How to Win in Commander? Attack Your Opponents Until They Die

An analysis of why decks win and lose in commander, and how to kill more players for less mana and money

What are we doing here?

Force, balance, leverage, momentum - these principles never change. They are your style.

Lev Grossman,The Magician King

Next April will mark my 30-year anniversary of playing Magic.

Not in the casual sense, like "I played it on and off for a few years, quit and then got back in when they released a set entirely made of chocolate"— I've been playing for two or three times most weeks for years that have rolled into decades. About half of that has been Commander—it steamrolled through casual Magic in Madison, Wisconsin around 2008 and has never stopped since. Because of my penchant for aggressive commanders and the sheer volume of games since then, it is possible that I have played more games trying to win with Voltron decks than anyone else, full stopIt's hard to say for sure. There were ~7-8 years of time when commander was around and I wasn't playing it, but before equipment in Mirrodin and the wave of good 2-3 color commanders in Ravnica and Shards of Alara, I would guess the strategy was not as popular or successful..

I tell you this not to brag, but because it has given me opinions about commander that do not line up with online orthodoxy. I win a lot of games with cards my opponents tell me are garbage in commander. People in real life and on Reddit confidently say things like:

They say these things confidently and then die to being attacked by a 12/12 Wilson, Refined Grizzly, or a Karlov of the Ghost Council with 30 +1/+1 counters. Sometimes they die with an indignant look on their face, like being attacked is a crime; sometimes they tap out to draw 15 cards and nod in grudging respect after getting clocked for 30 damage by goblin tokens. But frequently they die surprised, and that's why I'm here.

I would like for your opponents to die surprised. And if you die—which you still will sometimes—I want you to die understanding why things went wrong. This doesn't mean that you need to turn all of your decks into piles of expensive staples. Commander is a mix of two tensions: to express something you think is interesting, or beautiful, or funny, and converting that poetry into something that can win games. If your purpose is just to show your thing, and then lose, well... I can't really help youAnd to be honest, I don't think you should be doing this in a group of other people who are trying to win. But that's another article..

But if you would like to beat your friends, or that guy at the store whose deck costs 2000$, or to turn your pauper commander deck into a threat, or are just trying to fuse the poetry of the game with the challenge of winning it, I am here for you. I'll try to explain why decks in commander actually win and lose, why the above truisms are generally false, and provide a new archetype that will help you win more games. This advice has served me well through all levels of the game—pauper commanders, budget decks, and highly-optimized Voltron decks playing against combo, control, and everything in betweenI have won some cEDH games (with real decks like Sisay, Urza, and Tymna pile) with a Voltron deck, so I don't think the advice in this article ever stops being useful. But my experience in these pods is limited, so I'm not as sure..

First I would like to explain where the above misconceptions come from; for that we must journey into Magic's history. But first I must make a disclaimer: I don't want to argue about this articleI do actually. Very badly. But it is not useful to argue about it.. The temptation to read this, think it is wrong, and tell me... I understand it, and my Reddit history reflects that impulse. But in general this is an attempt to distill my experience playing Magic into writing, and it's going to be difficult to sway my opinions except through playing. If you are ever in Leiden and want to play, feel free to email me and let's throw down. But your comments about how bad I am and how everyone I've played against is trash are unlikely to sway me.

With that out of the way, let's figure out where things went wrong. To understand out why commander is the way it is, we must ask the fundamental question of 1v1 Magic:

Who's the Beatdown?

His job, therefore, was to kill me before I killed him.

Mike Flores, Who's the Beatdown?

This immortal article explains the core conflict of 1v1 Magic matches. You should read it, but I will summarize it for you:

This is the lesson of 1v1 magic, and many of the ideas from this article are downstream from this profound revelation. But there are some subtle problems with the way that players approach its ideas in commander:

Still, the aggro/control/midrange/combo ideas in commander work acceptably. The decks themselves are not bricks. What else is wrong? The second, more subtle problem: Commander is a very old, casual format. The players with the most extensive collections who frequently have the highest card quality have ideas that formed in a very different era of Magic. In 2008, I am pretty sure this was the pinnacle of voltron technology:

But your opponent's removal was often just as good: Swords to Plowshares, Mana Drain, and friends were all good at stopping you, and Wrath of God and Decree of Pain were there waiting to send your pile of four-mana creatures back to the shadow realm. Creatures were just okay and answers to creatures were basically as good as they are today.

