How to Play Commander
Now that you have your deck and friends to play with, let’s go through a step-by-step overview of how a Commander game typically plays out. Commander follows the same core rules of Magic: The Gathering, with a few additions for the multiplayer experience. If you already know how to play a normal game of Magic, you’re halfway there – here’s what’s different and what to expect in a Commander game:
1. Setup – Choose Commanders and Shuffle Up: Each player reveals their chosen Commander and places it in the command zone. Shuffle your 99-card deck thoroughly and draw an opening hand of 7 cards. Determine who goes first (you can roll a dice or all draw cards and see who gets the highest mana cost, etc. – any random method works since there’s no official mulligan rule unique to Commander anymore; most playgroups use the standard mulligan rules with perhaps one free mulligan in multiplayer). Each player sets their life total to 40.
2. Turn Order: Commander is usually played with 3-5 players (4 players being the most common). Players sit in a circle and take turns in clockwise order. The player who goes first skips drawing a card on their first turn (just like in other MTG multiplayer rules). On your turn, you perform the phases of a Magic turn in order: Untap → Upkeep → Draw → Main Phase → Combat Phase → Second Main → End Step. After you finish your end step, the next player clockwise takes their turn, and so on.
3. Playing Cards and Casting Your Commander: On your main phases, you can play one land from your hand (land cards are your resource for mana) and cast spells. In Commander, one of those spells can be your Commander from the command zone. You cast your Commander by paying its mana cost, same as any creature. Your Commander then enters the battlefield and can start influencing the game. If your Commander is destroyed or exiled later, you have the choice to put it back into the command zone instead of the graveyard/exile. You can cast it again from there, but remember – each time you’ve cast your Commander from the command zone previously, you must pay an additional 2 mana (this is the “commander tax”). For example, if your Commander costs 5 mana normally, and it died once and you put it to the command zone, next time it will cost 7 mana to cast, then 9, and so on.
4. Combat and Attacking Opponents: During your combat phase, you choose which opponents (or their planeswalkers) to attack with your creatures. In Commander free-for-all, you can attack any player – you are not restricted to just the player on your left or anything. You can even split your creatures among multiple opponents (e.g., send some creatures at one player and some at another). Each opponent you attack will choose how to block with their own creatures. Combat damage is then dealt simultaneously: it lowers players’ life totals and can also accumulate as commander damage. Remember: if you deal combat damage with your Commander, keep track of how much damage each opponent has taken from that specific Commander. If any single Commander deals 21+ total damage to a player, that player loses due to commander damage.
5. Multiplayer Interaction: After combat, your turn continues to second main phase (where you can cast more spells if you want) and then ends. In a multiplayer game, interaction can happen on any player’s turn. You can cast instants or activate abilities on other players’ turns as usual. Politics come into play here: for instance, you might say “I won’t attack you if you don’t kill my creature,” or ask another player for help dealing with a threat. Table talk is allowed (and part of the fun), but be careful – deals aren’t binding, and a friend one minute could backstab the next if it benefits them!
6. Turn Cycle and Table Dynamics: Play then proceeds to the next player in clockwise order, who takes their turn with the same structure. Because there are multiple opponents, threat assessment is key – you’ll need to decide who is the biggest danger at any given time. You and other players might naturally team up against the leader to keep the game balanced. Don’t be surprised if all opponents start pointing their removal spells at the player who builds the biggest board or combos off first – that’s normal in Commander. The situation can swing back and forth as each player tries to gain an advantage without making themselves the target.
7. Winning the Game: The game continues with players taking turns, attacking, and casting spells until there’s a winner. In Commander, the last player standing wins. Players are eliminated when their life total hits 0 (or less), if they deck out (try to draw from an empty library), or if they accumulate 10 poison counters (poison works the same as normal MTG). Additionally, as mentioned, a player can be knocked out if they take 21+ commander damage from a single enemy Commander over the course of the game. It’s common for games to go longer than a typical 1v1 duel – Commander games can last anywhere from 30 minutes to 2 hours, depending on the power level of decks and number of players. Eventually, though, someone will land a big finishing blow or combo that defeats the remaining opponents. Common win conditions might be massive creature attacks, infinite combos (in higher-power games), or just grinding value until you’re the only one left with resources.
