Commander Archetypes: Find the Playstyle That Fits You

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In short: an archetype is the plan your deck follows to win. Pick the one that sounds fun to you, then build around it with a commander that rewards that plan.

  • Eleven common Commander archetypes below, from go-wide tokens to group hug, each with how it wins, what it fears, good first commanders and five core cards.
  • Every archetype links to our precon guides that play it, so you can start from a ready-made deck.
  • The Staples Finder shows the most played cards for most of these plans in your colors, sorted by price.

Most Commander decks follow one of a handful of plans. Knowing which plan you want makes every deckbuilding choice easier: which commander to pick, which cards to cut, and which upgrades are worth the money. Use the list below to find a playstyle that fits you, then jump to a precon or the Staples Finder to start building.

Quick overview

Tokens and go-wide

You make lots of small creatures, then make them all bigger at once. One anthem or overrun effect turns a board of 1/1s into lethal damage spread across the table.

Five core cards (all affordable or widely reprinted):

Precons that play it: Hail, Caesar, Calling All Angels, Family Matters, Keen Engineering.

Aristocrats (sacrifice)

You sacrifice your own creatures on purpose. Every death drains your opponents, draws you cards or makes more creatures, so a board wipe often helps you more than it hurts.

Five core cards (all affordable or widely reprinted):

Precons that play it: Wretched Ranks, Witherbloom Pestilence, Hail, Caesar.

Voltron and equipment

You make one creature, usually your commander, huge and hard to block, then win with 21 commander damage.

Five core cards (all affordable or widely reprinted):

Precons that play it: Limit Break, Scrappy Survivors, Wakanda Forever.

Spellslinger

Your deck is mostly instants and sorceries. Every spell you cast makes a token, copies itself or draws a card, so a turn with three cheap spells snowballs.

Five core cards (all affordable or widely reprinted):

Precons that play it: Scions & Spellcraft, Prismari Artistry, Quick Draw, Jeskai Striker.

Graveyard and reanimator

You fill your graveyard on purpose and bring the best cards back. Your graveyard works like a second hand.

Five core cards (all affordable or widely reprinted):

Precons that play it: Revival Trance, Death Toll, Graveyard Overdrive, Sultai Arisen, Revenant Recon.

+1/+1 counters

Your creatures grow every turn as you put counters on them, and you double or proliferate those counters for more.

Five core cards (all affordable or widely reprinted):

Precons that play it: Counter Blitz, Counter Intelligence, Quandrix Unlimited.

Lands and landfall

You play extra lands every turn and get value each time one enters. Your deck has far more ramp than most.

Five core cards (all affordable or widely reprinted):

Precons that play it: Tricky Terrain, World Shaper, Desert Bloom.

Artifacts

Your deck is full of cheap artifacts that make mana, make tokens or trigger each other. Artifact decks are often the most explosive in the format.

Five core cards (all affordable or widely reprinted):

Precons that play it: Keen Engineering, Living Energy, Science!, Deep Clue Sea.

Enchantress

You cast enchantments and draw a card for each one. Auras and enchantment creatures protect you and win slowly but surely.

Five core cards (all affordable or widely reprinted):

Precons that play it: Miracle Worker.

Group hug and goad

You win by steering the table. Group hug gives everyone resources so you are not the target. Goad forces other creatures to attack your opponents instead of you.

Five core cards (all affordable or widely reprinted):

Precons that play it: Peace Offering, Blame Game, Endless Punishment.

Typal (one creature type)

Every creature shares a type, such as Dragons, Elves or Zombies, and your lords and payoffs make the whole tribe stronger.

Five core cards (all affordable or widely reprinted):

Precons that play it: Reign of Dragons, Calling All Angels, Wretched Ranks, Eternal Might.

How to choose

  • Want simple turns? Tokens, typal and Voltron are the easiest to pilot. You mostly play creatures and attack.
  • Like long, interactive games? Spellslinger, enchantress and group hug reward planning and reading the table.
  • Enjoy big combo turns? Aristocrats, artifacts and graveyard decks build up to one explosive turn.
  • On a budget? Tokens, aristocrats and typal decks work well with cheap cards. Lands and artifact decks get expensive at the top end.

Not sure yet? Paste a list you already own into the free Deck Checker. It shows what your deck does, what it is short on and which cards fit your commander.

Frequently asked questions

Can a deck have more than one archetype?

Yes, and most good decks do. Aristocrats decks usually make tokens, and lands decks often recur things from the graveyard. Pick one main plan and let the second support it.

Which archetype is best for beginners?

Tokens and typal decks. Their plan is easy to see, their cards are cheap, and many precons play them right out of the box.

Which archetype is the strongest?

At the highest power levels, fast combo and artifact decks win most often. At a casual table the best archetype is the one you enjoy and that your group finds fair, so check your bracket before you build.

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