How to Build a Commander Deck: The 100-Card Blueprint
Staring at 99 empty slots can feel overwhelming. The good news: almost every solid Commander deck follows the same basic structure. Nail the foundation first and the fun part, your deck’s theme, has room to shine.
Step 1: Pick a commander you’re excited about
Your commander sets your colors and usually your game plan. Choose one whose ability makes you want to build around it, whether that’s tokens, graveyard tricks, big creatures or something weird and wonderful.
Step 2: Start with a template
Use this as a starting point and adjust once you’ve played some games:
A starting template for 100 cards
| Category | Count | What it does |
|---|---|---|
| Lands | 36–38 | Hit your land drops every turn |
| Ramp | 10–12 | Mana rocks, land search and mana creatures to get ahead |
| Card draw | 10 | Keep your hand full in long multiplayer games |
| Targeted removal | 8–10 | Deal with the biggest threat at the table |
| Board wipes | 2–4 | Reset the board when you fall behind |
| Theme and win conditions | 25–30 | The cards that make your deck yours |
Step 3: Build the mana base
Most decks want around 37 lands. Lower-curve decks can go to 35 or 36; decks with lots of expensive spells may want 38 or more. Include your colorless staples like Command Tower in multicolor decks, and add dual lands that fit your budget.
Step 4: Add ramp
Ramp lets you cast your commander and big spells ahead of schedule. Classic picks include Sol Ring, Arcane Signet, and, in green, land-search spells like Cultivate and Kodama’s Reach.
Step 5: Card draw and removal
In a four-player game you’ll face three opponents’ worth of threats, so you need answers and a way to keep finding them. Flexible removal like Swords to Plowshares, Beast Within or Chaos Warp is worth its weight in gold.
Step 6: Fill in your theme
Now for the fun part. Fill the remaining slots with cards that support your commander’s strategy. Aim for a mana curve that peaks around 2–4 mana, and make sure you have at least a few clear ways to actually win the game.
Step 7: Playtest and tweak
No deck is finished after the first build. Play it, note which cards feel weak or never get cast, and swap them out. Small, regular tweaks beat a complete rebuild every time.
