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3 Dominaria United Commanders To Love: With Decklists

When Does Dominaria United Come Out?

You are probably like me and excited for all the Dominaria United commanders we will be getting. Well, if you are the wait is almost over as Dominaria United will be coming out on September 9th and have a plethora of cards people would be interested in. Feel free to check out the total list here.

The set goes over the plane of Dominaria where Karn takes a look at the history of Dominaria and begins planning their counterattack against the enemy: Phyrexians. Of course, if you want to read the full story of what is going on, I suggest checking out the story.

But, for anyone excited about this set, you should be! This is starting a story that is going to span across 4 sets and have repercussions for probably more to come. So if you are a fan of big stories this is a great starting point for players to get into the story of magic and get a deeper understanding for the lore.

But, more than that, let’s take a look at some of the Dominaria United Commanders that this set has to offer and some good decklists for them.

Shanna, Purifying Blade

Shana, Purifying blade is a really cool Dominaria United commander and is one I am personally excited for. For anyone who loves decks like Oloro, this is a great option if not a better option for you. The reason is simple, the commander is 3 mana, can draw you a ton of cards, and has lifelink built into her. Thus allowing you to draw more cards via combat damage. Making this a great deck for those that love having lots of life.

Decklist

https://www.moxfield.com/decks/sYJJZn5Tf0e8m57N3LISEA

Who will like it

One of my favorite traits of Shana, Purifying Blade is her versatility. It can win via commander damage by pumping her up to be really big then draw a ton of cards off the lifegain she generates. Or, you can build this to be more of a combo deck working off many of the wincons lifegain strategies have. Making this Dominaria United commander a great option for anyone interested in lifegain will love. That said these colors don’t have a lot of lose life cards, so if you like gaining life to use those kinds of cards, then this can be a little lackluster due to its lack of black and red.

How it plays

Now, while she can be built either way, I built this one to lean more into combos as I love the combo strategies lifegain has to offer. Your general goal is going to be to mulligan to a card that can reasonably generate you lifegain on your upkeep or get your commander out turn 2-3. From there you leverage your commander’s ability to draw cards and hold up interaction thanks to your blue to control the board. At the end, if you time it right, and read your opponents correctly then you can try to win through several different ways such as felidar sovereign, Spike Feeder, or Approach of the second sun.

How it wins

  • Evra, Halcyon Witness
  • Approach of the second sun
  • Cleric class+Spike feeder+ Aetherflux reservoir
  • Felidar sovereign
  • Angel of Destiny
  • Combat via Speaker of heavens/Lathiel

Upgrades/customizations

Now all these Dominaria United Commanders decklists are built with the idea of being 150 or less on cardkingdom to make this more accessible to newer players.This one can be bought for 98.78 on TCG though so the deck clocks in for under 100 dollars. That said, for those looking for some easy deck upgrades I would suggest some tutors, or more efficient win cons or protection.

5 easy upgrades

  • Veil of summer
  • Pact of Negation
  • Utopia Sprawl
  • Chord of Calling
  • Eladamris call

These are all good cards for protecting your wins or commander while also giving you some card draw needed to tutor out your wincons quicker or get your commander out turn 2 with cards like utopia sprawl

Garna, Bloodfist of Kheld

Garna is a fun Dominaria United commander who rewards you for being aggressive. Designed to punish players for blocking this is a great commander for those that like to swing and not worry about the math. If a creature you control dies, you make everyone lose a life, if they died while attacking then you draw cards. It’s a win-win. Making this a fun and aggressive commander.

Decklist

https://www.moxfield.com/decks/9zg4hg4Ym0msk2hwSLzkog

Who will like it

The people who will like this are combat players and sacrifice decks. This can be built in a few ways, contributing heavily to the sack outlets to ping everyone or to go combat heavy and swing wide dealing lots of damage to players. It really depends on your playstyle.

How it plays

A lot of people are building a token strategy behind this, but I took it a little differently and leaned into the sack outlets. The problem with tokens is that when they die you lose them and can’t reuse them. Making them subpar in a lot of situations for me. But this deck instead sacrifices the tokens strategy and puts in more resiliency. Drawing you cards is a great feature for the combat strategies but I would much rather sac creatures to generate value on top of drawing cards. 

