Build a Commander (EDH) deck.
A complete walkthrough of building a Commander deck, from choosing a commander to tuning your mana base. Pair it with our free online deck builder when you're ready to start.
Step 1: Choose a commander
A commander is a legendary creature (or, less commonly, a planeswalker that says “can be your commander”) who anchors your entire deck. The commander’s mana symbols define the deck’s colour identity: every other card in your 99 must use only those colours.
New builders are often told to “pick a commander you find fun”. That’s true but vague. A more useful rule: pick a commander that does something on the battlefield. Commanders that draw cards, ramp, untap permanents, or close out a game make deckbuilding much easier than ones that only deal damage. If you’re torn, browse the community deck list for ideas at every power level.
Partner pairs (two commanders, each with the partner keyword) and the background mechanic let you combine colours that the legendary creature pool doesn’t cover alone. The deck builder treats partners and backgrounds correctly, including their colour-identity union.
Step 2: Understand the 100-card singleton rule
A Commander deck is exactly 100 cards, including the commander, with no duplicates other than basic lands. That’s the format’s most distinctive constraint: singleton variance is high, which is exactly why the format encourages tutors, redundancy in effects, and broad card-quality thresholds. The deck builder counts every slot for you and flags duplicate non-basics in real time.
Step 3: The composition rule of thumb
A balanced Commander deck has six categories of cards. Targets vary by power level, but the following ranges work as a starting point for a first deck:
- Lands: 36 to 38
- Ramp (mana acceleration): 8 to 12
- Card draw / advantage: 8 to 12
- Interaction (removal, counterspells): 8 to 12
- Win conditions / finishers: 2 to 4
- Synergy with the commander: the rest
More optimised decks shave lands and lean on cheap ramp; lower-power decks add a few more lands and replace optimal removal with flavour picks. Both are correct; what matters is that all four pillars (lands, ramp, draw, interaction) are present at all.
Step 4: Build a workable mana base
The land count is the count beginners undercut most. For a typical deck with average mana value around 3.5, aim for 37 lands and 10 ramp. The split between colours matters too: aim to have roughly the same number of sources for each colour pip in your most demanding cards.
Budget-friendly fixing comes from common cycles: bouncelands, lifegain duals, tap-duals, and basics. Higher-budget decks layer in fetchlands, shocks, and original duals. The deck builder shows your land count and colour-source distribution as you go.
Step 5: Pick a bracket and tune to it
The Commander bracket system (Exhibition, Core, Upgraded, Optimized, cEDH) is the format’s shared shorthand for power level. The bracket you target shapes every choice: in Core you might run a Path to Exile; in Optimized you’ll add Swords to Plowshares and a free counterspell. Decide your target bracket early and use it as a filter for every card slot. The deck builder estimates your bracket as you go, based on fast mana, infinite combos, game-changers, and tutor density.
Common mistakes new builders make
- Too few lands. 33 lands feels right because Modern decks run 22 of 60. It is not right. Commander needs 36+.
- No card draw. Magic punishes empty hands. Multiplayer punishes them more.
- One-shot removal only. Wrath effects and single-target removal both have a place. Decks that pick only one stall against an early threat.
- Off-bracket inclusions. A single Cyclonic Rift in a Core-bracket deck warps the experience. Match every card to your target bracket.
- Eight-mana commanders with no ramp. If your commander costs six or more, you need ramp to cast it before turn seven.
Tools the builder gives you
When you open the deck builder you get mana curve, colour identity, type breakdown, legality and bracket estimation in real time. You can paste an existing decklist from Moxfield or Archidekt to start from a tuned base. Once the list is ready, save it to your collection and bring it to a virtual table for its first game.
Commander deckbuilding FAQ
- How many lands should a Commander deck have?
- For typical decks, 36 to 38 lands, plus 8 to 12 ramp spells. Fewer lands works at higher power levels where mana rocks and free spells substitute for natural mana production.
- What is colour identity?
- The colour identity of a card is every mana symbol in its cost and rules text. Hybrid pips count. A Commander deck may only include cards whose colour identity fits inside the commander’s. The deck builder enforces this for you automatically.
- What bracket should I aim for first?
- Most new decks land in Core (B2) or Upgraded (B3). Both bracket cleanly with the most common pods. Build to a target bracket and your deck will find good games faster.
- Can I save my deck without an account?
- You can build and export decklists without an account. Sign in to save them to your collection, share, or take them to a virtual table.
Ready to Play?
No downloads. No subscriptions. Just cards and good games.