8. Enjoy the Crazy Moments: One of the best parts of Commander is that it’s unpredictable. With four players and 100-card decks, you’ll see huge battlefield states, surprising card interactions, and dramatic swings. Embrace the chaos and have fun! Even when you’re not taking your turn, you’re still very much in the game – respond to threats, negotiate with others, and enjoy the show when two other players start battling it out. The multiplayer format means there’s very little downtime.
That’s the flow of a Commander game in a nutshell. It might seem like a lot at first, but you’ll quickly get the hang of it. The key is to remember you have more life, more cards, and more opponents than in a normal game, so plan accordingly. Next, let’s talk about how to build a beginner-friendly Commander deck and some strategy tips to help you succeed.
Beginner Strategies & Deck-Building Tips
Building a Commander deck can feel overwhelming for a beginner – with so many cards to choose from, where do you even start? Here are some beginner-friendly tips for deck-building and gameplay strategy in Commander:
1. Choosing Your Commander: Start with a legendary creature that excites you. Maybe it’s a cool dragon, an undead warlock, or a beloved character from MTG lore. As a beginner, it’s often easiest to choose a Commander with a straightforward ability. Look for one that suggests a simple theme. For example, Gisa and Geralf lead a Zombie deck (they let you cast zombies from your graveyard), or Atarka, World Render encourages a Dragon-themed deck (giving your dragons double damage). If you pick a Commander with too many complex mechanics, you might get overwhelmed piloting the deck. So find a legend you like, and let that guide your deck’s focus. Bonus tip: Start with one or two colors. Monocolored or two-color commanders are simpler to manage mana-wise than three, four, or five-color ones (fewer colors means your land base is easier to build and you won’t struggle to find the right mana). As you gain experience, you can explore more colors.
2. Synergy and Theme: Commander is most fun when your deck feels cohesive. Try to include cards that support your Commander’s strategy or theme. If your Commander loves Zombies, pack the deck with zombies and graveyard effects. If your Commander is all about artifacts, include plenty of artifacts that work well together. Having a clear theme (tribal, lifegain, spellslinger, dragons, etc.) not only makes deck-building easier (you have a focus for what cards to look for), but it also makes the deck more effective because your cards will strengthen each other. A good rule of thumb is that any card that directly enhances or is enhanced by your Commander is worth considering. Conversely, a card that has no synergy or doesn’t advance your game plan might be cut, even if it’s powerful in a vacuum.
3. Balance Your Resources – Ramp, Draw, Removal: One of the keys to a successful Commander deck is balancing three important types of cards: mana acceleration (ramp), card draw, and removal. Here’s what that means:
- Ramp: These are cards that help you get more mana quickly, so you can cast your big spells earlier. They include things like artifact mana rocks (e.g. Sol Ring, Arcane Signet) and spells that search lands out (e.g. Cultivate). In a 100-card deck, you generally want around 8-12 ramp cards (many players aim for ~10) to ensure you’re not stuck on too few lands. Since Commander games go long, ramping puts you ahead in the mid-game.
- Card Draw/Advantage: Cards that refill your hand or give you access to more cards (like Phyrexian Arena or Harmonize or even repeatable effects like Tome of Legends). With multiple opponents, one card per turn from your deck won’t keep you ahead; you’ll want extra drawing power. Aim for roughly 8-10 card draw effects in your deck. This keeps your hand stocked with options. Some Commanders have built-in card draw abilities (for example, Edric, Spymaster of Trest draws you cards when you hit opponents, or Kenner, Bonder Prodigy [sic] helps generate mana/card advantage), so those commanders let you get away with a little less independent draw in the 99.
- Removal: Sooner or later, someone will play a scary threat that needs to be answered. Removal spells are your interaction – cards that destroy, exile, or otherwise neutralize an opponent’s creature, artifact, enchantment, etc. You’ll want a mix of single-target removal (like Swords to Plowshares, Murder, or Return to Nature, depending on your colors) and board wipes (like Wrath of God or Blasphemous Act) to reset the board if things get out of control. A good starting point is about 8-12 removal pieces total in your deck. For instance, you might include 7-8 targeted removals and 2-3 mass removals. Tailor this to your deck: if you’re creature-light, you might run more board wipes; if you’re creature-heavy, you’ll use spot removal on opponents’ key blockers and threats instead. Don’t forget removal can also include counters (e.g., Counterspell) or theft (Control Magic) – anything that answers a problem permanent.