So, usually, you are looking for a reanimator effect and some early-form ramp or card draw engine. From there you can begin doing your sac loops to generate value, play your commander and win via burn damage from there.

How it wins

This wins via a few different means where burn and combat damage is the name of the game. Due to it being not definite there is a more cards that can pull the effect off than usual but they do a great job.

  • Cut//ribbon
  • Mayhem devil
  • Syr Konrad the Grim
  • Bladewing deathless Tyrant
  • Blood Tyrant
  • Falkenrath Noble
  • Gray Merchant Asphodel
  • Zulaport Cuthroat

Upgrades/customizations

Built to be 150 or less on cardkingdom to make this more accessible to newer players. This one can be bought for 87.45 on TCG or 124.28 on card kingdom. That said, for those looking for some easy deck upgrades I would suggest some cards that make the deck more efficient such as

  • Pitless plunderer
  • Ashnods Altar
  • Razaketh the foulblooded
  • Underworld Breach
  • Skullclamp

Meria, Scholar of Antiquity

While I am a little iffy on green getting artifact support, I love this commander. Able to make all your artifacts mana rocks are great. Throw in the fact that you can tap 2 to basically draw a card makes this even more powerful. A good description is this works like Urza, and while not as busted as Urza, it is definitely a Dominaria United commander that will accrue too much value too easily to leave if unchecked. 

Decklist

https://www.moxfield.com/decks/O5KIC-ovzUePTlvokkbExg

Who will like it

Value Hogs, and artifact lovers. Plain and simple if you are a person that loves insane value or love artifact synergies, this is a deck you will love. Able to work off multiple different playstyles this deck is designed to ramp you a lot, cast spells, and win from there. Some good other commanders are Jhoira and Prosper. So if you like either one of those, you will love Meria, Scholar of Antiquity.

How it plays

The deck plays very simple, cast a lot of cheap artifacts, draw cards, and cast spells with the artifacts. Assemble a win with grinding station or commander damage and win. This one in particular leverages commander damage as the primary win con. That way the artifacts can keep working on the win, but it has a backup strategy of utilizing clock of omens to generate insane value with things like magda + liquimetal torque or grinding station +clock of omens+ myr turbine. Doing either of these combos is a great way to win if push comes to shove.

How it wins

  • Grafted Skeleton
  • Nettlecyst
  • Clock of Omens+ Myr Turbine+ Grinding Station
  • Salvaging station+ Flayer Husk+ Grinding Station
  • Blasting station+Myr Turbine+Clock of omens

Upgrades/customizations

This Dominaria United Commanders decklists is built to be 150 or less on cardkingdom to make this more accessible to newer players. This one can be bought for 117.49 on TCG or 149.1 on card kingdom. That said, If you are looking for upgrades there are some really simple ones.

Things that untap your artifacts. Getting more mana and more card draw is always good and things like seed born muse is an absolute house in this deck. Or you can choose some better draw or synergy cards, Mycosynthi lattice makes everything able to tap or draw you cards, and the backside of birgi and mystic forge make for great draw options. Making these solid upgrade options for Meria, Scholar of Antiquity.

  • Unwinding clock
  • Seedborn muse
  • Birgi, God of Storytelling
  • Mycosynth lattice
  • Vedalken Orrery

Dominaria United Commander Conclusion

And there you have it! 3 of my favorite Dominaria United commanders with decklists. These are some great options for those looking for new commanders and each play differently from the last.

Shanna Purifying Blade is a great lifegain commander that allows you to draw cards and keep the lifegain going to draw your deck and win. Garna, Bloodfist of Kheld is a solid option for those looking to swing wide or do sacrifice loops to burn your opponents to death. With Meria, Scholar of Antiquity is a great value commander where you churn through your deck at lightning speeds, outvaluing your opponents until you win via commander damage or a complicated artifact combo that wins you the game. 

