A respository of deck archetypes or themes commonly found within the EDH deckbuilding community. Included are 3 commanders that aren’t necessarily the most popular for that archetype, or cards that are typically included in that strategy. Hover over any names of cards to show a pop-up of the card.
Using CTRL/CMD+F to search what you’re looking for is highly recommended.
+1/+1 Counters — Focuses on distributing and growing creatures using +1/+1 counters, often with synergistic abilities that scale.
Commanders: Atraxa, Praetors’ Voice, Anafenza, the Foremost, Hamza, Guardian of Arashin
-1/-1 Counters — Uses -1/-1 counters to weaken creatures or generate value from placing counters. Often overlaps with sacrifice or token themes.
Commanders: Hapatra, Vizier of Poisons, The Scorpion God, Yawgmoth, Thran Physician
Abzan (WBG) — A wedge combining recursion, counters, and grindy midrange strategies with strong graveyard synergy.
Commanders: Ghave, Guru of Spores, Karador, Ghost Chieftain, Doran, the Siege Tower
Affinity — Centers around artifacts, often leveraging cost reduction or playing many cheap artifacts for synergy.
Commanders: Urza, Chief Artificer, Jhoira, Weatherlight Captain, Emry, Lurker of the Loch
Aggression (WBRG) — A theme emphasizing aggressive strategies using non-blue colors, often with haste, combat buffs, or token swarms.
Commanders: Xenagos, God of Revels, Kresh the Bloodbraided, Samut, Voice of Dissent
Aggro — Fast-paced, low-curve decks aiming to win through early combat damage. Often sacrifices late-game power for early pressure.
Commanders: Zurgo Helmsmasher, Winota, Joiner of Forces, Edgar Markov
Aikido — A political and reactive archetype that punishes aggression and redirects damage or actions toward other players.
Commanders: Queen Marchesa, Gisela, Blade of Goldnight, Otharri, Suns’ Glory
Altruism (WURG) — A group-friendly strategy that helps others through ramp, card draw, or shared effects to curry favor or benefit politically.
Commanders: Kenrith, the Returned King, Zedruu the Greathearted, Phelddagrif
Aristocrats — A sacrifice-based deck where creatures die repeatedly for value, often draining opponents or generating tokens.
Commanders: Teysa Karlov, Korvold, Fae-Cursed King, Liesa, Forgotten Archangel
Artifacts — Utilizes a high density of artifact cards for value, synergies, combo potential, or combat advantage.
Commanders: Breya, Etherium Shaper, Sharuum the Hegemon, Urza, Lord High Artificer
Artifice (WUBR) — A spell-heavy take on artifacts with emphasis on synergy through casting, recursion, or combo interactions.
Commanders: Galazeth Prismari, Saheeli, the Gifted, Muzzio, Visionary Architect
Attractions — A silver-bordered mechanic from Unfinity involving randomized mini-games called Attractions. Usually casual or humorous.
Commanders: Myra the Magnificent, Magar of the Magic Strings, Comet, Stellar Pup
Auras — Focuses on attaching enchantment Auras to creatures to enhance power or create combos, often with voltron or enchantress overlap.
Commanders: Sythis, Harvest’s Hand, Killian, Ink Duelist, Siona, Captain of the Pyleas
Azorius (WU) — Blue-white decks, commonly control or blink-based, using counterspells, flying creatures, and board wipes.
Commanders: Brago, King Eternal, Derevi, Empyrial Tactician, Ephara, God of the Polis
Bant (GWU) — A color trio known for value, flicker, +1/+1 counters, or tempo-based creature strategies.
Commanders: Roon of the Hidden Realm, Jenara, Asura of War, Derevi, Empyrial Tactician
Battlecruiser — A slow format where players ramp up and cast huge threats and haymakers in the late game.
Commanders: Etali, Primal Conqueror, Zacama, Primal Calamity, Maelstrom Wanderer
Birthing Pod / Pod — Refers to decks with tutor chains via creature casting cost, using effects like Pod or Vannifar to toolbox.
Commanders: Prime Speaker Vannifar, Yisan, the Wanderer Bard, Captain Sisay
Blink / Flicker — Uses effects that exile and return creatures to repeat powerful enter-the-battlefield effects.
Commanders: Brago, King Eternal, Roon of the Hidden Realm, Aminatou, the Fateshifter
Blue Moon — A Modern deck archetype built around Blood Moon and counterspells; not often represented by a specific commander but loosely fits into Izzet control.