It wasn't impossible to win with Voltron in these conditions, but creatures were worse and the balance of power was different. Meanwhile, these days:

Suddenly life is a lot worse for our opponents. We might have lost double strike, but the ability to play these cards off the top of the library often means spending no cards to pressure an opponent, and they can just randomly die to double strike and a Colossus Hammer. Galea is not always better than Rafiq, but often it does more for less mana.

Outside of this narrow example, it's clear that creatures have gotten a lot better, both as an engine for dealing damage and for drawing cardsor things like Galea that look like drawing cards if you squint. Ways of protecting those creatures (particularly in white and green) have gotten better as well. But the culture and social contract of the format was set back in the early 2000s, and ideas about what is good have ossified since then. This results in a lot of ideas about the format that need to die a graceful death: most of all, that midrange, wipe filled decks are the apex of deck design.

There are also other important complications:

These together make errors in strategy a foundational part of commander; they make commander less exciting and its decks less powerful. But now that we see the shape of the problem, we can start to fix it. For this, we must turn to the beating heart of our deck: its engine.

Engines

...this thing has to be good in some bizarre deck...

Let's start with an exercise. Take your favorite deck, draw 7, and 'goldfish' it—play out turns until the deck gets going. Or if you're familiar enough with it, play it in your head. Every deck is different, but probably this sounds familiar:

We invest our resources to get more resources, and then when we have enough resources, we convert them into victory somehow—usually damage, sometimes by drawing our combo pieces, very occasionally by milling out three opponents. This is your deck's engineObviously many other people do as well., and most have one. Why do we gravitate towards this idea?

So almost all decks have an engine, and many of them treat the engine as the goal of the deck. Engines play out differently across decks, but they also have things in common:

Many commanders convert other stuff into these two primal resources—Clues, Elves, Food, and other frustratingly specific tokens. Most players get to the critical idea of engine building and spend their time trying to make the engine as good as possible, with some board wipes mixed in and a few cards to answer their opponents must-remove pieces. So games look like this:

Players don't come naturally to this idea; rather, it is the end-all-be-all of the Good Engine paradigm of magic. But the problems are probably familiar: It is difficult to curtail a deck that's going off faster than you. It's difficult to stop a deck with better cards than yours. It's difficult to stop expensive value engine commanders once they come online. All of these come from the same root mistake in deck design: The point of your deck's engine is not to make resources. The point of your engine is to win the game.

Pressure

You don't need strength as much as speed—We're fragile creatures. It takes less than a pound of pressure to cut skin...

Inara Serra, Firefly

Let's try that goldfish exercise again, with an opponent: my very favorite deck. Goldfish your deck again, with your opponent doing the following:

It is now turn 5. I am at your door. I have a gun. I did not play any engine pieces; I did not carefully weigh the idea of turning mana into cards or cards into Food tokens. If you have Wrath of God, you might live—or you might die to Tamiyo's Safekeeping. You might complain: "What are you going to do about the other two players?" "Why are you attacking me?" But the fundamental question is still there—Are you going to die next turn? Are you going to cast Kindred Discovery, draw two cards on attack, and hope that you're not mauled to death?

We have analyzed the flow of an engine over the game, but not really considered its outputs—players simply assume that if they get to do enough Engine Stuff, their opponents will die somehow. But if we accept the idea that sometimes our opponent's deck is better at making resources than ours, we have two options:

These two complementary elements are the basis of pressure'Ruining your opponent's day juice' just doesn't have the same ring to it.. If your opponent's Miirym, Sentinel Wyrm deck untaps with its commander, dragons in hand, and mana to cast those dragons, your life is probably over. If your commander is Sovereign Okinec Ahau there's not much clever deck building that is going to get around their insane scaling. You need to stop them from reaching that point. How? Slow them down enough with disruption to end their life.