If you loved how these decks are built, I suggest checking out my other decklist posts like my 9 storm commanders you will love It goes over 9 great storm commanders how they play and affordable decklists for players as well. All the while holding to the core principal of the site, The Rule of 20. Have a great day and let me know your favorite Dominaria United commanders that are coming out!

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Archive Decks Tips/Tricks

Commander Deck Building Template

Looking for a Commander Deck Building Template! Whether you are new or looking for a fresh take on how to build a commander deck, commander20 has you covered. 

A good commander deck building template has 4 steps

  1. Step 1: Choose Your Commander
  2. Step 2: Include your ramp, draw, and control
  3. Step 3: Put your win-cons in there.
  4. Step 4: Shuffle up and play!

But, before we get into the discussion of the commander deck building template, it should be mentioned, that this template is designed to give you a streamlined look at “how-to” build a commander deck. It does not go over the reasons a ton.

The logic is that there is a huge detailed guide linked here, that this entire guide is based on. This has math, examples, and reasoning to defend each part of building a commander deck.

So if you want a full in-depth guide that teaches you the entire logic behind this article, I highly recommend getting the free guide. That said, if you don’t have a lot of time, this will cover the highlights and give you the streamlined Commander Deck Building Template.

Alright, enough of that, lets build a commander deck.

Step 1: How to Choose Your Commander?

The first step to building a commander deck is choosing your commander. 

To choose your commander, the simple answer is to choose a commander that is any legendary creature you like. So if you like Yargle, Glutton of Urborg, then that is your commander, if you like Tymna and Thrasios, then there is your commander.

This is the usual suggestion for new players as, a commander you are passionate about is easy to choose and begin building.

BUT, there is an alternative way to build your commander deck and it is a way I am a firm believer in, function. 

The idea behind this one is that, rather than choosing your commander first, you decide on what your deck wants to do first. Once you do this, you look to find a legendary card that can fufill that desire which then becomes your commander. 

For instance, I love being able to reuse spells to progress my board state, therefore I would look into cards that allow me to recast spells multiple times or get multiple copies. From there I would look at commanders that can do that, where I then stumbled upon Muldrotha. Muldrotha seems to fit the function of my commander so that is who I choose to be my commander.

Either way is a good way to choose your commander and the choice is up to you! If you are looking for inspiration I suggest looking at the most popular commanders of all time which are listed here. From there, we need to decide what should be in our commander deck.

What should be in your commander deck?

There are a few things that are should be included in your commander deck. These are 

  1. A commander who is a legendary creature
  2. A deck with a total of a 100 cards (including commander)
  3. Anything not on the commander ban list

As long as you abide by these 3 rules, then you should be fine no matter who you play with. That said, there is more to building a commander deck than this and there are 4 functions that every commander deck should include. These are:

  1. Ramp
  2. Draw
  3. Control
  4. Value

If you can include these 4 functions in your commander deck, then building a commander deck becomes remarkably easy. Now if you have read “The Rule of 20”, then you should know all this and more. That said, let’s briefly go over these and why they are important to building a commander deck.

Ramp

Ramp is simply “anything that nets you more mana”.

This means things like strike it rich which stores 1 mana for later is ramp, just as things like mana rocks such as sol ring, or mana reducers like Goblin Electromancer are all in the category of ramp.

At the time of writing, there are four main versions of ramp

  1. Storing mana for later
  2. Mana rocks
  3. Mana reducers
  4. Burst ramp

Draw

If you have no cards in hand, your ramp doesn’t matter. Drawing cards is fundamental to deck building for commander.

While ramping is necessary for consistently casting spells, drawing cards is necessary to consistently play the game.

So what defines card draw? Put simply anything that allows you to see/use more cards. Scrying, tutoring drawing, exile effects, recurring and milling are all common ways that work for card draw and are commonly used.

There are currently 5 common ways to draw cards.

  1. Draw
  2. Mill
  3. Scrying
  4. Tutor
  5. Casting from outside of hand

Each of these can be used to see, or reuse cards allowing for maximum deck usage.

Control

While ramp allows for consistently casting spells, and drawing allows you to consistently play the game, control is necessary to let your deck operate.