Closest associated commander: Narset, Parter of Veils (non-legal as commander), or conceptually Niv-Mizzet, Parun
Boros (RW) — A red-white deck often built around aggressive creatures, combat synergy, and equipment.
Commanders: Aurelia, the Warleader, Otharri, Suns’ Glory, Depala, Pilot Exemplar
Budget — Built under a specific monetary cap, using cost-efficient cards over pure power; can vary in archetype.
Common budget-friendly commanders: Kambal, Consul of Allocation, Tatyova, Benthic Druid, Meren of Clan Nel Toth
Burn — Focuses on dealing direct damage quickly through spells or abilities, often red-heavy and low curve.
Commanders: Torbran, Thane of Red Fell, Neheb, the Eternal, Zada, Hedron Grinder
Cascade — Uses the cascade mechanic to cast spells for free and generate overwhelming value or combos.
Commanders: Maelstrom Wanderer, Yidris, Maelstrom Wielder, Imoti, Celebrant of Bounty
Casual — A non-competitive deck often built for fun, theme, or social interaction over optimal play.
Commanders: Phelddagrif, Jodah, Archmage Eternal, Tivadar of Thorn
Chaos — Focuses on random effects, unpredictable board states, and cards that cause unusual or shifting outcomes for all players.
Commanders: Yidris, Maelstrom Wielder, Neheb, the Eternal, Zndrsplt, Eye of Wisdom
Chaos (UBRG) — A Grixis-flavored version of Chaos, emphasizing wild spells, copying effects, and unpredictable control.
Commanders: Yidris, Maelstrom Wielder, Nekusar, the Mindrazer, Jeleva, Nephalia’s Scourge
Clones — Centers on copying creatures or spells for value, often with blue clone effects and enter-the-battlefield synergy.
Commanders: Sakashima of a Thousand Faces, Orvar, the All-Form, Vesuvan Doppelganger
Colorless — Decks with only colorless cards, usually artifact- or Eldrazi-based.
Commanders: Kozilek, the Great Distortion, Ulamog, the Ceaseless Hunger, Traxos, Scourge of Kroog
Combo — Aims to assemble specific card combinations to win, often in one explosive turn.
Commanders: Thrasios, Triton Hero, Urza, Lord High Artificer, Korvold, Fae-Cursed King
Control — Focuses on resource denial, board wipes, and counterspells to outlast opponents and win in the late game.
Commanders: Aminatou, the Fateshifter, Narset, Enlightened Exile, Ertai Resurrected
Cycling — Uses the cycling mechanic to draw through the deck rapidly while triggering synergy with discarded cards.
Commanders: Gavi, Nest Warden, Yidaro, Wandering Monster, Drake Haven (non-legend, but central to strategy)
Death & Taxes — A white-based disruption archetype that taxes resources and restricts opponents’ plays while advancing its own board.
Commanders: Thalia, Heretic Cathar, Linvala, Keeper of Silence, Elenda and Azor
Defender — Builds around creatures with defender to stall the board, generate value, or eventually win via combo.
Commanders: Arcades, the Strategist, Doran, the Siege Tower, Pramikon, Sky Rampart
Delver — Refers to self-mill decks benefit from cards being put into your own graveyard.
Commanders: Teval, Arbiter of Virtue, Muldrotha, the Gravetide, Sin, Spira’s Punishment
Devotion — Uses the devotion mechanic (mana symbols in card costs) to power up abilities or creatures.
Commanders: Erebos, Bleak-Hearted, Purphoros, God of the Forge, Thassa, Deep-Dwelling
Dimir (UB) — The blue-black color pair; commonly focused on mill, control, theft, or discard.
Commanders: Lazav, Dimir Mastermind, Anowon, the Ruin Thief, Etrata, the Silencer
Discard — Focuses on forcing opponents to discard cards for control or value, sometimes enabling reanimation or wheels.
Commanders: Tinybones, Trinket Thief, Tergrid, God of Fright, Nicol Bolas, the Ravager
Discover — Built around the discover mechanic (introduced in Lost Caverns of Ixalan), often using explore/discover synergies.
Commanders: Pantlaza, Sun-Favored, Gishath, Sun’s Avatar, Yidris, Maelstrom Wielder
Donation — Gives opponents problematic cards, then punishes them for having them.
