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Building Your First Commander Deck: Complete Beginner's Guide to EDH

2025-10-05

Building Your First Commander Deck: Complete Beginner's Guide to EDH

Commander (also called EDH - Elder Dragon Highlander) is Magic's most popular format. It's casual, social, multiplayer, and encourages creative deck building.

But if you're new to the format, building your first 100-card singleton deck can feel overwhelming.

This guide will walk you through everything from choosing a commander to your first shuffle.

What Makes Commander Different?

The Basics

  • 100 cards total (exactly, not more or less)
  • 1 legendary creature as your commander
  • Singleton - Only 1 copy of each card (except basic lands)
  • Color identity - Cards must match commander's colors
  • 4 players typically (can be 2-6)
  • 40 life starting (instead of 20)
  • Commander damage - 21 combat damage from one commander = you lose

Why People Love Commander

  • Casual format - Not hyper-competitive
  • Social experience - Politics and table talk matter
  • Deck expression - Build around YOUR favorite cards
  • Long games - More interaction, more moments
  • Affordable - Expensive staples optional
  • Formats of Commander - From cEDH to casual kitchen table

Step 1: Choose Your Commander

Your commander determines:

  • What colors you can play
  • Your deck's strategy
  • How your opponents perceive you

Beginner-Friendly Commanders

For new players, look for:

  • Simple abilities (not walls of text)
  • Clear strategy direction
  • Affordable to build around
  • Fun to replay after removal

Great first commanders:

Krenko, Mob Boss (Red, ~$2)

  • Strategy: Make tons of goblins
  • Simple: Tap to double your goblins
  • Budget: Most goblins are cheap
  • Fun: Exponential growth is exciting

Talrand, Sky Summoner (Blue, ~$0.50)

  • Strategy: Cast instants/sorceries, make drakes
  • Simple: Spell = 2/2 flyer
  • Budget: Counterspells are cheap
  • Fun: Control + creature beatdown

Emmara, Soul of the Accord (Green/White, ~$1)

  • Strategy: Tap Emmara, make tokens
  • Simple: Create 1/1 lifelinkers
  • Budget: Token support is affordable
  • Fun: Build wide, go tall

Ayara, First of Locthwain (Black, ~$2)

  • Strategy: Aristocrats (sacrifice for value)
  • Simple: Black creature enters = drain opponent
  • Budget: Common sacrifice fodder works
  • Fun: Death triggers everywhere

Zada, Hedron Grinder (Red, ~$0.50)

  • Strategy: Copy spells to all creatures
  • Simple: Target Zada = copy to everyone
  • Budget: Bulk instants work great
  • Fun: Explosive turns, huge swings

Using Our Site to Choose

  1. Visit card search
  2. Filter: Type = Legendary Creature
  3. Sort by: Price (low to high)
  4. Read abilities and find one that excites you
  5. Check our assistant: "Cards that work with [Commander]"

Step 2: Understand Your Mana Base

Every Commander deck needs lands to cast spells. New players often mess this up.

How Many Lands?

Start with 37-40 lands for beginners.

  • 37 lands - If you have lots of mana rocks/dorks
  • 38 lands - If you have some ramp
  • 39 lands - Safe default for most decks
  • 40 lands - If your curve is high or you lack ramp

Land Types You Need

Basic lands (30-35):

  • Plains, Island, Swamp, Mountain, Forest
  • Free, always enters untapped
  • Can't have too many

Dual lands (5-10):

  • Budget options: Guildgates, Taplands, Gainlands
  • Mid-tier: Check lands, Temples
  • Premium: Shock lands, Fetch lands (not necessary!)

Utility lands (0-3):

  • Card draw: War Room, Castle Locthwain
  • Removal: Ghost Quarter, Field of Ruin
  • Value: Reliquary Tower, Command Tower

For monocolored decks:

  • 35 basic lands + 4 utility lands = easy mana base

For two-color decks:

  • 15 of each basic + 8 dual lands + Command Tower

Step 3: Add Ramp (Mana Acceleration)

Ramp = cards that give you extra mana. You need 8-12 ramp sources.

