The eight pillars

More to explore · beginner

The eight pillars split a Commander deck into eight simple piles that add up to about 100 cards. It comes from the site's guide Building your first Commander deck, and it suits complete beginners building their very first deck.

The pillars

CategoryTargetWhy
Lands35 to 38The mana base: basics, dual lands and a few utility lands.
Ramp8 to 12Mana acceleration: mana rocks, mana creatures and cards that fetch lands.
Card advantage8 to 12Refills your hand. The guide calls it the most important pillar.
Removal6 to 8Single-target answers to threats.
Board wipes2 to 4A reset button for a stalled board or one that has gone wide.
Themed cards25 to 35Cards that do the thing your commander wants.
Flex slots5 to 10Pet cards, oddball picks and situational answers.
Win conditions3 to 5Cards that actually close the game. You need a few, not fifteen; the rest of the deck enables them.

Each card sits in one pillar. You will prune and shuffle as you play.

Common mistakes the pillars guard against

After each game

Ask three questions:

  1. Which cards never came up?
  2. Which cards underperformed?
  3. Which cards did you wish you had?

Cut the first two kinds and add the third. It is a habit, not a rule that blocks a card; see What blocks a card, and what is only a note.

Other methods

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