Old School Commander: Building A Deck With Classic Cards
Hey guys! So, you're diving into the awesome world of Commander (also known as EDH), and you want to build your first deck using only old cards? That’s a fantastic and budget-friendly way to get started! Building a Commander deck can seem daunting at first, but trust me, it’s super rewarding once you get the hang of it. This article will guide you through the entire process, from choosing your commander to fine-tuning your deck, all while sticking to those beloved old cards. Let's break it down step by step and get you ready for some epic multiplayer battles!
1. Choosing Your Commander: The Heart of Your Deck
First and foremost, the most crucial step in crafting your Commander deck is selecting your commander. Your commander is the heart and soul of your deck, dictating its color identity and often its overall strategy. Think of your commander as the general leading your army into battle – they set the tone and the direction. When restricting yourself to older cards, you open up a world of unique and flavorful commanders that might not see as much play in modern metas. This is a fantastic opportunity to explore some hidden gems and nostalgic favorites. When you're selecting a commander, there are a few key things to consider:
- Color Identity: The colors in your commander's mana cost and rules text determine the colors of all the other cards that can be included in your deck. If your commander is, say, [[Sliver Overlord]], you can only include cards that are blue, black, and green. This is a fundamental rule in Commander, so make sure to keep it in mind.
- Playstyle: What kind of gameplay do you enjoy? Do you like aggressive decks that quickly overwhelm opponents, controlling decks that disrupt the board, or combo decks that assemble a game-winning sequence? Your commander should align with your preferred playstyle. A commander like [[Kaalia of the Vast]] lends itself to an aggressive, creature-heavy strategy, while a commander such as [[Grand Arbiter Augustin IV]] is perfect for a controlling, stax-style deck.
- Synergy: Look for commanders that have abilities that synergize well with other cards. A commander that draws you extra cards, like [[Nekusar, the Mindrazer]], can fuel card advantage strategies, while a commander that buffs your creatures, such as [[Ezuri, Renegade Leader]], can enable explosive combat plays. Commanders with strong synergy make deck building much more streamlined.
- Budget: While you're aiming to use older cards, some older commanders can still be quite pricey. It’s essential to consider your budget when making your choice. There are tons of powerful and exciting commanders from older sets that won't break the bank. Don’t feel pressured to choose the most expensive option to be competitive. Some of the most fun commanders are those hidden gems that offer unique gameplay experiences.
Considering old cards specifically, you might want to explore commanders from sets like Legends, The Dark, Fallen Empires, and Ice Age. These sets contain many iconic commanders with distinctive abilities. Commanders like [[Thelon of Havenwood]] from Time Spiral or [[Jhoira of the Ghitu]] from Future Sight can lead to incredibly fun and thematic decks. Think about what kind of narrative you want to create with your deck. Is it a tribal deck built around a specific creature type? A graveyard recursion deck? Or a deck focused on artifacts or enchantments? Old cards often offer unique themes and playstyles that can't be replicated with newer cards.
Once you've chosen a commander, you've laid the foundation for your deck. This decision will guide your subsequent card choices and overall strategy. Remember, the commander you choose is your key to victory and the face of your deck. Choose wisely and have fun with it!
2. Building Your Mana Base: The Foundation of Consistency
The mana base is the backbone of any Commander deck. It's what allows you to cast your spells consistently throughout the game. In Commander, a well-constructed mana base is especially crucial because you have a larger deck size (100 cards) and you need to be able to cast your commander reliably. Since you're using older cards, this might mean you have fewer dual lands and fancy mana-fixing options compared to those available in more recent sets. However, this limitation can be a fun challenge, encouraging you to explore creative solutions and utilize cards that might be overlooked in more modern deckbuilding. The ideal mana base should typically consist of around 35-40 lands, but this can vary depending on the mana cost of your spells and the amount of mana ramp you include in your deck. Here are some key aspects to consider when constructing your mana base using older cards:
- Land Count: As mentioned, aim for 35-40 lands in your deck. This is a good starting point, but you might need to adjust based on your deck's mana curve (the distribution of mana costs in your spells). If your deck is more aggressive and wants to cast spells early, you might lean towards 36-38 lands. If your deck is more controlling and can afford to play a longer game, you might run closer to 40 lands. It's always better to have too much mana than not enough, especially in Commander.
- Color Fixing: This is where using older cards can present a challenge. Dual lands that produce multiple colors of mana are essential for consistent color fixing, but many of the best dual lands are from older sets and can be expensive. However, there are still budget-friendly options and creative alternatives to explore. Look for lands like [[Command Tower]], which produces mana of any color in your commander’s color identity, or the Ravnica bounce lands like [[Dimir Aqueduct]] and [[Golgari Rot Farm]], which provide two mana but enter the battlefield tapped. These are excellent budget choices that can significantly improve your mana consistency.
- Utility Lands: Don't forget about utility lands! These are lands that have abilities beyond just producing mana. Older sets are full of fantastic utility lands that can provide additional value to your deck. Cards like [[Maze of Ith]] can help you protect your creatures, while [[Strip Mine]] and [[Wasteland]] can disrupt your opponents’ mana bases. [[Reliquary Tower]] is a must-have if you anticipate having a large hand size. Utility lands can add versatility and strategic depth to your deck, making them a crucial part of a well-rounded mana base. Exploring utility lands also makes your deck more resilient and adaptable to various game situations.
- Mana Ramp: Mana ramp refers to spells and abilities that help you generate extra mana. This is particularly important in Commander, where you want to cast your commander as quickly as possible and play high-cost spells. Older sets offer a variety of mana ramp options, including artifacts like [[Sol Ring]] and [[Mana Vault]], which are staples in almost any Commander deck. Green is the best color for mana ramp, so if you're playing green, consider cards like [[Rampant Growth]], [[Cultivate]], and [[Kodama's Reach]]. These spells search your library for lands and put them onto the battlefield, accelerating your mana development. Incorporating mana ramp into your deck ensures you can stay ahead of the curve and cast your spells on time.