Cheap Ramp Options

Mana rocks (artifacts):

  • Sol Ring ($1.50) - Auto-include, best rock
  • Arcane Signet ($1) - Fixes colors
  • Fellwar Stone ($0.50) - Often works
  • Mind Stone ($0.50) - Draws card later
  • Worn Powerstone ($0.50) - Big mana

Land ramp (green):

  • Rampant Growth ($0.25) - Gets a basic land
  • Cultivate ($0.50) - Gets 2 lands
  • Kodama's Reach ($0.50) - Gets 2 lands
  • Three Visits ($3) - Gets untapped land
  • Nature's Lore ($4) - Gets dual lands too

Mana dorks (green):

  • Llanowar Elves ($0.25) - Classic
  • Fyndhorn Elves ($0.25) - Strictly same
  • Elvish Mystic ($0.25) - Also same
  • Birds of Paradise ($5) - Fixes colors

Rule of thumb:

  • Non-green decks: Mana rocks
  • Green decks: Land ramp + maybe rocks

Step 4: Add Card Draw

You'll play long games. You need to refill your hand. Include 8-12 card draw sources.

Budget Card Draw by Color

White:

  • Esper Sentinel ($12) - Taxes or draws
  • Bennie Bracks, Zoologist ($1) - Tokens = cards
  • Welcoming Vampire ($1) - Small creatures = cards
  • Mangara, the Diplomat ($1) - Political draw

Blue:

  • Rhystic Study ($45) - Best if you can afford
  • Fact or Fiction ($0.50) - Instant 5 cards
  • Treasure Cruise ($0.50) - Delve for 3
  • Brainstorm ($1) - Digs for answers
  • Ponder ($1) - Fixes draws

Black:

  • Sign in Blood ($0.25) - Classic 2 cards
  • Night's Whisper ($0.50) - Same thing
  • Read the Bones ($0.25) - 2 cards + scry
  • Phyrexian Arena ($5) - Slow value

Red:

  • Reckless Impulse ($0.25) - Impulse draw
  • Faithless Looting ($0.50) - Loots + flashback
  • Light Up the Stage ($0.50) - Often 1 mana
  • Thrill of Possibility ($0.10) - Instant loot

Green:

  • Harmonize ($0.50) - 3 cards
  • Beast Whisperer ($2) - Creatures = cards
  • Rishkar's Expertise ($1) - Huge draw spell
  • Return of the Wildspeaker ($1) - Flexible

Colorless:

  • Mind Stone ($0.50) - Ramp + draw
  • Commander's Sphere ($0.50) - Ramp + draw
  • Endless Atlas ($1) - Mono-color draw

Step 5: Add Removal

You need to answer threats. Include 8-12 removal spells.

Types of Removal

Single target (6-8):

  • Destroy one creature/enchantment/artifact
  • Examples: Swords to Plowshares, Beast Within, Chaos Warp

Board wipes (2-4):

  • Destroy all creatures/permanents
  • Examples: Wrath of God, Blasphemous Act, Cyclonic Rift

Flexible removal (prefer these):

  • Can hit multiple permanent types
  • Examples: Beast Within (any permanent), Generous Gift (any permanent)

Budget Removal by Color

White:

  • Swords to Plowshares ($1) - Best single target
  • Path to Exile ($2) - Also great
  • Generous Gift ($0.50) - Hits anything
  • Wrath of God ($5) - Classic wipe
  • Day of Judgment ($1) - Also wrath

Blue:

  • Counterspell ($1) - Stops anything
  • Swan Song ($2) - Stops non-creatures
  • Reality Shift ($0.50) - Exiles creature
  • Cyclonic Rift ($30) - Best wipe (expensive!)
  • Resculpt ($0.25) - Creature to 4/4

Black:

  • Murder ($0.25) - Destroys creature
  • Hero's Downfall ($0.50) - Creature or planeswalker
  • Feed the Swarm ($0.50) - Creature or enchantment
  • Damnation ($30) - Black wrath (expensive)
  • Toxic Deluge ($20) - Exiles (expensive)

Red:

  • Chaos Warp ($1) - Hits anything
  • Blasphemous Act ($1) - Cheap wipe
  • Vandalblast ($1) - Artifact hate
  • Lightning Bolt ($2) - Small creatures

Green:

  • Beast Within ($0.50) - Hits anything
  • Krosan Grip ($0.50) - Splits enchantment/artifact
  • Reclamation Sage ($0.25) - ETB removal
  • Bane of Progress ($2) - Artifact/enchantment wipe

Step 6: Build Your Theme (30-35 Cards)

Now the fun part! This is where your deck does its thing.

Your commander suggests a theme. Fill ~35 slots with cards that support it.

Example: Krenko, Mob Boss (Goblin Tribal)

Commander ability: Tap to double your goblins.