Think of it as the grease in a machine, ramp gives you the power for your deck to work, while drawing allows the machine to operate as it should, the grease is there to make the machine work smoothly.

Control does one of two things; 

  1. Protect your board, or
  2. Stop other people’s boards.

By correctly utilizing control, you will see your decks consistently perform better, while other decks have a hard time doing their thing. The ratios of each are gone over in more detail in this guide here, but the general rule of thumb is 13/7 or 7/13 depending on your decks goals.


Value

Now if you noticed, assuming 30-32 lands, 1-2 commanders, and 60 other cards, that only leaves 6-9 cards left over for everything else.

These are your “Value” cards. These are cards that don’t necessarily progress your board state but win you the game. Some common examples of this would be Beastmaster Ascension, harmonic prodigy, or Seedborn Muse. These cards are powerful but neither draw, ramp, nor control the board, making them really only useful in winning the game.

Now while some cards are strictly value (like the ones mentioned above) there are some that can win you the game but work in other categories. 2 common examples of this is underworld breach and mizzix mastery.

Both can be a form of card draw in that you get to use the draw function ‘of cast from outside your hand’ but an overloaded mizzix mastery or an underworld breach+brain freeze can be great ways to win the game. Determining which cards bring your deck the most value, is a very important function of actually winning the game. As talked about next.

How To Build A Win Con In The Commander Deck Building Template?

There are 3 ways to win in commander when building an mtg deck.

  1. Beats
  2. Combo
  3. Value

Beats win through beating people to death, usually through a swarm of small or big creatures.

Combo is usually playing an effect that just states you win the game.

While value is winning through an overwhelming amount of board advantage that the other three can’t beat.

When following this commander deck building template, you will need on average at least 3-6 cards dedicated to winning. If you don’t then even if you run the 20 ramp, draw, and control cards, you will end up having a great board state, but you can never end the game. Leaving people unhappy. As such a deck should always be built with at least 1-2 ways to win the game. Failure to do so leads to more losses on your end and a lower overall enjoyment rate with the other players.

That said, how to build a win-con for commander decks?

Simple, put your cards that you want to see win the game as your win cons. 

If you want to win through beats, play cards like blightsteel colossus, then blightsteel is your win con, and the rest of the deck should go to being synergistic or supporting these win cons.

If you want to win through combos, find your favorite combo such as dualcaster + twinflame, and build your deck around doing that.

Then if you want to win by value, just find the cards that will overwhelm your opponents and make it impossible for them to catch up, like consecrated sphinx.

Finding those cards can be a challenge so I recommend looking at actual decks you want to play and see what win-cons those include.

How Many Lands In A Commander Deck?

The final part you need to know for building a commander deck, is how many lands?

A commander deck should have 28+commanders value in land count. 

The reason is explained in this article, but the general reason is that lands are best for casting your commander and ramping, outside of that they have very little function.

Therefore, if you go off that number, your land counts should be what you need fairly consistently to progress your board and play the cards you want.

That said, once you play the deck a few times, feel free to add or subtract lands to the deck depending on personal preferences, but 28+ commanders value is the best starting point for discovering how many lands in a commander deck.

Commander Deck Building Template: Conclusion

There you have an easy-to-follow commander deck building template. With this, you should be able to easily build any deck you want. As long as you abide by this deck-building template, then I am sure you will have your deck do what you want every time.

Of course, if you are looking to become a master deck builder, then I highly recommend “The Rule of 20” it is a great ebook that goes over everything you will ever need for deck building. Making you a master class deck builder that everyone will be jealous of! Be sure to keep an eye out for my next article going over some of the more advanced options that deck building and strategy can have. 

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How To Build A CEDH Deck?

Looking to build a CEDH deck? If so, here is the content you need to do just that! This will go over everything from the spirit behind CEDH, to even providing a template needed to build a CEDH deck. Excited? Let’s begin!

The Spirit behind CEDH

CEDH, otherwise known as Competitive EDH, has only 1 rule. Build the best deck possible with your commander. There is no need for a rule 0 conversation because every deck is supposed to run as optimally as possible.