Commanders: Zedruu the Greathearted, Blim, Comedic Genius, Jon Irenicus, Shattered One
Dredge — Focuses on self-milling and using the dredge mechanic to recur cards and fill the graveyard for value.
Commanders: The Gitrog Monster, Sidisi, Brood Tyrant, Meren of Clan Nel Toth
Dungeons — Leverages the venture into the dungeon mechanic to gain progressive value.
Commanders: Sefris of the Hidden Ways, Nadier, Agent of the Duskenel (in partner builds), Dungeon Delver (background)
Eggs — Named after artifact-based combo decks using cheap artifacts (“eggs”) to draw cards and generate mana in loops.
Commanders: Jhoira, Weatherlight Captain, Urza, Chief Artificer, Emry, Lurker of the Loch
Enchantments — A strategy heavily built around enchantments for value, board presence, and combos.
Commanders: Sythis, Harvest’s Hand, Estrid, the Masked, Tuvasa the Sunlit
Energy — Uses the energy counter mechanic (from Kaladesh) to power up spells or creatures.
Commanders: Rashmi and Ragavan, Padeem, Consul of Innovation (unofficially), Saheeli, the Sun’s Brilliance (non-energy but thematic fit)
Equipment — Focuses on using and tutoring Equipment to enhance creatures, often as part of a voltron or aggro strategy.
Commanders: Nazahn, Revered Bladesmith, Wyleth, Soul of Steel, Sram, Senior Edificer
Esper (WUB) — Blue-white-black decks with control, artifacts, or flicker synergies.
Commanders: Aminatou, the Fateshifter, Sharuum the Hegemon, Sydri, Galvanic Genius
Extra Combats — Focuses on gaining additional combat phases to multiply triggers or damage output.
Commanders: Aurelia, the Warleader, Karlach, Fury of Avernus, Moraug, Fury of Akoum
Extra Turns — Uses spells that give extra turns to gain tempo or win via loops.
Commanders: Aminatou, the Fateshifter, Narset, Enlightened Exile, Nymris, Oona’s Trickster
Farm — A cEDH term meaning a reactive deck that gains value while waiting for opponents to try to combo.
Commanders: Tymna the Weaver, Kraum, Ludevic’s Opus, Kenrith, the Returned King
Five Color (WUBRG) — Uses all five colors, offering access to the full card pool for flexible, powerful, and often combo-oriented strategies.
Commanders: Kenrith, the Returned King, Jodah, the Unifier, The Ur-Dragon
Flying — Focuses on creatures with flying, using evasive threats to control the air and close games through unblockable damage.
Commanders: Inniaz, the Gale Force, Alela, Cunning Conqueror, Kangee, Sky Warden
Formula X-1 — A term sometimes used to refer to decks focused on scalability or flexible value—often X-spell synergy or “X matters” mechanics.
Commanders: Zaxara, the Exemplary, Kruphix, God of Horizons, Unbound Flourishing (not legendary, but central to the theme)
Goad — Uses the goad mechanic to force enemy creatures to attack each other, creating chaos and political advantage.
Commanders: Karazikar, the Eye Tyrant, Marisi, Breaker of the Coil, Laurine, the Diversion
Golgari (BG) — Green and black pairing often built around graveyard recursion, reanimation, and sacrificing for value.
Commanders: Meren of Clan Nel Toth, The Gitrog Monster, Glissa Sunslayer
Goodstuff — A deck that doesn’t follow a specific theme but includes the most powerful or efficient cards available in its colors.
Commanders: Kenrith, the Returned King, Atraxa, Grand Unifier, Omnath, Locus of Creation
Grixis (UBR) — A wedge combining blue, black, and red—commonly used for spell-heavy, control, or reanimator decks.
Commanders: Kess, Dissident Mage, Nekusar, the Mindrazer, Admiral Beckett Brass
Group Hug — Focuses on helping all players with card draw, ramp, or resources, often with an alternate win condition or political strategy.
Commanders: Phelddagrif, Kynaios and Tiro of Meletis, Zedruu the Greathearted
Group Slug — Opposite of Group Hug—hurts all players equally through symmetrical damage or taxes.
Commanders: Mogis, God of Slaughter, Nekusar, the Mindrazer, Valgavoth, Harrower of Souls
Growth (WUBG) — A broad theme across these four colors emphasizing ramp, card draw, and permanent-based scaling strategies.