Theme cards you need:

Goblins (20-25):

  • Mogg War Marshal ($0.25) - Makes tokens
  • Goblin Instigator ($0.10) - Makes tokens
  • Skirk Prospector ($0.25) - Mana from goblins
  • Goblin Chirurgeon ($5) - Protects goblins
  • Goblin Matron ($5) - Tutors goblins

Goblin payoffs (5-8):

  • Impact Tremors ($1) - Damage when goblins enter
  • Purphoros, God of the Forge ($20) - More damage
  • Coat of Arms ($10) - Makes goblins huge
  • Door of Destinies ($2) - Grows goblins

Goblin enablers (5-8):

  • Quest for the Goblin Lord ($1) - Anthem
  • Brightstone Ritual ($1) - Big mana
  • Goblin Chirurgeon ($5) - Protection

Total: ~35 theme cards + 37 lands + 10 ramp + 10 draw + 8 removal = 100!

Example: Talrand, Sky Summoner (Spellslinger)

Commander ability: Cast instant/sorcery = 2/2 drake.

Theme cards:

Cheap instants/sorceries (20-25):

  • Counterspell ($1) - Makes drake + counters
  • Brainstorm ($1) - Makes drake + draws
  • Ponder ($1) - Makes drake + filters
  • Lightning Bolt ($2) - Makes drake + kills

Spell payoffs (5-8):

  • Talrand (your commander does this!)
  • Young Pyromancer ($1) - More tokens
  • Murmuring Mystic ($0.50) - More tokens
  • Metallurgic Summonings ($1) - Big tokens

Token support (5-8):

  • Intangible Virtue ($0.50) - Anthem
  • Favorable Winds ($0.25) - Anthem
  • Gravitational Shift ($0.50) - Flying matters

Step 7: Use Our Deck Builder

Our deck builder helps you construct balanced decks:

  1. Choose your commander
  2. Set power level (1-10, start at 5-6)
  3. Adjust preferences (creature-heavy, spell-heavy, etc.)
  4. Click "Build Deck"
  5. Get 100-card list with mana curve and pricing

The builder suggests:

  • Lands based on colors
  • Ramp appropriate to colors
  • Draw engines in your colors
  • Removal suite
  • Theme cards that work with commander

Then customize:

  • Swap cards you don't like
  • Add pet cards
  • Adjust to budget
  • Export to text file

Step 8: Test and Iterate

Your first deck won't be perfect. That's fine!

Goldfish Testing

Goldfish = play against imaginary opponent

How:

  1. Shuffle your deck
  2. Draw opening hand (7 cards)
  3. Mulligan if terrible (draw 6, 5, etc.)
  4. Play like normal, assuming no interaction
  5. See how fast you can execute strategy

What to look for:

  • Can you cast commander by turn 4-5?
  • Do you run out of cards in hand?
  • Do you flood with lands or miss land drops?
  • Can you execute your game plan?

Real Games

After 5-10 games, ask:

  • What cards sit in hand uncast? (Too expensive or situational)
  • What threats can't you answer? (Need more removal)
  • Do you run out of gas? (Need more card draw)
  • Is your mana awkward? (Need better fixing)

Then adjust:

  • Cut underperformers
  • Add what you needed
  • Test again
  • Repeat

Budget Tiers

You can build Commander decks at any budget:

Ultra-Budget ($25-50)

  • Basic lands only
  • Bulk rares and commons
  • No expensive staples
  • Still fun and playable!

Example commanders:

  • Krenko, Mob Boss
  • Talrand, Sky Summoner
  • Zada, Hedron Grinder

Budget ($75-150)

  • Some dual lands
  • Sol Ring and signets
  • Efficient removal
  • Focused strategy

Most players start here.

Mid-Range ($200-500)

  • Better mana base
  • Some expensive staples
  • Optimized card choices
  • Competitive at casual tables

High-End ($500+)

  • Fetch lands and duals
  • Expensive staples (Rhystic Study, Smothering Tithe)
  • cEDH-viable (if competitive)

Remember: Expensive ≠ fun. Start cheap, upgrade later!

Common Beginner Mistakes

Mistake 1: Not Enough Lands

Problem: Miss land drops, can't cast spells. Fix: Start with 38-40 lands until you know better.

Mistake 2: Too Many High-Cost Spells

Problem: Hands full of 6-drops, can't cast anything. Fix: Most spells should cost 1-4 mana.

Mistake 3: No Card Draw

Problem: Empty hand by turn 6, topdecking forever. Fix: Add 10+ card draw sources.

Mistake 4: Not Enough Removal

Problem: Opponent's threat takes over, you can't answer. Fix: Add 10+ removal spells.

