ManaBuilder
    Four legendary commanders facing one another across a magical battlefield
    Commander / EDH Guide

    How to Build a Commander Deck, Step by Step

    Five steps from "I like this legendary creature" to a 100-card deck that actually functions at a real table.

    A Commander deck is 100 cards: 1 legendary commander plus 99 singleton cards matching its color identity. The proven starting template: 36-38 lands, 10-12 ramp, 10 card draw, 10 targeted removal, 3-4 board wipes, and 25-30 cards that serve your commander's strategy.

    Last updated: September 20262 min read

    Commander looks intimidating from the outside. A hundred cards, no duplicates, four players, and games that run an hour - where do you even start? The good news is that experienced players don't build these decks from scratch every time. They use a template, and once you know it, your first deck will play better than most people's third. If you want the 60-card version of this guide instead, that's how to build a deck.

    Step 1: Pick your commander

    This is the only decision that really matters, because it makes the next three for you. Your commander sets your colors, it sets your plan, and it's the one card you can count on having access to every single game - if it dies, it goes back to the command zone and you cast it again. A deck built around a commander that does something is always more fun than a deck built around a commander that just has big numbers.

    The easiest way to choose is to go through the cards you already own and pull out every legendary creature. Then ask one question about each: what does this card want me to do? If the answer is a sentence you can say out loud - "it wants me to sacrifice my own creatures", "it wants me to cast lots of cheap spells", "it wants me to attack with one huge creature" - you've got a deck. If the answer is "it's a 5/5", put it back.

    Two more things worth weighing. Cheaper commanders get to the table earlier and get recast more easily after removal, so a three or four mana legend is friendlier than a seven mana one for a first build. And fewer colors means a simpler mana base - a two-color commander is genuinely easier to build well than a four-color one, no matter how exciting the four-color card looks.

    Step 2: Understand color identity

    Color identity is the rule that decides what's legal in your 99, and it's stricter than most new players expect. A card's color identity is every colored mana symbol on it - in its cost and in its rules text - plus any color it's explicitly stated to be. Every card in your deck must sit inside your commander's identity.

    The part that catches people out: a card can be colorless to cast and still be off-limits. An artifact that costs three generic mana but has an ability requiring red mana carries red in its identity, so it can't go in a blue-green deck. The reverse is also true - a card with no colored symbols anywhere goes in literally any deck, which is why colorless ramp and colorless utility lands are so widely played.

    Basic lands follow the same logic, so a mono-black commander means Swamps only. If you want the full ruleset - deck size, the command zone, commander damage and the rest - the Commander format guide covers it.

    Mana cost

    3 mana

    {3} generic

    +

    Rules text

    R mana

    "Pay {R}: ..."

    =

    Color identity

    R mana

    Red

    The trap: colorless to cast can still be off-limits.

    Step 3: Use the quota template

    Here's the template. It isn't a law, but it is the shape almost every functional Commander deck takes, and every slot in it exists because a game went badly without it. Build to these numbers first, then adjust once you've actually played the deck a few times.

    • 1 Commander
    • 36-38 Lands
    • 10-12 Ramp
    • 10 Draw
    • 10 Removal
    • 3-4 Wipes
    • 25-30 Theme

    1 commander

    What it is
    Your legendary creature
    Why it exists
    Everything else in the deck answers to this card, because it sets your colors and your plan. It also starts in the command zone and comes back when it dies, so it's the one card you can always build around.

    36-38 lands

    What it is
    Your mana base
    Why it exists
    Commander games go long and you only have one copy of each card, so missing land drops hurts far more than it does in a 60-card deck. Stay at 38 if your commander or your big spells cost five or more.

    10-12 ramp

    What it is
    Mana rocks and land fetchers
    Why it exists
    Ramp is how you cast a four-mana commander on turn three instead of turn four, and in Commander a turn of tempo is a whole extra spell. It also fixes your colors, which matters the moment you go past two.

    10 card draw

    What it is
    Refill your hand
    Why it exists
    Three opponents will trade you off one-for-one all game, so the deck that draws extra cards is the deck that still has plays on turn ten. This is the slot most first-time builders shortchange.

    10 targeted removal

    What it is
    Answers for single threats
    Why it exists
    Somebody at the table will land the one card that beats you, and you need to be able to kill it rather than hope. Spread these across creature removal, artifact and enchantment removal, and at least a couple that hit anything.

    3-4 board wipes

    What it is
    Reset buttons
    Why it exists
    When you fall behind three players at once, one spell that clears the table buys you the turns you need to rebuild. Four is plenty - any more and you'll start wiping away your own good boards.