Balancing these elements ensures your deck runs smoothly. Think of it like this: Ramp + Draw = you can play more stuff faster and not run out of gas, and Removal = you can handle what your opponents throw at you. After including these staples, the rest of your deck can be filled with your fun thematic cards and win conditions.
4. Land Count and Mana Base: In Commander, because you have bigger spells and a 100-card deck, you generally need more lands than a 60-card deck would. Most commander decks run around 35–40 lands (with 37 or 38 being very common). If you have a lot of additional ramp spells, you might lean to the lower end (e.g., 35 lands + 10 ramp spells could work). If your deck is higher curve (lots of expensive spells) or you don’t have much ramp, lean higher on land count. Include a good mix of colored sources to match your Commander’s needs (for two-color decks, the preconstructed decks often use about 13-15 of each basic plus some dual lands). It’s okay to use tapped dual lands or gain lands that fit your budget. Early on, focus on just having enough mana sources; you can always upgrade lands later.
5. Win Conditions – How Will You Win? While Commander is about the journey, you still want a plan for ending the game. Ask yourself, “How does my deck actually win?” It could be through combat damage by overwhelming the board with creatures, a combo that deals infinite damage or creates infinite tokens, or a big spell that takes everyone out. As a beginner, combat is the straightforward path – turning creatures sideways to reduce life totals works! So include some game finishers. Examples: an Overrun effect that pumps your team for a final alpha strike, a huge spell like Craterhoof Behemoth in creature decks, or simply accumulating enough advantage that opponents scoop. Make sure your deck has 2-3 cards that, if left unchecked, will basically secure you the win (they can be your Commander itself or other cards). This prevents games from dragging too long and gives you a goal to work towards.
6. Power Level and “Rule 0”: Not all Commander decks are built equal – and that’s okay! Some players enjoy high-powered “cEDH” (competitive EDH) where decks can win by turn 3-5 with infinite combos; others prefer a relaxed battlecruiser style where everyone’s casting big creatures and spells around turn 8-10. As a beginner, you’ll likely be on the casual end. It’s important to communicate with your playgroup about power level and expectations (this is often called the “Rule 0 conversation” before a game). If you’re using a preconstructed deck or a brew with mostly commons and uncommons, let the table know – and conversely, ask what they are playing. This way, everyone can have a fun, balanced game. Commander is at its best when the decks are roughly on par with each other. Don’t be discouraged if your deck isn’t as powerful as someone else’s; use it as an opportunity to learn new cards and strategies. Over time, you’ll tune your deck and find the power level you’re comfortable with.
7. Utilize Preconstructed Decks and Online Resources: Building a 100-card deck from scratch can be challenging, so don’t hesitate to use resources:
- Preconstructed (“Precon”) Decks: Wizards of the Coast releases pre-made Commander decks for many sets. These are excellent for beginners – they’re playable right out of the box and designed to be fairly balanced. You can play them as is, then gradually upgrade cards as you learn what you like. (We list some good beginner-friendly precons in the next section.)
- Online Deck Lists: Websites like EDHREC aggregate tons of Commander deck lists. You can look up your Commander on EDHREC to see which cards are most commonly played with it – a great way to get ideas and identify staple cards for your strategy. There are also many community forums (Reddit r/EDH, etc.) and YouTube channels where players discuss budget upgrades and deck techs for commanders.
- Keep it Budget (if you want): You don’t need expensive cards to have fun or even to win. Many $30-$50 decks can hold their own in casual games. As you’re starting, focus on learning and fun interactions. There will be plenty of time to foil out your deck or add pricey staples later if you desire.
8. Practice and Evolve: The first version of your deck is just the beginning. After a few games, you’ll start to notice which cards perform well and which ones underperform or rarely get used. Don’t be afraid to swap cards out. Commander decks are constantly evolving. Maybe you need a bit more removal, or you found you have too many high-cost cards and not enough early plays – adjust the numbers as needed. This process of tuning your deck is part of the fun and helps you learn why certain cards are important.
9. Have Fun and Embrace the Social Aspect: Finally, remember that Commander is a social format. Focus on creating cool plays and enjoying the camaraderie at the table. You might pull off a crazy combo or make a political deal that turns the game around – those moments are as much “wins” as the actual victory. As a new player, you’ll learn a lot by playing, so jump in and don’t worry if you make a few mistakes. The Commander community is generally welcoming to newcomers, especially if you show enthusiasm and willingness to learn.