Mistake 5: Too Greedy with Colors

Problem: 4-5 color mana base doesn't work without expensive lands. Fix: Stick to 1-3 colors for first deck.

Mistake 6: Too Focused on Combos

Problem: Deck does nothing until you assemble combo. Fix: Have a backup plan, value cards that work alone.

Mistake 7: Ignoring Politics

Problem: Make enemies, get focused down. Fix: Don't be threat #1 early. Make deals. Be social.

Essential Commander Etiquette

Rule 0 Conversation

Before the game, discuss:

  • Power level expectations (1-10 scale)
  • Banned cards (Rule 0 bans)
  • House rules
  • Game length preference

This prevents feel-bads.

During the Game

Do:

  • āœ… Communicate clearly
  • āœ… Take reasonable turn lengths
  • āœ… Make deals and honor them
  • āœ… Accept defeat gracefully
  • āœ… Have fun!

Don't:

  • āŒ Take 10-minute turns regularly
  • āŒ Get salty when answered
  • āŒ Pubstomp with cEDH against casual
  • āŒ Play stax without warning
  • āŒ Kingmake spitefully

Where to Play Commander

Local Game Stores (LGS)

  • Most run Commander nights
  • Great for meeting players
  • Usually casual and welcoming
  • Free/cheap entry

Kitchen Table

  • Home games with friends
  • Most relaxed environment
  • Flexible rules
  • BYOB

Magic Online / Arena

  • Online play
  • Arena has Brawl (60-card Commander variant)
  • MTGO has full Commander
  • Less social interaction

Webcam / Spelltable

  • Remote play via webcam
  • Free through spelltable.com
  • Play with anyone globally
  • Requires physical cards

Next Steps

After Your First Deck

  1. Play 10+ games to learn your deck
  2. Identify weaknesses and upgrade
  3. Try a second commander with different strategy
  4. Join Commander community (r/EDH, local playgroup)
  5. Watch Command Zone podcast for ideas
  6. Brew more decks!

Long-Term Goals

  • Build multiple power-level decks (casual, focused, optimized)
  • Try different strategies (aggro, control, combo, midrange)
  • Collect staples that slot into multiple decks
  • Find your favorite playstyle
  • Help new players learn!

Use Our Tools for Deck Building

Card Search:

  • Find cards by name, type, color
  • Sort by price for budget options
  • Discover new cards

Assistant:

  • "Cards that work with +1/+1 counters"
  • "Budget alternatives to Rhystic Study"
  • Strategy-based discovery

Scanner:

  • Price check cards you already own
  • Verify card identity
  • Build from your collection

Deck Builder:

  • Generate full 100-card lists
  • Balance mana curve automatically
  • Calculate total deck cost
  • Export to various formats

Recommended First Commanders by Playstyle

Aggro (Beat down with creatures)

  • Krenko, Mob Boss (Red) - Goblin swarm
  • Xenagos, God of Revels (Red/Green) - Big beaters
  • Edgar Markov (White/Black/Red) - Vampire tribal

Control (Answer threats, win late)

  • Talrand, Sky Summoner (Blue) - Counterspells + drakes
  • Grand Arbiter Augustin IV (White/Blue) - Tax and control
  • Tasigur, the Golden Fang (Blue/Black/Green) - Political control

Combo (Assemble instant win)

  • Prossh, Skyraider of Kher (Black/Red/Green) - Food Chain combo
  • Niv-Mizzet, Parun (Blue/Red) - Draw = damage combo
  • Ghave, Guru of Spores (White/Black/Green) - Infinite counters

Midrange (Value and flexibility)

  • Meren of Clan Nel Toth (Black/Green) - Graveyard value
  • Atraxa, Praetors' Voice (White/Blue/Black/Green) - Counters/superfriends
  • Korvold, Fae-Cursed King (Black/Red/Green) - Sacrifice value

Tribal (Creature type matters)

  • Krenko, Mob Boss (Red) - Goblins
  • Edgar Markov (White/Black/Red) - Vampires
  • The Ur-Dragon (Five-color) - Dragons
  • Lathril, Blade of the Elves (Black/Green) - Elves

Final Thoughts

Commander is the best format because:

  • Social experience - Play with friends
  • Creative expression - Build YOUR deck
  • Affordable - Budget options exist
  • Replayability - Games always different
  • Welcoming community - Players help beginners

Your first deck doesn't have to be perfect. Start simple, play games, learn, iterate.

Most importantly: Have fun! That's the whole point.


Ready to build? Use our deck builder to get started. Need cards? Search our card database for budget options. Questions? Ask our assistant for suggestions!

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