This means no card, strategy, or tactic is banned. As long as you can make it work at the highest power it is free game. Yes, that also includes land destruction by the way.

While this belief is very freeing for many players, it is also what makes the format “Restrictive” for many. The reason being is the best cards are played, and unfortunately, not every card is the best. This means cards like Teferi’s Protection, Eerie Ultimatum, and even Bala Ged Recovery, very rarely would see play in this environment. That said, just because they are harder to play does not mean they don’t have room. 

The difference is that these cards will underperform against most cards, but there are ways around that, such as specific commanders that have powerful synergy with these cards or building around the specific card and finding a way to win with it. A common example is Anje and Godo who play very unique cards most decks don’t run in order to make their deck work. But both are considered CEDH commanders.

Therefore as long as you come in with the spirit of “I will take this 1 card to the max with no restrictions”, your deck will most likely end up being CEDH or Fringe CEDH (A Power level that can compete against most CEDH decks but usually require more experienced pilots.)

What Makes a Deck CEDH

In short, to build a CEDH deck, it must be optimized, efficient, and have a good win-con to be considered CEDH.

A deck that has one or neither will not be CEDH but Fringe or lower.

But what are efficiency and optimization? 

Efficiency is the ability of your deck to consistently do what it wants.

Optimization is the ability of a card to be the best at what it wants.

In short, Efficiency is how well your deck can consistently do something and optimization is how good your card is compared to similar cards. 

But what are the steps to building a CEDH deck?

Step 1: How Do I Win?

Rather than your commander, the first step to building a CEDH deck is determining, “how do I win?”

There are 3 ways for a deck to win.

  1. Beats
  2. Combo
  3. Value

Beats win through beating people to death, usually through a swarm of small or big creatures. An example of this is Tymna/Kamahl. Whose win con is to stax the board and win with beats. These decks are rare due to how easy they are to disrupt.

Combo is usually playing an effect that just states you win the game. Thassa’s and Consultation are the most popular ones you see. This is the most powerful way to win and is usually what most decks play.

While value is winning through an overwhelming amount of board advantage that the other three can’t beat. From there, you pull the win through a combo or some other effect. Two good examples are Dockside in Korvold which basically wins you the game, or Ad Nausuem strategies.

From there, choose the best commander to match your win-con or deck function and you are good to go!

How Many Win-Cons to Build a CEDH Deck?

A deck usually needs around 2-3 ways to win the game to be effective in closing out games. Failure to do so leads to more losses on your end and a lower overall enjoyment rate with the other players.

That said, how do you build CEDH decks win cons? Simple, put cards that you want to see win the game as your win cons. 

If you want to win through beats, play cards like craterhoof behemoth, and the rest of the deck should go to being synergistic or supporting the win cons.

If you want to win through combos, find your favorite combo such as dualcaster + twinflame, and build your deck around doing that.

Then if you want to win by value, just find the cards that will overwhelm your opponents and make it impossible for them to catch up, as consecrated sphinx does in Kinnan.

Finding the best win condition for your deck can be a challenge so I recommend looking at actual decks you want to play and see what win-cons those include. A good resource for this is the Cedh Database.

Finally, a good rule of thumb, is that each win needs only 1-2 cards to work. The less cards needed to win means less chance for disruption and easier to pull off. So 4-8 cards should be dedicated to winning the game.

Step 2: Make A Deck Efficient

Efficiency has been recorded extensively in my book Rule of 20 as well in the CEDH.Guide Report. In short, there are 4 mechanics that make up every deck, 1) Ramp, 2) Draw, 3) Control, and 4) value. If you are unfamiliar with what these are then I suggest either reading the previously mentioned Rule of 20 or my deck building template. Both give you answers to all of these.

In short though:

  1. Ramp is anything that lets you use more mana
  2. Draw is anything that lets you see more cards
  3. Control is anything that protects your board or disrupts others.
  4. Value is anything that helps you win.

Understanding these is vital. The reason why is a failure to understand efficiency means you can never understand optimization. As optimization is the ability of a card to be the best at each of these 4 categories.