Kinnan, Bonder Prodigy – an example of a legendary creature you could choose as a Commander. When building your deck, include cards that support your Commander’s abilities. In Kinnan’s case (a mana-focused commander), you’d want plenty of mana-producing permanents to take advantage of his power!
By following these tips – picking a clear theme, balancing your ramp/draw/removal, and starting with a reasonable power level – you’ll be well on your way to constructing a fun and effective Commander deck. Next, let’s specifically look at how Commander contrasts with the regular Standard format, and then we’ll recommend some great starter decks.
Differences Between Commander and Standard
If you’re coming from playing Standard (or just curious how Commander compares to other formats), here’s a quick rundown of the main differences. Standard is the most common 1v1 tournament format with 60-card decks using recent sets, whereas Commander is a casual multiplayer format with a huge card pool. Understanding these differences will help you adjust your mindset and deck-building when switching to Commander.
- Deck Size & Card Limits: Standard decks have a 60-card minimum (typically exactly 60 in competitive play) and you can use up to 4 copies of a given card (except basic lands). Commander decks have 100 cards exactly (99 + 1 Commander) and are singleton – only one copy of each card (other than basic lands). This means Commander decks tend to have a lot more variety and fewer consistency repeats than Standard decks.
- Legends vs. No Commander: In Standard, there is no concept of a Commander leading your deck (and any legendary creatures you play start in your library like normal cards). In Commander, your whole deck is built around your Commander card, which has its own zone (command zone) and can be cast anytime you have the mana. This introduces the idea of color identity restrictions in Commander, which Standard doesn’t have – in Standard you can play any colors together as long as you have the right lands, but in Commander your colors are locked to your Commander.
- Life Total: In a Standard 1v1 game, each player starts at 20 life. In Commander, each player typically starts at 40 life. The higher life total in Commander gives games a slower pace at the start and allows for more big plays. It also makes aggressive strategies that are strong in Standard (like rushing with small creatures) less effective unless they scale for multiplayer. Additionally, Commander has that special 21 commander damage rule which has no equivalent in Standard.
- Number of Players: Standard is a two-player format (duels). Commander is usually a multiplayer free-for-all (usually 4 players, but it can be 3-6 players; 4 is ideal for balance and game length). The multiplayer aspect changes a lot: politics, targeting decisions, and the overall chaos increase with 4 people around the table. In Standard, you only worry about one opponent’s plays; in Commander, you have to consider three other players’ actions and potential responses.
- Card Pool (Legality): Standard only allows cards from the most recent sets (typically the last 2 years worth of expansions) and it rotates – older sets fall out of Standard legality over time. Commander, by contrast, is an Eternal format – you can use cards from any set in Magic’s history, going all the way back to Alpha, as long as they aren’t banned and fit your color identity. This means Commander has a vast card pool. You’ll see old favorites and obscure cards from long ago alongside brand new releases. The downside: you might face cards you’ve never seen before and interactions that wouldn’t happen in Standard. But the upside is the freedom to play beloved cards that aren’t Standard-legal and to keep your deck forever (no rotation!).
- Gameplay and Pace: Standard games tend to be shorter (maybe 5-10 turns on average) and more tightly tuned, since decks are optimized to beat one opponent quickly and consistently. Commander games are generally longer and swingier. With 40 life and 3 opponents, games often go into later turns, and it’s common for the board state to get more complex (lots of permanents from all players). The presence of more players means the game can stall until someone draws a board wipe or a big bomb. Politics also has no place in Standard – you’d never make a deal with your lone opponent – but in Commander, table politics and diplomacy can be as important as the cards you play.
- Competitive vs. Casual: Standard is primarily a competitive format, played at Friday Night Magic, tournaments, and ranked matches on Arena. Commander is traditionally a casual format – many playgroups have a social contract to have fun rather than ruthlessly win. There are competitive EDH scenes, but overall Commander is the kitchen-table, have-a-beer-and-play-Magic format. This means deckbuilding goals differ: a Standard deck is tuned to win efficiently; a Commander deck might be built to showcase a theme or make a flashy combo happen even if it’s not 100% optimized.
- One-on-One Commander: It’s worth noting, Commander is usually multiplayer, but some people do play 1v1 Commander (there’s even a variant called Duel Commander with slightly different rules/bans). If you play Commander one-on-one, it plays more like a Vintage/Legacy-lite singleton format with 40 life (often they reduce it to 20 or 30 for 1v1). But the most common way to play Commander is multiplayer, which is a very different feel from Standard’s head-to-head duel.
