MTG Commander guides

The written side of the site: long-form answers to the Commander questions that don't reduce to a single number, plus the analysis pages that back them up.

Everything here is free and needs no account. Where a guide quotes a number, that number is computed rather than repeated — and where the sample behind it is thin, the page says so instead of rounding the doubt away.

How much ramp should a Commander deck run?

The stock 10–12 is right for exactly one kind of deck. How your commander's cost sets a deadline and your curve sets the count — with the exact odds of what 8, 10, 12 or 14 pieces actually deliver.

Read the guide

How much interaction does a Commander deck need?

The count that changes most by bracket. How often a given number of counterspells and protection pieces is in your hand on the turn your games are decided, and why what a miss costs moves the number further than the clock does.

Read the guide

How much removal should a Commander deck run?

Three opponents, not a bigger deck, set the count. Why matching a 60-card deck's coverage would take about 40 removal spells, how many board wipes your plan needs, and why cheap answers get a count of their own.

Read the guide

How much card draw does a Commander deck need?

A draw engine is worth the turns left after it lands, so the count is about finding one early. The odds for each engine count, and how many cheap cantrips it takes to pay for one cut land.

Read the guide

How many creatures should a Commander deck run?

There is no single number: the count follows what your creatures are for. Ranges for typal, combat, tokens, voltron and spellslinger decks, and why the pod's board wipes set the floor.

Read the guide

What's a good win rate in Commander?

In a four-player pod, 25% is average by definition — not a disappointing result. How far a real win rate swings over twenty games, what a sustained 30% is worth, and how many games it takes before yours is evidence of anything.

Read the guide

MTG Game Changers list

All 53 cards on the official Game Changers list, grouped by color identity, with the bracket rules that come attached — including what a single one of them does to the bracket your deck can honestly claim.

See the list

What our precon upgrade guides cut and add most

Every swap our precon upgrade guides recommend, counted card by card: the cards they cut most, the cards they add most, the staples none of them cut, and where the guides disagree with each other.

See the counts

Which one answers your question?

Here is the honest routing, including the cases where the answer lives somewhere else on the site:

How these guides are written

Every figure is computed, not quoted. The probability in the win rate guide runs the same arithmetic as the baseline printed under the stats on this site's deck and commander pages — deliberately, so the guide and the app can never contradict each other about what an even share of the wins would be. The ramp, interaction, removal, card draw and creature guides take their odds from the same hypergeometric engine as every mana calculator in the tools section. The Game Changers list is read from live card data rather than typed out, which is why the count on this page, on the list itself and in the bracket checker always agree.

Where a number is missing it is left out rather than estimated. A stat with only a handful of games behind it carries that caveat on its face, and a price the site doesn't have is blank rather than zero. That is a deliberate choice, and it is why these pages sometimes have visible gaps where a tidier site would show a confident-looking figure.

FAQ

What is the difference between a guide and a tool on this site?

A tool takes something you give it — a decklist, a deck size, a pip count — and hands back a number. A guide takes a question that has no single-number answer and works through it, showing the arithmetic on the way. They point at each other on purpose: most guides finish at a tool, and most tools link the guide that explains what their number actually means at a table.

Do I need an account to read these guides?

No. Every guide is an ordinary page and nothing on it is gated or metered. An account only matters for the parts of the site that store your own data — the game log, deck builder, collection tracker and your personal stats — and those are free too.

Are these guides based on real games or on theory?

Both, and each page says which. The win rate guide is probability, computed by the same code that prints the baseline on this site's deck and commander pages, so a figure you read in the guide and a figure you read on a deck page cannot disagree. The Game Changers page reports the official list as Wizards maintains it, re-read from live card data every week. Neither is a summary of anyone's opinion about what wins.

How often are these guides updated?

The parts that can change are refreshed on a schedule. The Game Changers list is re-checked against live card data weekly, so a revision from Wizards appears here without anyone editing the page, and the card counts quoted across the site move together. Probability does not go out of date, so the win rate guide's figures stand; its prose is edited when something on the site changes what it should say.