Illusions of GrandeurIllusions of Grandeur | Art by Quinton Hoover
Commander players are always asking for more. I'm guilty of it, you're guilty of it, we're all guilty of it. So instead of changing my ways, I'll forge ahead and continue to ask for more. More support for themes that I want to see in the game.
Move over +1/+1 counters — step aside, reanimator and go home lifegain decks. Here, in the present, are five themes that I wish would receive more support in the Commander format. Hopefully, you'll agree with the list.
Table Talk Decks
There's no single theme to encompass what I'm going to refer to as "Table Talk Decks." Instead, it's a few underrepresented themes that I believe deserve more attention in the format.
The first theme is Voting decks, which are built around a heavy inclusion of mechanics such as council's dilemma, secret council, will of the council, and join forces — the second being Villainous Choice decks, which are similar to voting decks but evil, as your opponents don't get a beneficial choice.
Some cards you may be familiar with in the strategy might be Council's JudgmentCouncil's Judgment, Collective VoyageCollective Voyage, and Dr. EggmanDr. Eggman.
So what could be the reason for wanting more of these cards in the format? They provide more opportunities for engaging in table talk. I will concede that this is possibly my most unpopular choice on the list, as the concept of table talk is something that some players are strongly against.
I totally understand that stance and wouldn't force those players to change. Everyone has a certain amount of table talk they're willing to engage in, and cards in these themes can recharge my table talk batteries. They tend to be quite memorable as well.
Excluding the card ExpropriateExpropriate - this card is bad and should not be included in your deck, as it does the exact opposite of creating a fun and memorable game. Unless your table's into it, then I won't judge you.
Bringing back villainous choice could be difficult, as it's only been featured on Universes Beyond cards as of now. They can always create an in-universe version of "one-sided" voting or reintroduce it when the IP is suitable. I want more chances to team up with the rest of the table or watch as everyone decides what they should vote for when I resolve Selvala's StampedeSelvala's Stampede.
Battle Decks
This is a card type that we've been told will return, and possibly in a different form. Regardless of whatever we've been told, I want more. With only 36 battles in the game, it's hard to find one worth running in your deck sometimes. Battles might not have been the strongest card in competitive formats after their premiere, but they can bring an added element to a multiplayer pod.
As mentioned above, I enjoy cards that provide more ways for players at the table to interact with one another. Deciding who gets to defend the battle creates a decision point that other games won't have; and that's cool. If you're the defender deciding to let a player flip a battle, it could benefit you. As a third-party player attacking a battle you don't control, to flip it faster with the promise of the flip side not being used against you.
Whatever form battles come back as, I for one will be waiting with open arms.
Modular Decks
If my first selection is the most contentious, then this selection is the most difficult to implement. There're only two legendary creatures that have the modular ability. The back side of Blaster, Combat DJBlaster, Combat DJ and Zabaz, the GlimmerwaspZabaz, the Glimmerwasp. In some cases, this could be enough to satisfy the masses. But there are modular cards that can't be played in these decks due to color identity rules.
In addition to that restriction, there aren't enough modular cards in the card pool. Why are modular cards in blue or green not allowed? I understand the trepidation that would be involved if modular were to be brought back in a Standard environment, and I don't think anyone wants a repeat of Mirridon. However, the option for a Commander precon to refresh the theme and inject more variety into the card pool is all that I humbly ask.
Color Hack Decks
I have ideas for all of these choices and how they could be implemented, whether it be part of a complete set or in a precon, except when it comes to the Color Hack theme. It's hard to find ways to get advantages when all you're doing is changing the color of a spell. Not that the entire Color Hack theme is full of irrelevant cards; there are some true powerhouses contained within.
This strategy even has a combo kill contained within it.
How do you make enough cards that either care about the color of other cards naturally or get a benefit when you make/play against cards of a particular color? And how do you make those cards different from cards from back in the day, such as Circle of Protection: RedCircle of Protection: Red? Truly a challenging task at hand.
As something present since the earliest days of the game, it wouldn't be fair to say that color-changing effects are underrepresented. But the theme is underexplored. One day, maybe Leyline of the GuildpactLeyline of the Guildpact will be more than a combo piece in 60-card formats.
Donate Decks
This one is all for me. For the better part of what feels like a year, I've been trying to find a fun way to build a Donate deck. I know that there are many solid options for the strategy, as well as a few different build paths. The classic Zedruu the GreatheartedZedruu the Greathearted, who had their own precon deck. Blim, Comedic GeniusBlim, Comedic Genius and Xantcha, Sleeper AgentXantcha, Sleeper Agent give options for a more punishing version of the strategy. Or even more off the path versions with Sol'Kanar the TaintedSol'Kanar the Tainted and Lynde, Cheerful TormentorLynde, Cheerful Tormentor.
Sadly, no matter who or what I look at, something is always missing: That's a reliable and "good" way to win the game. As it stands, normally decks like this win by staxing out the table with cards like Aggressive MiningAggressive Mining or enchantments that make someone lose the game, such as Demonic PactDemonic Pact. Or if they have white, they can go with combos where you donate a Nine LivesNine Lives to one or more opponents, then blow them all up with your lose-the-game trigger on the stack.
All of this is a fine way to win the game, but I can't shake the feeling that we can do better. Cards for this theme are scattered throughout various sets. Recently, we received Stiltzkin, Moogle MerchantStiltzkin, Moogle Merchant and, depending on how you define the theme, Deadpool, Trading CardDeadpool, Trading Card. I think, nay, I want a brand-new, donation-centered, preconstructed deck that's four or five colors.
If it's on the more Group Hug side, where everyone benefits but you get a bit more, that would be fine. I would also be open to leaning into the "Evil Donate" strategy, centered around cards in the black and red portion of the color pie. I want to live the dream of effectively and thematically winning a game with a combo from competitive formats past, DonateDonate + Illusions of GrandeurIllusions of Grandeur.
Wrap Up
There you have it. These are the five themes that should get more support in Commander. Do you agree with my five? If not, what theme would you want to see get more support?
Maybe you want a boost to Cave decks, or you want more cards with banding. Let me know here or on Bluesky. Hopefully, all of us will receive the thematic support we desperately crave.
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Nicholas Lucchesi
Player and lover of all Magic the Gathering formats. Forged in the fires of Oath of the Gatewatch expeditions. Always down to jam games with anyone and everyone. When not playing Magic I am doing something else equally, if not more nerdy.
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