Commanders: Omnath, Locus of Creation, Kenrith, the Returned King, Tatyova, Benthic Druid
Gruul (RG) — Red-green decks that emphasize creature combat, ramp, and explosive aggression.
Commanders: Radha, Heart of Keld, Xenagos, God of Revels, Ruric Thar, the Unbowed
Hatebears — Midrange creature-based disruption, using small “bear” creatures with taxing or stax-like effects to control the game.
Commanders: Thalia, Heretic Cathar, Kudo, King Among Bears, Kataki, War’s Wage
Historic — Focuses on casting “historic” spells (artifacts, legendaries, and sagas), often with support from Dominaria mechanics.
Commanders: Jhoira, Weatherlight Captain, Teshar, Ancestor’s Apostle, Dihada, Binder of Wills
Infect — Tries to win by giving opponents poison counters (10 = game over) using creatures with infect or proliferate synergies.
Commanders: Skithiryx, the Blight Dragon, Fynn, the Fangbearer, Ixhel, Scion of Atraxa
Izzet (UR) — A red-blue pair focused on spells, instants/sorceries matter, and spell-copying or drawing.
Commanders: Mizzix of the Izmagnus, Niv-Mizzet, Parun, Veyran, Voice of Duality
Jank — Built intentionally with bad or suboptimal cards for fun, theme, or memes.
Commanders: Norin the Wary, Borborygmos, Ramses, Assassin Lord
Jeskai (URW) — The red-blue-white wedge, often focused on noncreature spells, blink, or tempo.
Commanders: Narset, Enlightened Exile, Kykar, Wind’s Fury, Elsha of the Infinite
Jund (BRG) — The black-red-green wedge, known for sacrificing, grindy midrange, and removal-heavy decks.
Commanders: Korvold, Fae-Cursed King, Prossh, Skyraider of Kher, Shattergang Brothers
Kindred — Also called “Tribal,” focuses on a creature type like Elves, Zombies, or Dragons.
Commanders: Edgar Markov, The Ur-Dragon, Rhys the Exiled
Land Destruction — Uses cards that destroy lands to set opponents back while executing a fast or protected strategy.
Commanders: Zo-Zu the Punisher, Lord Windgrace, Numot, the Devastator
Lands Matter — Leverages landfall, land recursion, or land-count for value and win conditions.
Commanders: Lord Windgrace, Omnath, Locus of Rage, The Gitrog Monster
Legends Matter — Focuses on legendary permanents and cards that care about them.
Commanders: Dihada, Binder of Wills, Kethis, the Hidden Hand, Captain Sisay
Life Bargain — Trades life as a resource for cards, mana, or creatures. Often risky but explosive.
Commanders: Greven, Predator Captain, Vilis, Broker of Blood, Yargle and Multani
Life Gain — Gains large amounts of life to trigger synergy, sustain through damage, or win with life-based payoffs.
Commanders: Liesa, Shroud of Dusk, Oloro, Ageless Ascetic, Karlov of the Ghost Council
Mardu (RWB) — The red-white-black wedge, often built around combat, sacrifice, or aggressive midrange.
Commanders: Alesha, Who Smiles at Death, Dihada, Binder of Wills, Zurgo Helmsmasher
Maverick — A deck that uses disruptive creatures and a toolbox strategy to pressure and adapt to opponents.
Commanders: Thalia, Guardian of Thraben, Grand Arbiter Augustin IV, Gaddock Teeg
Midrange — Focuses on efficiency, value, and flexibility—strong enough to stabilize early and close games late.
Commanders: Glissa Sunslayer, Ghave, Guru of Spores, Atraxa, Grand Unifier
Mill — Aims to win by putting opponents’ libraries into their graveyards.
Commanders: Anowon, the Ruin Thief, Phenax, God of Deception, Captain N’ghathrod
Miracles — Focuses on casting cards for their miracle cost when drawn as the first card in a turn, offering high-impact spells at reduced costs.
Commanders: Yennett, Cryptic Sovereign, Narset, Enlightened Master, Erayo, Soratami Ascendant
Modified — A creature is “modified” if it has a counter, Equipment, or Aura. This archetype leverages such synergies for combat boosts or value.
Commanders: Chishiro, the Shattered Blade, Shalai and Hallar, Akiri, Fearless Voyager
Modular — Built around artifact creatures with modular, which move +1/+1 counters when they die. Often seen in artifact aggro or combo decks.
