this post was submitted on 02 Aug 2026
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I've recently started playing magic on MTGA, mostly played with a life gain starter deck that I modified using couple suggestions that I found on the internet. Now that the new season has started I thought I should try making my own deck, but after hours of staring at the card list I am lost, it seems like there are both too many cards and too few if you look for specific interactions if I try to theme the deck around it. How do you pick the core cards, where do you draw the inspiration from and how long does it take for you to build a deck?

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[–] ptc075@feddit.online 2 points 3 days ago

For me, I really enjoy punching up. For Commander specifically, that means playing Red or Mono Red. It's just... no one ever says Red is too powerful in Commander. That might sound silly, but pick a color or pairing of colors you like. It's a remarkably powerful filter that will let you get started.

From there, it's a matter of finding a Commander I like. That usually means a combination of most of the following:

  • A game mechanic or win method that my other decks don't already do.
  • Low apparent threat level. Usually that means minimal board presence, but it can also mean the real Commander is hiding in the 99.
  • "Wow" factor. Does the deck do something that's actually novel?
  • Can I let an Opponent 'do the thing', but still stop them from a 'win out of nowhere'? I have a love for what you'd call Aikido moves, things where you redirect an Opponent's move back at them. Not Red's strong point, but they do have a couple (Fork, Return the Favor, Wyll's Reversal).
  • Is the deck fun to play against? Not trying to be a pushover, but Commander is a social game I play with friends. I want them to have fun as well.