Building a robust mana base with older cards requires a bit of creativity and careful planning. By prioritizing color fixing, utility lands, and mana ramp, you can create a mana base that is both consistent and resilient. Remember, a well-constructed mana base is the foundation of your deck’s success, ensuring you can cast your spells and execute your game plan effectively.
3. Core Card Categories: Building a Balanced Deck
Now that you've chosen your commander and built your mana base, it's time to fill out the rest of your deck. A well-rounded Commander deck typically includes a balance of different card categories: card draw, removal, board wipes, ramp, and, of course, your deck's primary strategy. Each category plays a crucial role in your deck's overall performance, and balancing them effectively is key to consistent wins. Let's dive into each category and explore some older card options that can help you build a powerful and synergistic deck.
- Card Draw: Card draw is the lifeblood of any Commander deck. It allows you to refill your hand, find answers to threats, and keep the pressure on your opponents. Running out of cards in hand is a surefire way to fall behind in a Commander game, so card draw is a must. Older sets are packed with excellent card draw spells. Blue is the undisputed king of card draw, with classics like [[Brainstorm]], [[Ponder]], [[Preordain]], and [[Fact or Fiction]]. These spells are efficient and powerful, allowing you to dig deep into your deck for the cards you need. Black also offers strong card draw options, often with a life payment. Spells like [[Phyrexian Arena]] and [[Necropotence]] can provide consistent card advantage over time. Even other colors have their own unique ways to draw cards. Green can draw cards based on creature power with spells like [[Harmonize]], while white can draw cards based on the number of creatures you control with [[Mentor of the Meek]]. Prioritize including a variety of card draw spells in your deck to ensure you always have options.
- Removal: Removal is essential for dealing with your opponents’ threats, whether it's creatures, enchantments, artifacts, or planeswalkers. Without removal, you'll be at the mercy of whatever your opponents put onto the battlefield. In Commander, where the board state can quickly become complex, having a mix of single-target and multi-target removal is crucial. Black and white are the primary colors for removal, offering a wide range of options. Black has access to creature removal spells like [[Doom Blade]], [[Murder]], and [[Hero's Downfall]], as well as discard spells like [[Duress]] and [[Thoughtseize]] to disrupt your opponents' hands. White offers creature removal like [[Swords to Plowshares]] and [[Path to Exile]], as well as enchantment and artifact removal like [[Disenchant]] and [[Return to Dust]]. Red can also destroy artifacts and creatures with spells like [[Lightning Bolt]] and [[Chaos Warp]]. Green has limited direct removal but can use fight spells like [[Prey Upon]] to force creatures to battle each other. The key is to include a diverse suite of removal spells to handle any situation that arises. Think about the types of threats you're likely to face in your playgroup and include removal that can effectively answer them.
- Board Wipes: Board wipes are spells that destroy multiple permanents at once, typically creatures. They are essential in Commander for resetting the board and dealing with overwhelming threats. In a multiplayer format like Commander, board states can escalate quickly, with players amassing large armies of creatures or powerful board positions. Board wipes allow you to even the playing field and prevent any single player from running away with the game. White is the primary color for board wipes, with iconic spells like [[Wrath of God]], [[Day of Judgment]], and [[Armageddon]]. Black also has powerful board wipes like [[Damnation]] and [[Toxic Deluge]], which can destroy creatures at a reasonable cost. Red offers board wipes that deal damage to all creatures, such as [[Blasphemous Act]] and [[Earthquake]]. Including a few board wipes in your deck ensures you have a way to handle a runaway board state and keep the game competitive.
- Ramp: Mana ramp, as discussed in the mana base section, is crucial for accelerating your mana production and casting your spells ahead of curve. Ramp allows you to cast your commander early and play your high-cost spells before your opponents can. Green is the king of ramp, with spells like [[Rampant Growth]], [[Cultivate]], and [[Kodama's Reach]] that search for lands and put them onto the battlefield. Artifact ramp is also common in Commander, with staples like [[Sol Ring]], [[Mana Crypt]], and [[Arcane Signet]]. These artifacts provide a significant mana boost and are often included in decks of all colors. Ramp ensures you can keep up with the mana demands of the game and cast your spells on time.
By including a healthy balance of card draw, removal, board wipes, and ramp, you'll build a Commander deck that is resilient, adaptable, and capable of handling a variety of game situations. Remember, a well-rounded deck is more likely to lead to consistent wins and enjoyable games. Adjust the number of cards in each category based on your commander's strategy and your personal playstyle. Experiment with different card combinations and find what works best for you.
4. Identifying Synergies and Building Your Game Plan
With the core categories covered, it’s time to focus on the heart of your deck: the synergies and the game plan. Synergies are combinations of cards that work together to create powerful effects, while your game plan is the overall strategy you'll use to win the game. Identifying synergies and developing a clear game plan are crucial steps in building a Commander deck that is both effective and fun to play. Since you're building with older cards, you may find that some classic synergies and strategies are readily available and can be built on a budget. Here’s how to identify synergies and build your game plan:
- Identify Key Cards: Start by identifying the key cards in your deck – the ones that are essential to your strategy. These might be cards that synergize particularly well with your commander, cards that provide significant value, or cards that are central to your win condition. Once you've identified these key cards, you can start building your deck around them. Think about what other cards would complement these key cards and help you execute your game plan more effectively. For example, if your commander is [[Lord of Extinction]], which gets bigger based on the number of creatures in graveyards, you'll want to include cards that fill up graveyards quickly, such as self-mill spells or creatures with