Commanders: Oswald Fiddlebender, Riku of Many Paths, Alibou, Ancient Witness
Monarch — Uses the monarch mechanic to gain recurring card draw and encourage aggressive, interactive play.
Commanders: Queen Marchesa, Aragorn, King of Gondor, Obeka, Splitter of Seconds
Mono Black — Single-color deck in black, often focusing on reanimation, sacrifice, discard, and resource manipulation.
Commanders: K’rrik, Son of Yawgmoth, Sheoldred, the Apocalypse, Ayara, First of Locthwain
Mono Blue — Single-color deck in blue, often focusing on control, counterspells, card draw, and theft effects.
Commanders: Talrand, Sky Summoner, Orvar, the All-Form, Emry, Lurker of the Loch
Mono Green — Single-color deck in green, emphasizing ramp, big creatures, and card draw through creature-based effects.
Commanders: Selvala, Heart of the Wilds, Ashaya, Soul of the Wild, Yeva, Nature’s Herald
Mono Red — Single-color deck in red, often built for burn, aggression, and chaotic or impulsive draw strategies.
Commanders: Krenko, Mob Boss, Torbran, Thane of Red Fell, Neheb, the Eternal
Mono White — Single-color deck in white, typically built for tokens, lifegain, stax, or blink value.
Commanders: Heliod, Sun-Crowned, Adeline, Resplendent Cathar, Preston, the Vanisher
Morph — Uses the morph/megamorph mechanic to cast creatures face-down and flip them for effects or surprises.
Commanders: Kadena, Slinking Sorcerer, Ixidor, Reality Sculptor, Animar, Soul of Elements
Mutate — Focuses on the mutate mechanic from Ikoria, stacking creatures together into powerful hybrids.
Commanders: Otrimi, the Ever-Playful, Nethroi, Apex of Death, Brokkos, Apex of Forever
Naya (RGW) — Red, green, and white wedge; often creature-heavy, with themes of tokens, combat, and power matters.
Commanders: Mayael the Anima, Gahiji, Honored One, Rienne, Angel of Rebirth
Orzhov (WB) — White and black pair; focuses on lifegain/drain, sacrifice, reanimation, and graveyard control.
Commanders: Teysa Karlov, Liesa, Forgotten Archangel, Daxos the Returned
Pillowfort — Builds up defenses and disincentives for attacking the player, using enchantments and fogs to avoid aggression.
Commanders: Pramikon, Sky Rampart, Breena, the Demagogue, Zur the Enchanter
Poison — Seeks to win by giving opponents 10 poison counters, often using infect or toxic mechanics.
Commanders: Ixhel, Scion of Atraxa, Skithiryx, the Blight Dragon, Fynn, the Fangbearer
Prison — Controls the board by restricting opponent actions with stacks, taxes, or lock effects.
Commanders: Grand Arbiter Augustin IV, Derevi, Empyrial Tactician, Heliod, God of the Sun
Rakdos (BR) — Red-black pair focused on sacrifice, aggression, and chaos, often mixing aristocrats with damage.
Commanders: Anje Falkenrath, Rakdos, Lord of Riots, Juri, Master of the Revue
Ramp — Focuses on accelerating mana production to cast big spells or creatures early.
Commanders: Omnath, Locus of Mana, Selvala, Heart of the Wilds, Kodama of the East Tree
Reanimator — Puts large creatures into the graveyard and brings them back for less than their cost.
Commanders: Meren of Clan Nel Toth, Chainer, Nightmare Adept, Karador, Ghost Chieftain
Rock — A midrange, grindy strategy that combines ramp, disruption, and value. Often refers to Golgari or Jund-style decks.
Commanders: Ghave, Guru of Spores, The Gitrog Monster, Korvold, Fae-Cursed King
Selesnya (GW) — Green-white pair focused on tokens, lifegain, and enchantments.
Commanders: Rhys the Redeemed, Trostani, Selesnya’s Voice, Sythis, Harvest’s Hand
Simic (GU) — Blue and green pair that excels at card draw, ramp, counters, and mutate/evolve mechanics.
Commanders: Tatyova, Benthic Druid, Aesi, Tyrant of Gyre Strait, Momir Vig, Simic Visionary
Snow — Uses snow permanents and spells for synergy, often enabled by Kaldheim cards or snow mana.