- Sideboards: Standard (and other competitive formats) often have a sideboard of 15 cards to swap in during a best-of-3 match to counter your opponent’s strategy. In Commander, there’s typically no sideboard (since games are usually one-and-done with a multiplayer group, not match series). Some Commander playgroups allow a “wishboard” for cards that references outside the game, or a separate Command zone for companion cards, but as a beginner you likely won’t use sideboards in Commander.
In summary, Commander is a bigger, slower, and more social experience compared to Standard’s tight, duel-focused, competitive play. Neither is “better” – they scratch different itches. If you enjoy janky combos, politics, and using all your favorite cards at once, you’ll love Commander. If you prefer a predictable environment and testing your deck’s consistency in a duel, Standard might be more your speed. Many players enjoy both for different reasons. As a new player, Commander’s forgiving life total and communal vibe can actually be very welcoming – you’ll learn from others as you play, and you get to see a lot of interactions in one game.
Beginner-Friendly Commander Deck Recommendations
One of the best ways to jump into Commander as a new player is to start with a preconstructed Commander deck. These pre-built decks (often called “precons”) are designed by Wizards of the Coast and come ready-to-play with 100 cards, including a balanced mana base, ramp, removal, and some exciting synergies. They are great for learning because you can play them right away and then tweak them over time. They’re also usually budget-friendly compared to building a deck from scratch, and they often include some staple cards.
Here are some beginner-friendly Commander decks we recommend (that won’t break the bank):
- Starter Commander Decks (2022 Edition) – Wizards released a set of five two-color Starter Commander decks in late 2022 specifically aimed at new players. Each deck has a clear theme and a moderate power level, making them perfect for learning Commander. The five decks are:
- First Flight (White–Blue): Led by Isperia, Supreme Judge, this deck focuses on flying creatures and control. It’s a great intro to controlling the skies and drawing cards when opponents attack you.
- Grave Danger (Blue–Black): Led by Gisa and Geralf, a siblings duo that love Zombies. This is a Zombie tribal deck, filling your graveyard with undead and reanimating them for value. A fun pick if you enjoy graveyard shenanigans.
- Chaos Incarnate (Black–Red): Led by Kardur, Doomscourge, this deck is all about causing chaos on the battlefield, making opponents’ creatures attack and then punishing everyone with demonic creatures and direct damage. It’s a taste of aggression and group slug politics.
- Draconic Destruction (Red–Green): Led by Atarka, World Render, a big dragon, this deck naturally is about Dragons and smashing faces. You ramp into large dragons and hit hard. Timmy-friendly and straightforward – play big creatures, attack!
- Token Triumph (Green–White): Led by Emmara, Soul of the Accord, this deck generates lots of creature tokens and boosts them. You’ll be creating small creatures (Saprolings, Soldiers, etc.) and then buffing your entire army for an overwhelming attack. Great for learning how to build a board and scale up.
These starter decks each come with a reference sheet and even some tokens and accessories to help newbies. Out of the box, they are relatively balanced against each other, so if you and your friends each pick one, you’ll have a fun and fair match. They’re also among the most affordable – each deck is usually around $20-$30. You can often find the Starter Commander Deck Bundle that includes all five at a discount, which is fantastic if you want to try multiple or lend some out to friends. They serve as an excellent foundation – you can play many games with them and slowly swap in new cards as you learn.
- Recent Set Commander Precons (2023 and beyond): Almost every new MTG set now comes with Commander precon decks. These tend to be a bit more complex than the Starter decks but are still designed for pick-up-and-play. If you have a favorite set or theme, picking up a precon from that set can be a great entry. For example:
- The Lost Caverns of Ixalan Commander Decks (2023) – This set had four precons, one of which is “Blood Rites” (Black-White deck led by a Vampire, Clavileño, First of the Blessed). It’s a Vampire tribal deck with a twist of “sacrifice for value” theme. There’s also “Explorers of the Deep” (Green-Blue sea monsters), “Ahoy Mateys” (Blue-Red pirates), and “Blast from the Past” (Red-White-Black dinosaurs) in that product lineup. Each provides a distinct playstyle. These decks are slightly more expensive (~$40-50) and a bit more synergistic out of the box, but they’re still balanced for casual play.