Now, a deck’s efficiency needs vary from commander to commander. CEDH.Guide did a great report located here that goes over the statistical average for every deck in the CEDH database, on average they run 18 control, 21 draw, 20 ramp, and 10 value cards. The rest are commanders and lands. 

That said, a simple guide to follow is the Rule of 20, which states that a deck should try to run on average 20 control, 20 draw, and 20 ramp. The rest is value, lands, and commanders. In doing so, you achieve some of the highest efficiency a deck can make before losing its ability to win. Making this the best rule of thumb to follow for consistency.

To summarize, a cedh deck should try to run 20 ramp, 20 control, and 20 draw cards to be consistent. From there, you can cut or add pieces to synergize with your game plan.

the countdown is at one: Jesper Ejsing

Step 3: Make A Deck Optimized

An optimized deck is the most expensive deck… Or so the joke goes. In reality, an optimized card does not need to be expensive, wild growth, tinder wall, and Fire covenant are optimized cards, but aren’t 50+ dollars. In fact, two of them are below 50 cents. 

An optimized card is a card that achieves the best results for what your deck is trying to do. This is a little hard to identify as it is so subjective and is changing with each new set printed, but there are a few common traits to look for.

  1. Low Mana value

A card that has a lower mana value is usually the better choice as it is less intensive than a card even one mana higher. Ideally you are looking for 2 CMC or lower.

  1. Flexibility

A card that has an increase in flexibility is great. This isn’t necessary more options like mystic confluence has, but rather “lines” that make it better than other options.

A good example is stifle when running final fortune. Stifle on its own is not great due to its limited uses, but a stifle makes it to where you can take an extra turn at instant speed and not lose the game. Increasing its flexibility.

  1. Power

This is simply how powerful of an effect the card has. A counterspell against only instants is much less powerful than a card that can counter any spell. This is usually defined by the previous 2 traits, but some cards are just game warping in power, such as smothering tithe or seedborn muse.

So when deciding what the optimized card is, compare that to every card that does a similar function, if a card has lower CMC, more flexible, and higher power then this is an easy upgrade to build a CEDH deck. (A good example is lightning bolt and lightning strike). 

Besides that, getting familiar with more cards is the best way to discover what is optimized. I suggest checking out the CEDH Staple Database. It is filled with optimized cards that most decks want to play. 

Put It All Together And….

You have built a CEDH deck! If you can understand these three steps then you can make any deck CEDH. 

Simply watch more content and play more games if you want to get better. I recommend reading my guide to deck building, or my 2 ebooks Rule of 20, or Commander Better. Both are about becoming better at the game so your decks can always do what you want in any game. Good luck and happy playing!

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Archive Decks

9 Storm Commanders for you (with Decklists)

Whether you are coming from my article on the top 20 commander strom cards, or found me online, storm commanders are a lot of fun. 

For those who do not know, storm commanders are designed to encourage the casting of several low CMC spells to eventually create so much value in one turn, that they win. 

So what goes into making a good Storm commander? 

What Makes a good storm commander?

A good storm commander will usually do 1 of 2 things, ramp you a ton for casting more spells, or drawing you more cards than usual. This helps offshoot the two biggest weaknesses to storm; draw & ramp. 

As such even if you see a commander not on here and want to build a storm version of it, ask these two questions. (1) Does my commander allow me to draw more cards, the more I draw? And (2) Does my commander allow me to ramp more the more I ramp? 

If your commander can do either one of these than your commander will most likely make for a good storm commander. But enough of that, let’s delve into the storm.

Kykar, Wind’s Fury

Kykar, Wind’s fury is one of the classic storm commanders. Giving you both bodies, and mana everytime you cast a noncreature spell, this becomes a great way to assemble an army of spirits or mana to cast more spells. Either way this is a really versatile commander that many players have loved over the years.

Pros- 

  1. Supplies you with a lot of mana
  2. Supplies you with an army of 1/1 spirits
  3. Versatile and unique playstyle

Cons

  1. White is not storm friendly
  2. Deck can be a little challenging to navigate without a clear plan

Who Likes it

Players who would like Kykar as their storm commander are usually those you like being more offensive than combo. This means they prefer to attack and swing with several small creatures or a few huge creatures. Making this one of the more combat friendly storm commanders.

