Guide · June 1, 2026

How to build a Commander deck from scratch

Commander (EDH) is the most popular way to play Magic: The Gathering, and building your first deck can feel overwhelming — 100 cards, infinite card choices, and no pack to crack for a starting point. This guide walks through the process from picking a commander to tuning your finished build.

Step 1: Pick a commander that excites you

Your commander defines the deck's colors, strategy, and identity. The best first commander is one whose ability you understand and look forward to using — not necessarily the strongest one on a tier list. Some questions that help narrow it down:

Commander has a "bracket" system (1–4) that describes a deck's power level. Bracket 1 is precon-level casual; bracket 4 allows fast combo and tutors. Knowing your table's bracket before you build saves you the frustration of bringing a bracket-4 deck to a bracket-2 game — or vice versa.

Step 2: Know the deck structure

A Commander deck is exactly 100 cards including the commander — singleton (one copy of each card, except basic lands). A reliable starting skeleton for most decks looks like this:

These aren't rigid rules, but they prevent the most common first-deck mistake: 60 exciting cards and zero ways to draw into them.

Step 3: Build a draft list, then cut to 100

Start by brainstorming 120–130 cards you want to include, organized by role (ramp, draw, removal, win conditions). Then cut ruthlessly. Every cut should answer: "Is there a card already in the deck that does this job better or more consistently?" When two cards do similar things, keep the cheaper, more reliable one.

Pay attention to your mana curve. If most of your spells cost 5+ mana, you need more ramp and lands. If your curve is low, you can trim a land or two and add another interaction piece.

Step 4: Check your mana base

Color consistency matters more in Commander than in 60-card formats because you're playing 100 cards and often won't see specific lands until mid-game. A two-color deck can get away with 12–15 dual lands plus basics; a five-color deck needs more careful work with fetch lands, shock lands, and triomes. As a general rule: if your commander costs three colored pips of the same color, make sure 40–50% of your mana sources produce that color.

Step 5: Analyze and tune before you buy

Before spending money on cards, run your list through an analysis tool. Look at:

Catching weaknesses on paper is much cheaper than buying a $30 card, playing three games, and realizing it never does what you needed.

Analyze your Commander deck in Archivist

Build or import your decklist and instantly see mana curve, role balance, Commander bracket score, Commander Spellbook combos, and EDHREC upgrade suggestions — all on your iPhone, iPad, or Mac.

Get Archivist on the App Store

Step 6: Play it, then tune it

No Commander deck is ever truly finished — that's part of the format's appeal. After a few games you'll have a clear sense of what the deck needed and what felt redundant. Common first-iteration problems:

Keeping a digital record of your deck helps enormously here. When you play a game and notice a card that's been dead in your hand three sessions running, you can pull up your list right there and swap it out before you forget.

How to track what you already own

Building from your existing collection is almost always cheaper than buying from scratch. The bottleneck is knowing what you have. If you've digitized your collection, you can cross-reference your card pool against any prospective decklist and immediately see what you need to acquire. That process starts with scanning — and once your collection is in a digital library, every future deck build is faster.

For ideas on organizing the physical cards once the deck is built, see the guide on organizing a Commander collection.