It makes sure your deck is consistent and complete, helping identify what your deck might currently be lacking, letting you refine your deck lists independent of playtesting. It's a huge boon when building a new deck, acting as a guideline on what cards you should add to fill out a deck or which cards to cut so you can get down to 99. It's also a great tool for tuning existing decks, uncovering potential flaws in your deck that you can improve. Keep in mind that deckbuilding checklists are general guidelines to help improve your deck, not strict rules that must be adhered to 100%. The Commander format is incredibly diverse and decks can deviate wildly from a generic checklist while still feeling consistent and complete. The checklist is just another tool to assist you if you want it, nothing more. 1 surprise "I Win" card something that can win games the turn you cast it without too much setup.1 graveyard hate since you need to keep Graveyard decks honest.2 flexible tutors higher budgets I recommend more tutors.ģ board wipes creature-light decks might want one more, creature-heavy decks might want one less.6 targeted removal split between creature / artifact / enchantment removal.50 mana lands and ramp, usually a 37–13 split.This is the same one I've been adding to all my Budget Commander deck over the years: For best results in tuning a list, a combination of a checklist, playtesting, probability math, and (most importantly!) playing cards you that find enjoyable is the way to go.įor this article I'll be using my budget deckbuilding checklist as a reference point. The remaining deck slots are filled with whatever cards fit the deck's theme and add to the overall synergy. That's always my starting point, which is then tweaked to suit the individual deck's strategy and further tweaked with playtesting. Keep in mind this checklist is made for your average casual or semi-competitive Commander deck with a budget restriction. These decks are usually looking to end the game around turns 8-12. This is not an optimal checklist for fully-powered $$$ decks, such as cEDH decks that are looking to end games by turn 3 those decks will often run around 30 lands, 16-20 ramp, and far more tutors, requiring thousands of dollars.īy far most important part of any deckbuilding checklist is making sure your deck has enough mana - lands and ramp. The most common deckbuilding mistake I come across is people running far too little mana than they should be. ![]() Mana is often the most boring aspect of the deck, so people cut too much of it out during the brewing process to jam as many fun cards as possible.
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