Win cons

  • winging wide with several 1/1 spirits,
  • polymorphing into big creatures,
  • underworld breach+ brainfreeze storm line.

Kykar Decklist

Elsha of the Infinite

While Kykar was the deck for storm players who love combat, Elsha was designed for those that love combos. This deck while a little less simple, attempts to win by using a combo to generate an arbitrarily large storm via using the commanders ability to cast cards from the top of their library to assemble a win. 

Pros- 

  1. Combos synergize well with the commander
  2. Able to always have an additional card thanks to commanders ability
  3. Very distinct way to win

Cons

  1. Lacks versatility
  2. Heavily reliant on commander 
  3. Slightly High Commander cost

Who Likes it

People who will enjoy this deck are usually those with a love for always having more cards to play and don’t mind infinite combos. Due to the commanders innate design this deck works best by playing several pseudo infinite win-cons that if resolve win you the game.

Win cons

  1. Aetherflux Reservoir
  2. Dualcaster+ Heatshimmer
  3. Elsha+ Sensei Divining Top+ Mana reducer

Elsha Decklist

Eruth, Tormented Prophet

Eruth, tormented voice is a great storm commander. While not giving you the ramp your deck needs, it in turn allows you to have double the amount of cards when you storm off. This can be an incredibly fun deck by abusing cards like frantic search to effectively draw 4 and potentially discard none, but can be hamstringed hard by cards like drannith magistrate.

Pros- 

  1. Draw a ton of cards
  2. Can circumvent discard effects 

Cons

  1. Weak to drannith magistrate cards
  2. Hard to rebuild if storm fizzles

Who Likes it

Eruth is the perfect storm commander for those that love options. While more restrictive in timing than other commander, this one’s ability to see more cards overwhelms most other storm decks. Making this a great option for those that like to see half their deck every game.

Win cons

  • Thassa’s oracle
  • Grinning ignus+ Birgi/Treasonous ogre + Aetherflux reservoir 
  • Thousand-Year Storm

Eruth Decklist-

Birgi, god of storytelling

Birgi trades easy draw, for easy mana. Being able to get a red for ANY spell cast, means you can easily keep a storm going. Making her a great storm commander.

Pros- 

  1. Easy mana creation
  2. Flexible backside

Cons

  1. Mono red
  2. Lacks card draw

Who Likes it

Birgi players are those that like to always have mana to cast spells, while they may not have a ton of cards in hand, they always have the mana to make impactful casts. As such, this should be a deck you should try if you find yourself constantly wanting more mana to cast more spells.

Win cons

  • Mizzix Mastery
  • Grinning Ignus+ Grapeshot
  • Dualcaster+ twinflame/heatshimmer

Decklist-

Jhoira, weatherlight captain

One of the more unique storm commanders that encourage casting more spells. This deck takes a different approach in that rather than storming through instant and sorceries, it does through artifacts. Ranking in one of the higher power slots, this deck attempts to cast a bunch of historic spells to generate a large board presence and then win through a few different lines.

Pros- 

  1. Unique way to storm off
  2. Access to a large amount of artifacts

Cons

  1. Card quality is lower
  2. Loss of usually meaningful storm win-cons

Who Likes it

This is obviously a great deck for your artifact lovers. Being able to draw off all sorts of ramp means your deck will usually have a hard time sputtering out when you try to storm off. So if you have always leaned into artifacts as a favorite card type, then this the storm commander for you.

Win cons

  • Isochron Scepter+ Dramatic Reversal+ Temporal fissure/grapeshot/brainfreeze
  • Tidespout Tyrant
  • Grinding Station+ Underworld breach+ lotus petal

Jhoira Decklist-

Krark/Sakashima

The storm commanders. While they may not seem to encourage drawing more, or ramping more like other storm commanders. They do encourage one thing, casting more spells. The goal of this deck is win or lose the coin flip, it doesn’t matter cause you are just going to cast more spells. Making this a complicated fun deck designed to flip as many coins as possible.

