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Waypoint Hobbies

Learn to Play

Deck-Building Tips

Building your own Commander deck? Here are a few simple guidelines we lean on ourselves at Waypoint Hobbies.

  • Start with your commander — let its colors and abilities define your deck’s strategy, rather than forcing in every powerful card you own
  • Mind your curve — a good spread of cheap, mid, and top-end spells keeps your deck consistent turn after turn
  • ~36–38 lands is a reasonable starting point for most 100-card decks, adjusted for your curve and ramp
  • Synergy beats raw power — a deck where every card supports the game plan is usually more fun to play (and play against) than a pile of strong cards with no cohesion

Building Blocks, Examples

Every good Commander deck has a different job depending on its colours. Here’s what each one could do and what it means in plain English, with a real example card.

Swords to Plowshares

Removal

  • W

Cards that deal with a threat on the other side of the table — usually a creature that's causing problems.

Swords to Plowshares: Swords to Plowshares costs one mana and makes any creature disappear. Cheap, simple, and always useful.

Counterspell

Control

  • U

Cards that stop your opponents' plans before they happen, rather than cleaning up after.

Counterspell: Counterspell does exactly what it says: pay two blue mana, counter target spell. Nothing fancy, just efficient.

Diabolic Edict

Sacrifice

  • B

Cards that make an opponent sacrifice one of their own permanents — handy against threats you can't otherwise target.

Diabolic Edict: Diabolic Edict forces a chosen player to sacrifice a creature of their choice, even ones protected from targeted removal.

Lightning Bolt

Damage

  • R

Cards that deal direct damage — to a creature to remove it, or straight to a player to close out the game.

Lightning Bolt: Lightning Bolt is the gold standard: one red mana for three damage to any target. Fast and flexible.

Rampant Growth

Ramp

  • G

Cards that get you extra mana faster, so you can cast your big spells earlier than normal.

Rampant Growth: Rampant Growth fetches a land straight out of your deck and onto the battlefield — like playing two lands in one turn.

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