- Universes Beyond Precons – If you’re a fan of other franchises, Wizards has made Commander decks for things like Warhammer 40K and Lord of the Rings. The Warhammer 40,000 Commander decks (released 2022) were actually super popular and fun (decks like Necron Dynasties for artifact graveyard, or Ruinous Powers for chaos demons). They were a hit for casual and even had some strong cards. However, note that some of these special decks can become pricey on the secondary market due to collectability.
- Older Precons of Note: If you find them in stock, some older precons are known for being both fun and a good value for power. For instance, Commander 2020’s “Symbiotic Swarm” (Abzan graveyard counters theme) or Commander 2019’s “Merciless Rage” (Madness/discard theme) were well-regarded. Commander Legends (2020) precon Reap the Tides (UG big mana sea monsters) became a fan-favorite for value – it includes cards like Simic lands and ramp and was often cheaper than the singles it contained! These might not be as readily available retail, but local game stores sometimes have old precons on the shelf.
- Budget Custom Builds / The Commander’s Quarters decks: If you’re up for a little deck-building but want to keep it simple, you might check out content from “The Commander’s Quarters” (a YouTube channel/site) that focuses on ultra-budget $25-$50 decklists. They often showcase a commander and a cheap build around it. You could literally copy one of their decklists, purchase the singles (from your local store or online), and sleeve up a very affordable deck. This approach requires a bit more assembly, but it can teach you deck-building and you’ll end up with a tuned low-power deck that’s ideal for learning. For example, they have budget lists for popular easy-to-play commanders like Krenko, Tin Street Kingpin (Goblin tribal) or Ajani, Mentor of Heroes (planeswalker life-gain).
For a brand new player, we highly recommend starting with an official precon because it removes the deck construction complexity initially – you can focus on learning gameplay. As you play, note which cards you enjoyed and which felt weak. Then you can start swapping cards out. It’s fun to personalize a precon: maybe you’ll add a cool card you opened in a booster pack, or upgrade the mana base with better lands as you acquire them.
Finally, don’t forget to shop around for these decks. They are often sold at local game stores, big retailers, or online shops. We carry a variety of Commander preconstructed decks on our own store – check out our Commander Deck collection for some of the latest affordable precons and singles to upgrade them. (Making sure you get the best bang for your buck means more budget left for shiny new cards to try out!)
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Example of a Commander preconstructed deck product. This is the “Blood Rites” Commander deck from The Lost Caverns of Ixalan set (2023), featuring a Vampire-themed 100-card deck. Precons like this come with everything you need: a ready-to-play deck, a special foil Commander card, tokens, and even a booster or reference card. They’re one of the easiest ways for new players to start playing Commander.
Multiplayer Strategy Tips (Politics & Fun)
Commander is as much about strategy as it is about social interaction. When you sit down at a Commander table, you’re not just playing a deck – you’re playing the table. Especially in a 4-player game, how you navigate politics and alliances can determine who comes out on top. Here are some tips for multiplayer strategy and the political side of Commander:
- Assess Threats, Not Just Life Totals: The player with the highest life total isn’t always the one in the lead. Look at board state and resources. Who has a combo piece on board? Who has a handful of cards (meaning they have answers or threats ready)? Who’s about to tutor for something scary? Often the threat is the player who can win out of nowhere, or who has built a dominating position (lots of creatures, or a lockdown enchantment, etc.). Make sure the whole table recognizes when one player pulls too far ahead – and don’t be afraid to speak up, like “We might need to deal with that enchantment or we’re all in trouble.” Identifying the archenemy at any given time is a key skill.
- Don’t Become the Archenemy Too Early: Conversely, you should be mindful not to paint a giant target on your own back. If you race out with an amazing start (say, turn-1 Sol Ring into huge plays), the other players may temporarily team up to slow you down. Commander games often have an ebb and flow where each player might take a turn as “the threat.” It can be correct to hold back a bit and not look too dangerous until you’re ready to swing for a win. This is sometimes called “sandbagging” or “playing possum” – hold some powerful cards in reserve and don’t flaunt all your strength until the moment is right. Flying under the radar can let opponents focus on each other instead.
- Table Talk and Alliances: Diplomacy is a powerful tool. You can make deals like “If you don’t attack me this turn, I won’t kill your Commander on my turn,” or “Help me destroy that artifact and I’ll owe you one.” These deals can be temporary truces that benefit both parties. Just remember, deals in Commander are not enforceable beyond mutual trust. Be cautious about promises – breaking a deal might help you in the short term but could earn you a reputation where players won’t trust your bargains in future games. Some playgroups take deals very seriously; others are more backstabby. Read the room and use politics as needed. Even simple table talk like, “If you attack me, I can crack back for lethal on you, so maybe attack someone else,” can redirect aggression elsewhere without a formal deal.