    25-30 theme cards

    What it is
    The actual deck
    Why it exists
    These are the creatures and spells that carry out your commander's plan, and they're the reason the deck is fun to play. Everything above is scaffolding; this is the part that makes it yours.

    100 cards total: 1 commander plus 99 singleton cards in its color identity.

    The builder fills every one of these quotas from your collection automatically - you just pick the commander.Open the builder

    The quotas overlap, and that's fine - a creature that draws you a card when it attacks counts as draw and as a theme card. Overlap is how good Commander decks get built. What you can't do is skip a row entirely and hope the table is polite about it.

    Step 4: Build the mana base

    36-38 lands - err high.

    You only have one copy of each card, so you can't lean on drawing the fourth copy of anything - your deck is a lot more random than a Standard deck, and missing land drops hurts far more.

    Sample 38 lands, two-color deck

    • 15 basics, main color
    • 13 basics, second color
    • 8 dual lands
    • 2 utility lands
    Or let the builder do this step: it computes your mana base from the exact spells in your deck.Open the builder

    Step 5: Fill the theme slots

    This is the 25-30 card block that makes the deck yours, and the rule here is synergy over raw power. A card that's individually mediocre but does exactly what your commander wants will win you more games than a famous expensive card that has nothing to do with your plan. Ask of every card: does this make my commander better, or does my commander make this better? If neither, cut it.

    It helps to name your plan before you fill the slots. The playstyles on the Commander format guide are a good menu to pick from: Voltron loads one creature with equipment and auras and swings; Spellslinger builds around casting cheap instants and sorceries; Aristocrats sacrifices your own creatures for value and drain; Group Hug gives everyone at the table gifts and turns that generosity into an advantage. Pick one, and let it decide the borderline slots.

    If you'd rather approach it from the archetype side - aggro, control, midrange, combo, ramp, tribal - the deck archetypes guide breaks down how each one wins, and most of them translate straight into Commander.

    Common first-deck mistakes

    Too few lands

    Every new builder wants to cut lands for one more exciting spell. Then they sit on three lands for six turns and lose without casting anything. Stay at 36 minimum.

    Too little card draw

    Card draw looks boring next to a big dragon, but you're playing against three people. An empty hand on turn eight is how most first decks actually lose.

    No board wipes

    Sooner or later three opponents will have better boards than you at the same time. Without a reset button there's no path back into that game.

    100 "good cards" with no plan

    A pile of individually strong cards that don't talk to each other loses to a focused deck of cheap cards every time. Synergy is the whole format.

    Building on a budget

    Commander has a reputation for being expensive, and it can be, but it doesn't have to be. The cheapest route is a preconstructed Commander deck: it's a legal, playable 100 cards out of the box, usually around $50, and it comes with a commander whose plan is already spelled out for you. Play it a few times, notice which cards you're always happy to draw and which ones you never cast, then swap the dead ones out a handful at a time.

    Upgrading a precon is genuinely the best way to learn deck building, because every change you make is a decision you can immediately test. And the cheapest deck of all is the one you build out of the cards already sitting in your box - which is what ManaBuilder is for.

    Frequently Asked Questions

    36-38 lands is the range almost every Commander deck should start in. You only get one copy of each card, games run long, and you want to keep hitting land drops well past turn five, so cutting below 36 is where most first decks go wrong. If you add a lot of mana rocks and your curve is genuinely low, 36 is fine; if your commander or your finishers cost five or more, stay at 38.
    No. Commander is a singleton format, so you play exactly one copy of every card in your 99, and only basic lands are unlimited. A handful of cards, like Relentless Rats, write their own exception into their rules text, and those are the only ones that break the rule.
    The 8x8 method is a shortcut for filling a deck: pick eight things your deck needs to do, then find eight cards for each one, which gets you 64 cards. You add your lands and your commander on top and you're basically done. It's a fast way to build, and it pairs well with the quota template on this page - use the quotas to decide your categories, then use 8x8 to fill them.
    Honestly, anywhere from nothing to as much as you're willing to spend. If you already have a box of cards, your first deck can be free - that's exactly what our builder is for. A preconstructed Commander deck is usually around $50 and plays out of the box, which is the easiest paid starting point. From there the sky's the limit, because Commander happily eats the most expensive cards in Magic if you let it.

    Let Singleton Search find your commander

    Somewhere in your box is a legendary creature that deserves 99 cards behind it. Upload your collection and our Singleton Search will list every legend you own, then build the best 99 for the one you pick - color identity checked, quotas filled, mana base balanced, ready for your first pod.