So You Want to Build Your First Commander Deck? Here's Everything You Need to Know (to at Least Begin)

Picture this: four players gathered around a table, each wielding a legendary creature leading an army of 99 unique cards. Welcome to Commander, Magic: The Gathering's most popular format. Whether you're a seasoned player branching out or completely new to Magic, the below will hopefully guide you through creating your first Commander deck. 

A Format Born from Downtime 
Before we dive in, let's appreciate some history. In 1996, between rounds of competitive Magic, a group of judges led by Adam Staley created something special. They called it Elder Dragon Highlander (EDH) after the requirement to use one of the original Elder Dragons as your Commander. What started as a casual variant has exploded into Magic's most beloved format. 

The Basics: More Than Just a Big Deck 
Here's the deal: you'll need 100 cards, including your Commander. The twist? Except for basic lands, every card must be unique. No loading up on four copies of your favorite spell here! Your Commander's color identity (those little mana symbols on the card) determines which cards you can include. Running Omnath, Locus of Creation? You're playing a four-color deck, friend. 

Choosing Your Commander: The Three Pillars (Plus One) 
The brilliant minds at The Command Zone podcast suggest looking for three key elements in your first commander: 
  • Card advantage (keeping your hand full) 
  • Mana generation (casting big spells) 
  • Clear win condition (actually ending the game) 

But here's a tip from countless games of face-planting into removal spells: add resilience to that list. Your Commander should either protect itself or provide value immediately. Trust me, nothing's worse than spending your whole turn casting your Commander only to watch it eat a Swords to Plowshares before you untap. 

Building Your Manabase (Without Breaking the Bank) 
Thanks to EDHREC's and their data wizardry, we know most successful decks run 36-38 lands. For your first two-color deck, here's a simple template: 
  • 12-14 of each basic land 
  • 4-6 budget dual lands (those "gain 1 life" lands work fine) 
  • 1 Command Tower (seriously, just get one) 
  • 2-3 utility lands (Reliquary Tower if you're drawing tons of cards) 

The Rule of 8: Your Deck's Foundation 
The "Rule of 8" is like your deck's food pyramid. Aim for roughly eight each of: 
  • Card draw (keep the gas flowing) 
  • Targeted removal (answer specific threats) 
  • Ramp (accelerate your mana) 
  • Board wipes (reset when things get out of hand) 

But here's the secret: these numbers flex based on your Commander. Running Korvold as your Commander? I suggest trimming some card draw for more removal. Your deck, your calls. 

Win Conditions: Always Have a Plan B (and C) 
The Professor at Tolarian Community College always emphasizes multiple paths to victory, and he's absolutely right. Include: 
  • 3-4 ways to win that fit your strategy 
  • 2-3 backup plans when Plan A fails 
  • 1-2 "break glass in case of emergency" options 

The Social Contract: Don't Be That Player 
Beginning with Sheldon Menery and the subsequent iterations of the Rules Committee (and now WOTC since the management transition) have always reminded us that Commander is fundamentally social. Before shuffling up: 
  • Chat about deck power levels (is everything a 7? Are we playing precons? Mono-blue, say what? It's still cool to play Mana Crypt? What's a Power Bracket?) 
  • Mention any particularly spicy combos 
  • Be open to feedback 

Power Levels: Keeping It Simple
 
Forget complex 1-10 scales. Think of it this way: 
  • Casual: Unmodified precons duking it out 
  • Focused: Upgraded precons with a clear strategy 
  • Optimized: Highly tuned but not broken 
  • Competitive: cEDH territory (probably not for your first deck) 

Wrapping Up: Your Next Steps 
Commander isn't just another format—it's a celebration of Magic's diversity, creativity, and community. Your first deck won't be perfect, and that's okay! Start with these guidelines, then iterate based on your experiences and playgroup feedback. 

Remember, your goal isn't just about building the most powerful deck possible—it's about creating something that brings you joy and contributes positively to your playgroup's experience. Now, get out there and start brewing, because the joy of creating your first Commander deck is an experience like no other!

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What was your first Commander deck? We'd love to hear your story and experiences, so share them in the comments below and be part of our growing community!