Deck Archetypes

The 20 Commander Deck Archetypes

Every Commander deck is trying to do something. These are the twenty things: what each archetype does, which colors suit it, and the cards and commanders that define it.

An archetype is a deck's primary game plan: not what is in it, but what it is trying to do on the turn it wins. Two decks can share sixty cards and be entirely different archetypes, and knowing which one you have built tells you what to cut, what to add, and which pods you are a good fit for.

These are the twenty archetypes TurnZero HQ classifies decks into. Most real decks are a blend of two or three: aristocrats decks go wide, lands decks ramp, and a combo lurks in the back of plenty of otherwise fair decks. Pick the one that describes the win, and treat the rest as support.

All 20 Archetypes

Spellslinger UR Wins on a pile of instants and sorceries rather than a board of creatures. Graveyard recursion UBG Cards come back from the graveyard, treating it as a second hand. Mill UB Empties libraries instead of attacking, winning when opponents cannot draw. Voltron WURG One creature, usually the commander, carries the whole game plan. Go wide WBRG Floods the board with tokens and wins with numbers. Aristocrats WBRG Sacrifices its own creatures for value and drains the table. Enchantress WUBG Built around a critical mass of enchantments that draw cards as they resolve. Artifacts WUBR Built around a critical mass of artifacts and the payoffs that count them. Tribal WUBRG Rewards playing many creatures that share a creature type. Stax WUBR Taxes or locks down what every player at the table is allowed to do. Combo WUBRG Aims to assemble a specific card combination that ends the game. Control WUB Answers everything and wins late, once the table has run out of threats. Ramp URG Accelerates into a mana advantage and casts bigger things sooner. Aggro WBRG Cheap, aggressive creatures apply pressure early and often. Group hug WURG Gives the whole table resources, and wins from the goodwill it creates. Superfriends WUBG Built around a critical mass of planeswalkers. Lands matter UBRG Landfall and land-recursion turn the mana base itself into the engine. Counters WUBG Built around +1/+1 counters and the effects that multiply them. Blink WUBG Repeatedly exiles and returns its own creatures for their enter triggers. Lifegain WBG Built around gaining life and the payoffs that turn it into a win condition.

Frequently Asked Questions

What are the main Commander deck archetypes?

The twenty archetypes TurnZero HQ tracks are Spellslinger, Graveyard recursion, Mill, Voltron, Go wide, Aristocrats, Enchantress, Artifacts, Tribal, Stax, Combo, Control, Ramp, Aggro, Group hug, Superfriends, Lands matter, Counters, Blink, and Lifegain. Most real decks combine two or three of them.

Can a Commander deck be more than one archetype?

Almost every deck is. Aristocrats decks are usually also go-wide, lands-matter decks are usually also ramp, and combo turns up as a backup plan inside decks built around something else entirely. The archetype is a description of the primary game plan, not an exclusive label.

How do I know which archetype my deck is?

Ask what the deck is doing on the turn it wins. A deck that draws twenty cards and then attacks with one enormous creature is Voltron, not card draw. The archetype is whatever the rest of the deck is in service of.

See which of your archetypes actually wins.

TurnZero HQ tags every deck you track with its archetype, so your record breaks down by strategy, not just by commander. Free to start.

Create Free Account