Pros- 

  1. Considered the strongest storm deck currently out there
  2. Win con in the command zone

Cons

  1. No straightforward wincon
  2. Storm gets incredibly challenging to control

Who Likes it

This is the deck for you if you like 2 things, flipping coins, and having to think on your feet. Due to the inherent nature of coin flips, this is a challenging deck to play. Because of this, it should only be played for those willing to commit the time to learn the intricacies of the deck. Failure to learn how this deck works can often lead to people having a bad time. If you would like to learn how to play this deck, I recommend watching this video created by the person who invented the deck.

Win cons

  • Dualcaster+ Twinflame/heatshimmer
  • Krark+ more Krarks
  • Underworld Breach+ brainfreeze+ lotus petal

Krark/Sakashima Decklist-

Veyran Voice of Duality

Veyran, Voice of Duality is arguably the best storm commander for voltron. This commander synergizes well with instant and sorcery triggers, while also making himself bigger to eventually kill your enemies.

Pros- 

  1. Solid way to build up commander damage
  2. Incredibly versatile to build

Cons

  1. Voltron is harder to win with in commander
  2. It’s versatility can make it hard to figure out how you want to win

Who Likes it

Obviously, anyone who likes this as their storm commander will be those that like voltron. While it’s secondary affects are solid of boosting castings, the ability to make himself bigger is the bigger draw to most player. So if you love swinging a 21/21 after casting a bunch of spells, I highly recommend Veyran, Voice of Duality.

Win cons

  • Commander damage
  • Aetherflux Reservoir 
  • Guttersnipe

Veyran Decklist-

Wort, the Raidmother

Not your usual storm colors, but a really fun storm commander nonetheless. Consisting of red and green this storm commander tries to swarm the board with tokens made through instant and sorcery spells. From there they eventually win through damage using either a combo, or a buffing spell like Craterhoof Behemoth, or Overwhelming stampede.

Pros- 

  1. Access to green
  2. Ability to swarm boards quickly when set up

Cons

  1. 6 CMC commander
  2. No blue

Who Likes it

This is another storm commander that is loved by players who like to beat opponents. Getting access to green is huge for this kind of playstyle as you get a much larger pool of cards that synergize with token creation. Making this a really fun commander to copy a spell a bunch of times and win by making your 1/1’s into 7/7’s.

Win cons

  • Beastmaster Ascension
  • Impact Tremors
  • Surge to Victory

Wort Decklist

Prosper, Tome Bound

Not your usual storm commander, but makes an excellent storm commander nonetheless. Being in both red and black adds a huge amount of benefits to being able to cheat spells out or ramp up big to draw a ton. Add the fact that you get treasures every time you cast a spell from exile, and you are in good shape to keep looping more and more spells to win the game in one explosive turn.

Pros- 

  1. Access to black
  2. Able to have a ton of mana quickly

Cons

  1. Lacks Blue
  2. Exile effects tend to be impulse

Who Likes it

Prosper is a great commander for anyone who likes value. While lacking a lot qualities that makes a storm deck storm. This commander does what all storm commanders do, encourage you to cast more. Because of this, this can make for a great way to storm out with value and win big.

Win cons

  • Torment of hailfire
  • Peer into the abyss
  • Aetherflux reservoir 

Prosper Decklist

Conclusion: 9 Storm Commanders For You

There you go! 9 storm commanders that I am sure you will love to play. As you can see Storm, is more than just a combo finish, it can be swarming the board with tokens, casting a lot of artifacts or spells from exile to have a spectacular finish, or playing all your cards over and over to eventually close out the game. If you are interested in how I built these decklists, or are looking to know the secrets to making a great deck, I highly suggest checking out my Rule 20 book it is a great resource that goes over in detail the steps needed to make your decks do what it wants every time. I hope you have a fantastic day and have fun playing!

P.S. If you would like to support my website simply click this link when buying your cards from TCG and i will get a small portion of the profits. This goes a long way to supporting more content made. Thanks!