Commanders: Jorn, God of Winter, Narfi, Betrayer King, Marit Lage’s Slumber (not a commander, but central)
Spellslinger — Built around casting lots of instants and sorceries, often with cost reducers and payoff creatures.
Commanders: Niv-Mizzet, Parun, Veyran, Voice of Duality, Mizzix of the Izmagnus
Stax — Short for “Stack Exchange,” this archetype aims to grind the game to a halt by taxing or denying resources (mana, cards, untaps) to all players, especially opponents.
Commanders: Teferi, Temporal Archmage, Gaddock Teeg, Derevi, Empyrial Tactician
Stoneblade — A control or midrange deck focused on powerful Equipment and creatures that abuse them, often referencing “Stoneforge Mystic + Batterskull” synergy.
Commanders: Sram, Senior Edificer, Wyleth, Soul of Steel, Akiri, Line-Slinger
Storm — Casts many spells in one turn, then wins using cards with storm or similar effects that scale with spell count.
Commanders: Krark, the Thumbless & Kydele, Chosen of Kruphix, Zada, Hedron Grinder, Kess, Dissident Mage
Sultai (BGU) — Black, green, and blue wedge that often plays graveyard, control, or value-based strategies with recursion and ramp.
Commanders: Muldrotha, the Gravetide, Yarok, the Desecrated, Tasigur, the Golden Fang
Super Friends — Built around planeswalkers as the main win condition or engine, supported by proliferate or defensive tools.
Commanders: Atraxa, Praetors’ Voice, Esika, God of the Tree, Narset, Enlightened Exile
Tempo — Seeks to gain incremental advantages by disrupting opponents’ plays while developing a fast or evasive clock.
Commanders: Yuriko, the Tiger’s Shadow, Sythis, Harvest’s Hand, Tatsunari, Toad Rider
Temur (GUR) — Green, blue, and red wedge; often focused on ramp, card draw, and big spells or creatures.
Commanders: Omnath, Locus of the Roil, Animar, Soul of Elements, Riku of Two Reflections
Thieves — Focused on stealing opponents’ spells, permanents, or cards.
Commanders: Kotis, The Fangkeeper, Gonti, Lord of Luxury, Zareth San, the Trickster
Tokens — Creates and supports large numbers of creature tokens, often enhanced by anthem effects or sacrifice engines.
Commanders: Rhys the Redeemed, Chatterfang, Squirrel General, Kambal, Profiteering Mayor
Toolbox — Uses tutors or value engines to fetch specific creatures or answers from the library depending on the situation.
Commanders: Yisan, the Wanderer Bard, Captain Sisay, Prime Speaker Vannifar
Tron — Refers to assembling a group of lands (usually colorless) that together provide massive mana, inspired by Urza lands in Modern.
Commanders: Urza, Lord High Artificer, Karn, Legacy Reforged, Emrakul, the Promised End (not legal as commander, but thematic)
Turbo — A speed-focused strategy that aggressively draws or dumps resources to win quickly—often turbo combo or turbo fog.
Commanders: Kinnan, Bonder Prodigy, Godo, Bandit Warlord, Marwyn, the Nurturer
Vehicles — Focused on vehicle artifact synergies, often involving creatures with crew interactions and combat enhancements.
Commanders: Depala, Pilot Exemplar, Shorikai, Genesis Engine, Greasefang, Okiba Boss
Voltron — Builds around one creature (usually the commander) with auras, equipment, or buffs to quickly deal lethal damage.
Commanders: Rafiq of the Many, Sram, Senior Edificer, Uril, the Miststalker
Vorthos — Not a playstyle in mechanics, but a deck built for flavor, lore, or thematic unity.
Commanders: Shanna, Purifying Blade, Tiana, Ship’s Caretaker, Yawgmoth, Thran Physician (example of story-driven choices)
Wheels — Strategy that forces players to discard and draw many cards, disrupting hands while generating value.
Commanders: Nekusar, the Mindrazer, Xyris, the Writhing Storm, The Locust God
X Spells — Built around spells with “X” in their cost, scaling effects based on available mana.
Commanders: Zaxara, the Exemplary, Rosheen Meanderer, Magus Lucea Kane
Zoo — A creature-heavy, aggressive strategy focused on efficient creatures and tempo, often Naya-colored.
Commanders: Samut, Voice of Dissent, Jetmir, Nexus of Revels, Marisi, Breaker of the Coil