- Use Removal Politically: Because you have limited removal, choose when to use it wisely. Sometimes holding onto a removal spell and indicating you have an answer can be a deterrent. For example, “I have a response if someone tries to combo off” assures others that you’ve got the table covered, which might make them play less cautiously – and you become a bit of a hero-protector until you use that removal. Alternatively, if two opponents have scary boards but they’re likely to clash, you might wait and let them weaken each other, rather than stepping in too early. Also, consider asking for input: “If I wipe the board now, can you handle Player C’s flyer on your turn?” Coordinating plays can be very effective in Commander. Just be mindful not to be too generous with removal – ultimately you want to be the last one standing, so ensure you also further your own path to victory, not just save everyone else indefinitely.
- Mind Your Resources (Threat Management): In multiplayer, you’ll face three times the threats, but you also potentially have help from two other players to handle them. You don’t have to answer everything yourself. Sometimes the correct move is to do nothing and let someone else be the hero (or the martyr) who spends their cards to stop a threat. This is part of threat assessment: if a threat is only aimed at one player (not you), you might hold your answers until it becomes your problem. On the flip side, if you have a win in hand, don’t assume people will leave you be – protect your win condition. If you’re about to pull off a big spell or combo, try to have a backup plan or response in case others intervene. Sequencing matters too; for instance, play a political card like Vision of Beyond (drawing everyone cards) early to gain goodwill, then later those same players might hesitate to knock you out first because “hey, you helped us earlier.”
- Social Dynamics – Reading the Table: Pay attention to players’ expressions, tone, and how they react to events. Commander is often played among friends, and table talk can sometimes hint at someone’s plans. If one opponent suddenly goes quiet and smiles after drawing a card, they might have drawn something big – be alert. If two opponents start discussing “we need to deal with you,” that’s a sign you’ve become too threatening. Sometimes you can redirect attention subtly: “Wow, you’ve got a lot of mana open there, I wonder what you’re planning...” can sow a little doubt about another player. However, don’t take it too far – it’s about light-hearted fun, not actual deception or making anyone feel bad.
- Know When to Team Up and When to Free-For-All: There will be moments when temporary alliances are crucial (for example, one player is about to win unless stopped by a combined effort of two or more players). Coordinate in those moments – “If you can destroy that combo piece, I can counter the other.” Once the immediate threat is handled, it often goes back to free-for-all. Be flexible; today’s ally could be tomorrow’s enemy, and that’s expected. Just try not to king-make (don’t help someone win if you can’t win; instead, try to maximize your chances or at least go out on your own terms).
- Have Fun with the Politics: Some of the most memorable Commander moments come from the social side – the crazy deals, the one-turn alliances, the bluff that you had a counterspell when you really didn’t, the time you convinced the table not to attack you because you’re “no threat” and then you won out of nowhere. Embrace these unique aspects of Commander. They’re what sets it apart from any other format. You’ll develop your own style as a political player – maybe you’re the peacemaker, maybe you’re the trickster, or the calculated strategist. There’s no right or wrong, as long as everyone is having a good time.
- Etiquette and the Social Contract: Because Commander is multiplayer and often casual, there’s a loose “social contract.” This means generally trying to make sure everyone is enjoying themselves. As a beginner, you might not run into this immediately, but it’s worth noting: some cards or strategies that are technically legal can be un-fun if abused (like mass land destruction, or overly long turns with lots of stax/prison effects that prevent people from playing). In a casual game, it’s polite to avoid those unless the group is okay with it. If you’re not sure, ask. Most playgroups will let you know if they have any house rules or pet peeves. For instance, some groups might say “no instant win combos, we like battlecruiser Magic,” while others are fine with anything goes. Commander is flexible that way – what matters is the experience of the group. As a new player, you’re stepping into that social context, so being respectful and communicative will endear you to your fellow players.
In short, multiplayer Magic adds layers of strategy beyond just the cards in your hand. Stay aware, be diplomatic, and know when to make your move. Every Commander game is a little story created by the players – and the best stories have some plot twists and teamwork before the final showdown. Enjoy it!