July 20, 2026
Commander is at its best when the game produces a story.
Winning is the goal, but I am usually more interested in how a deck wins, what happened along the way, and whether everyone at the table had opportunities to participate. I want my decks to feel distinctive, create memorable situations, and remain dangerous without making the rest of the table regret sitting down.
This post is meant to collect my general playstyle and deck-building philosophy in one place. I frequently refer to these ideas during deck showcases, but I have never actually written them down.
None of this is meant to be a universal rulebook for Commander. Everyone enjoys the game differently, and my own approach has continued to evolve as I encounter new decks, mechanics, and playgroups. I'm not going to be reinventing the wheel or saying anything new here that you haven't heard before, but I do want to share my thoughts and opinions on the game that I like to play and I feel like it cultivates a more enjoyable experience for me and my playgroup.
Broadly, my philosophy can be laid out in three main principles:
In other words: Build with flavor, play with teeth, and don't shut others out of the game.
I find that this situation happens fairly often at my LGS where players will dump their hands on the board as quickly as possible. That's great if your strategy is "deal with me or die," but early on everyone has a fresh hand of cards with a lot of interaction.
Some of my friends have wizened up to this, but it never saves them.
My argument is "Yes, I know that I'm a threat, but I'm not threatening the game right now." Which is good enough to convince the others to spend their resources on the archenemy. Then I can swoop in and become the new archenemy.
I don't like to make enemies unnecessarily, but I also do not want players to assume that targeting me has 0 consequences.
If someone attacks me repeatedly, destroys one of my permanents when there was clearly a better target, or otherwise singles me out without a strong gameplay reason, I will return the favor. (i.e. overly attacking, blowing up my permanents when there was a better target, etc.)
That doesn't mean I complain whenever someone interacts with me. Removing a genuine threat is part of the game. I want opponents to make intelligent decisions even when those decisions hurt me. It's less about grudges and more about predictable consequences.
It's not just for negative effects, I'll try to reward players that are being nice to me or helping me out. Usually it's a "Next time I do something mean I'll spare you" kind of deal. I will say that Bloomburrow has made rewarding players a lot easier for politics too.
Diplomacy!
For The Audacity
My favorite example of this is when I was playing a Dogmeat, Ever Loyal deck and an opponent had stolen my dog to have an extra blocker. I didn't have anything attached and I had other creatures, so it wasn't the biggest deal.
But they stole my dog.
I had no choice but to retaliate. I used a spell to blow up Dogmeat, and then I swung in for an overly large attack with my other equipped creatures. I was able to take out the opponent that stole my dog, and then I was able to swing in for a win two turns later.
Commander players have spent years attempting to describe deck strength through power levels, categories, and now brackets.
I feel like the current bracket system is a lot closer to listing out intent than it is to listing out power. Although players still want to focus on the numbers rather than the intent.
The goal is to define what a deck is trying to do? How quickly is it designed to do it? How consistently can it threaten a win? What kinds of strategies or cards is the builder avoiding?
My current benchmark is:
I build decks with the intent of being in a game-winning position by turn 7 at the earliest. No two-card combos, and usually 0-2 game-changers.
And that's it. That's all I need to say to find games with like-minded individuals. There can obviously be outlier games. I recently played against a Klauth, Unyielding deck that was able to cast the commander by turn four, then infinite combats by turn five. We played three more games afterward and the same deck was struggling to keep up.
A decks fastest game is not necessarily its normal game. Intent cannot eliminate mismatches, but it gives everyone a better chance of finding players who want a similar experience.
The amount of "good stuff" and redundancy that's been introduced into the game has made it easier than ever to play consistent games that can pretty easily take over. Just pick a do-it-all commander, throw some $$$ cards in, and take over. (There is nothing inherently wrong with that.)
It just isn't what interests me.
I miss the variety of a commander game where the same deck could look dramatically different from one game to the next. I want my decks to have a recognizable identity without executing the exact same sequence every time.
The identity might come from:
My best decks manage to combine mechanical and flavorful themes. The cards belong together both because they function together and because they feel like parts of the same story.
Some of the most interesting commanders are also the easiest to turn into a pile of value and "good stuff."
For example Atraxa, Praetors' Voice can be done in a multitude of ways, be it poison, super friends, phyrexia, +1/+1 counters, etc. However, because she proliferates counters, you can use her in unintended ways like with the new space craft theme.
I personally love to build decks that showcase a plane or location. The commander doesn't have to be from the plane, but bonus points if they are. Decks like Hearthhull, the Worldseed planet cracking, or surviving the horrors of Duskmourn with an Animatou rooms deck. I want to use as many cards as possible from that location, or work with the themes of the set.
The deck should feel as though it came from somewhere, and not just be a pile of cards that happen to work together.
That does not mean every single card must pass an inflexible flavor test. A deck still needs lands, interaction, card advantage, and some coherent plan for winning. Theme-first deck building should create interesting restrictions, not produce an expensive stack of cards that cannot function.
If you didn't already know, there is a "confirmation bias" where users looking to build a deck using sites like edhrec.com will often find top cards that others are using, include the card in their deck, which will then make the card appear higher up. This has caused issues where cards that don't actually benefit a commander as shown as being frequently used. It also badly supports generic "good stuff" cards over cards that fit the mechanic.
I try to limit the amount of generic cards and effects. I still have a deck plan on how I intend to win a game, but I don't need 4 sources of "you can play lands from your graveyard" or 3 different cards to double etb triggers.
I want enough consistency that the theme appears during most games, but enough variation that I do not always know exactly how the deck will unfold.
In practice, this methodology creates a recurring problem.
I build a deck around a fun idea and intentionally avoid making it too oppressive. Then I bring it to my lgs and encounter players who did not impose those same restrictions on themselves.
My deck gets crushed.
I return to the drawing board and strengthen it. I add more interaction, improve its consistency, and replace some of the weaker thematic cards.
Then I play it against a different group, and the upgraded version dominates the table. Now I feel bad because the deck has become exactly the kind of experience I was trying to avoid creating.
So I weaken it again.
Then it loses.
Then I strengthen it.
The frustrating truth is that there may not be one perfectly tuned version of a casual Commander deck. A deck can be underpowered at one table and oppressive at another. That does not necessarily mean the deck was built incorrectly. It means Commander is a social format played across wildly different environments.
The best I can do is build toward a clear intent, communicate that intent honestly, and continue adjusting when a deck repeatedly creates games I do not enjoy.
Self-reflection is part of the process. No deck is ever truly finished, and neither is my understanding of what makes a good game.
My approach to Commander is fairly simple:
I want to build thematic decks that can win without reducing the game to a race for maximum efficiency. I want enough interaction and resilience to have agency, but I do not want to prevent everyone else from participating.
During the game, I prefer to become the second major threat rather than the first. I reward cooperation, retaliate against unnecessary aggression, and occasionally pursue justice against anyone reckless enough to steal my dog.
Most importantly, I want every deck to have an identity.
It might represent a mechanic, a creature type, a plane, or an extremely specific narrative that only makes sense after a ten-minute explanation. Whatever the theme is, I want the cards to feel as though they belong together.
I want my decks to do more than win.
I want them to tell stories.