One way to kill your opponent is Damage™. In green/white, a fine example of opponent-murdering technology is Questing Beast. If we think about this creature as our plan to victory, contrasting it with our other engine pieces is reasonable:

We are considering the way to beat just one opponent right now, which might feel like cheating. But if we need to end someone's life, Questington is a pretty efficient way to do so. Two of them together can constrain Miirym to five more turns on this earth. If you and another opponent can muster three or four 4/4s, you weaken your ability to scale your engine, but you can kill Miirym before it reaches a critical turn.

Contrast this beatdown plan with the other common goal for commander decks—comboing your opponents outYou are probably familiar, but if not, we are referring to cards that when assembled win the game on the spot, frequently by doing 'infinite' damage to each opponent.. When your commander is good at converting resources, it can be the natural culmination of a deck's plan:

So which is better? At the highest levels of commander, the answer seems to be mostly 'combo'—a limited number of decks try to attack to victory like Winota, Joiner of Forces and the others win via fast combos and cheap interaction. Outside of that situation, I contend both strategies are very viable: I spend my time playing decks with no combos at all and win a lot of games. The reason is the second type of pressure: Focused disruption.

When I think about the most explosive engine pieces, I usually consider five mana enchantments or artifacts, expensive creatures, or commanders that have reached the five, six, or seven mana threshold to cast or recast. Casting these cards and untapping means an explosion in resources, which can often lead to the player who cast them winning the game.

On the other hand, commander is a format with extremely efficient interaction: White's Swords to Plowshares can brick most creatures for a single mana, and Blue's An Offer You Can't Refuse or the outstanding Force of Will and Counterspell. Green and black decks have access to creature removal and fight spells, and together get effects like Assassin's Trophy that can dome anything that moves for two mana. Red, green, and white get Killing Any Permanent (Chaos Warp, Generous Gift, Beast Within) for the low price of three mana and giving your opponent a land or a 3/3.

Having this cheap removal means that you can often cast Reverse Time Walk for 1-3 mana after your opponent attempts to resolve a 5, 6, or 7-mana permanent that does nothing the turn it comes down. This situation is bad for them, but it's easy to underestimate how bad it is:

This is why I mark focused removal as a second important type of pressure—stopping that one player from going off gives you more time to keep hitting them. Single target removal is often cheaper (in mana and money) than the cards that it is used to turn off. Better yet, if your removal is also instant speed you can often do it after they commit a second card to work well with a first engine piece. This gives your efficient creatures a ton more time to wail on your opponents. It also often means that your opponent's subsequent plan is worse, and slower—they naturally want to play their best moves first.

These two effects together are pressure—timely removal gives you more attack steps where your creatures can beat down. Having too many creatures and not enough removal lets your opponents' engine blast off into space; having too much removal and not enough creatures makes you able to waste your opponents' time without being able to actually kill them. The optimal ratio often surprises my opponents: I often run 15 pieces of cheap instant interaction, and some decks run even more.

It is also worth noting that the presence of a lot of cheap, single-target interaction in your deck harms the combo strategies a lot more than the aggro-based ideaswhich is why cEDH decks run so much. . Why?

The synthesis of these ideas is that there is a niche in commander for an aggressive, disruptive deck. This deck plays cheap creatures which can generate a little bit of value and do some good damage. It has engine pieces, mostly to make sure it is drawing enough cards to hit its land dropsThis idea is critical and I will come back to it someday, but conceptually you have about a 3-4 turn runway, after which you want to draw about an extra card and a half a turn if you want to hit all your land drops.. But once it has met these two constraints, the rest of the deck is crammed to the gills with offensive and defensive interaction: cheap, point interaction to kneecap its opponents' clunky engine pieces. You may think it's impossible to defeat opponents playing a more explosive engine this way, but I assure you it is not.

You need to remember that you cannot afford to stop everything your opponents do this way: you need to apply pressure correctly in the way that makes your opponents unable to outrace you before they die. This might lead to the natural question: Why don't I just play cards that remove all my opponent's stuff? Is Toxic Deluge not pressure? If your opponents are not prepared to stop your 6-mana board wipe, isn't it better to use if it deprives cards and resources from all of them?

To understand this, we need the final piece of the strategic puzzle. We have a limited amount of pressure, constrained by an engine that might be less powerful than our opponent's. If our deck is laser-focused on converting resources to pressure, we can get a surprising amount of disruption out of a very efficient package—but we still need to think carefully about what to do with it.

Flow

They've got us surrounded again, the poor bastards.

Creighton S. Abrams

Imagine one player is playing a grindy Esper Aristocrats deck filled with Grave Pact, Toxic Deluge, and its myriad ilk, helmed by Alela, Artful Provocateur. This player's deck is full of great cards: the Rhystic Study and Smothering Tithes of the world. If the game goes long, this deck is going to have a lot of cards and a lot of 1/1s and a lot of lifelink as well. On turn one, I play the so-called 'white Rhystic Study'—a turn one Serra Ascendant. You are looking at a Fatal Push in your hand, eyeing this busted creature suspiciously... it has to go, right?

Few questions in Magic have easy answers, but many players will snap off interaction to stop your 6/6. Some are even so excited to do it that they do so during their own main phase. The Ascendant is one of the best turn-one plays in casual Magic, and removing it feels natural, but... let's review the possibilities:

If we size up our opponents based on how likely their engine is to spiral out of control, questions like "who do I attack?" and "who should I remove things from?" have a natural answer. You don't have to kill every player immediately or answer every permanent on the board. Your job, and the way to stay alive, is to be able to apply pressure to players who are getting ahead on resources. As it becomes more and more clear who that is, you want to apply more pressure to kill them before they convert resources to a win. Meanwhile, your deck needs to be able to resist that pressure as much as possible- to gain life, to dodge removal, to be able to keep drawing cards and doing things even if your opponents decide you shouldn't.

The question of this flow of pressure is critical, and once you start asking yourself the question of 'where should my pressure go?' you will start winning more games. This question is complicated, but there are some simple heuristics based on how many players are 'going off':

In a one-versus-one game, all of your pressure flows directly towards your single opponent. In free-for-all games, it becomes essential to identify where this force needs to go for you to win the game in the long term—each turn you have the choice of who to attack, who to hinder, and who you can ignore for a precious few turns. But using extra pressure on an opponent who would lose anyway deprives you of resources you might need to kill the next one. Handicapping the wrong opponent at the wrong time is as good as giving the player in the lead free cards and mana—forcing them to spend less time on protecting themselves and letting them spend more time pulling ahead. This means having a careful understanding about how fast decks can scale, and being able to correctly evaluate how many players are in real danger of getting out of control. You're going to have to play a lot of Magic to get it right.

In addition to pressuring your opponents, it is also worth talking about avoiding pressure. Your opponents generally should not want you to be able to execute your gameplan, and if you see the above and fear it being used against you, you should have a plan to avoid it:

This idea of turning pressure away and focusing where it goes is foundational to the aggro/pressure archetype, and it also rebuts some of the commander stereotypes from the start of the article:

Mindset

Killing with the point lacks artistry, but don't let that hold your hand when the opening presents itself.

Frank Herbert, Dune

Some of the above advice might feel too cutthroat for casual Commander. Once at MagicCon I was playing against strangers, one of whom had Sol Ring into Rhystic Study—a lightning fast start which I logically met with pressure. But they seemed offended that I attacked them on turn four for 6 with Wilson, Refined Grizzly and then for 16 the turn after, playing Arashin Foremost and sending them directly to hell after they resolved a Sanguine Bond with no blockers. Casual commander is 'supposed' to go for more turns; knocking them out early deprived them of the chance to do their deck's thing (winning the game).

I've talked until now about how to win games, but part of Magic and life is having your opponents in games also enjoy them. But that doesn't mean letting them win. If your opponent's deck has access to the same cards yours does, or even better ones, you are under no obligation to let them use their shiny engine. An opponent wiping your board rarely asks if it is okay to remove all your pressure. There are several objections to this idea, which you should answer more politely than I do here:

I will happily vary the power of my deck, and I don't suggest saying this with any particular malice—it is a rude awakening for some players. And if you play this way, you must take your licks when they are sent violently back at you. You live by the 20/20 Karlov of the Ghost Council, and you certainly die by running out of cards after getting wiped by Toxic Deluge. If you die this way, don't complain: think about what you could have done differently in deck constructionOne tip here is to simply mulligan hands that do not have a plan. Wasting the first three turns of the game doing nothing is going to get you killed if your plan is to play fast and disrupt hard.. But learning these lessons, and politely making your opponents learn them leads to more fun, interactive Magic:

Playing these lower mana cost aggressive decks is not for everyone. However, having aggressive decks in the format certainly improves play for me. It is not without drawbacks, though:

To me, the advantages outweigh the disadvantages of format health as a whole. It is also important to remember that they will take adjusting for you, and that mastering these ideas will not let you 1v3 360-no-scope all of your opponents. You still need to feel the flow of every game you want to win. But they will let you see and capitalize on your opponents' mistakes in deckbuilding and play. You will wonder why opponents are not pressuring you when they should be, or wondering why they are rolling a die to attack, or wondering why they chose to play a 6 mana Mana Reflection in the face of lethal attackers.

If you are not convinced of the power of the aggro-disruption style: Everyone from our playgroup who went to Magiccon Amsterdam, from the new players with new decks to the super optimized monster aggro decks, won at least two-thirds of their games. I have won money playing in Japanese commander events, and crushed players on the east and west coast of the US playing Voltron. The Leiden Style—aggressive, cheap creatures, mild card draw, and cheap disruption—is waiting for you to give it a try.

Color specific tips

White

White gets hugely better in this strategy. Cards like Mother of Runes provide a way to get commanders in, protect from removal, and can make blocking safer. Teferi's Protection is always great, Galadriel's Dismissal is unbelievably powerful as well: it is a great color for dodging board wipes. Duelist's Heritage and other efficient sources of double strike also shine in a world where applying as much force to the right player as possible is king.

Blue

Blue is... still great. Ultra efficient tempo counters from the lowly Daze to Stubborn Denial to An Offer You Can't Refuse and the insane Force of Will complement other colors by giving ultra-efficient tempo. Drawing cards with Rhystic Study is as good as ever. Blue's secondary role of bounce becomes much more useful when your opponents may die before they can recast their cards.

Black

Black's role changes the most, and augments' other colors very well. Call of the Ring and Dark Confidant look better to keep the steady cards you need to keep the pressure on outside of blue. Blood Artist of a steady trickle of damage and life coming in decks that need life.And obviously, black creature removal is still great— Fatal Push becomes a lot more enticing, and Assassin's Trophy or Deadly Rollick are still amazingly powerful cards. Gaining life from black and efficient beaters like Nighthawk Scavenger tends to help in longer, brawlier games. It also turns out that finding the best card in your deck with powerful effects like Demonic Tutor is still good.

Red

Red pretty much does what it always does. Cards like Laelia, The Blade Reforged or Slicer, Hired Muscle or Professional Face-Breaker are great for trying to murder your opponents. Effects that Goad or do damage are as good as they always were. Treasure tokens as a source of red value are consistently amazing in a strategy that wants to end games quickly, and little-red-men strategies here are great. Krenko, Tin Street Kingpin crushes Krenko, Mob Boss! Broadside Bombardiers goes insane. It's a good time to be red.

Green

Green also doesn't change too much here. Wizards has printed many efficient three-and-four mana creatures in this color that form the backbone of good attacking-based strategies: Questing Beast, Tireless Tracker, Sentinel of the Nameless City. Fight spells like superstar Tail Swipe and great 2 mana fight/bite spells augment solid card draw effects like Return of the Wildspeaker. Mana dorks get much better as a way to get return on investment faster and then die later to Skullclamp.

Artifacts

Many mainstays like Sword of Feast and Famine are surprisingly worse—casting for three mana and equipping for two mana offers opponents a tempting blowout for one or two mana, and there is not always enough time to re-equip the sword to get max value out of it. Springleaf Drum and a variety of other cheap sources of haste, shroud, and graveyard hate become valuable to slow an opponent long enough to knock them down. Pithing Needle and its rude cousin Disruptor Flute provide good tools to answer cards you might otherwise be dead to.

Deck examples

If you just want to pick up a deck from this strategy that has no budget limit to go murder a bunch of your friends who also have no budget limit, here you go. Express your displeasure for their midrange strategies in the rich language of violence.

But Wait!

I am currently looking for both short-term and long term work. If you're looking for someone who is good at things, have a look to see what I am good at: computer programming, writing, Magic, etc. Or if you had something else in mind, send me an email and let's see what we can do.

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