Deck Archetype
Aggro is the hardest archetype in Commander, because the format was designed to blunt it. One hundred and twenty life across three opponents is a lot of attacking.
Aggro: Cheap, aggressive creatures apply pressure early and often.
An aggro deck plays cheap, efficient creatures and attacks early, aiming to end games before slower decks assemble their engines. It trades late-game power for tempo: a two-mana 3/2 is terrible on turn ten and excellent on turn two, and the deck is a bet that turn ten will not arrive.
Commander pushes back on all of it. Forty life each and three opponents means one hundred and twenty total damage, everyone plays board wipes, and singleton means you cannot run four copies of your best two-drop. Aggro decks that work solve this in specific ways: commander damage, which needs only twenty-one; evasion and trample that make blockers irrelevant; extra combat steps; or effects that hit all opponents at once so every attack counts three times.
The Aggro engine
Three steps that build to a finish — this one ends the game rather than coming back round.
The last step is the win — there is nothing to come back round for.
Red and white are the classic aggressive colors: cheap creatures, haste, and combat tricks. Green plays a different kind of aggro, trading speed for size and trample. Black attacks with efficient creatures backed by removal to clear blockers, and blue is largely absent, contributing evasion rather than pressure.
The cards that define the archetype rather than the ones winning this week. If you are building aggro for the first time, these are the effects to understand before anything else.
Embercleave ↗
Cost reduction on a wide board, then double strike and trample at instant speed. Converts a stalled attack into lethal after blockers.
Iroas, God of Victory ↗
Your attackers cannot be blocked by more than one creature and do not take damage from blockers. Attacking becomes nearly free.
Anger ↗
Grants haste to your whole team from the graveyard, permanently, as long as you control a Mountain.
Hammer of Purphoros ↗
An anthem-plus-haste enchantment that also makes blockers, so the deck keeps pressuring without overextending.
Aggravated Assault ↗
Repeatable extra combat steps. With any mana-positive attack trigger this becomes an outright kill.
Berserk ↗
One mana to double a creature's power and give it trample. The classic surprise kill from a board that looked survivable.
Return of the Wildspeaker ↗
Draws cards equal to your biggest creature's power, or pumps the team. Solves aggro's card-advantage problem in green.
Elesh Norn, Grand Cenobite ↗
Plus-two-plus-two for you and minus-two-minus-two for everyone else. Frequently a one-sided board wipe and a lethal attack in one card.
Dolmen Gate ↗
Your attacking creatures take no combat damage, which lets a smaller board attack into a bigger one every turn.
Ohran Frostfang ↗
Deathtouch and a card for every attacker. Makes blocking suicidal and refills your hand while you swing.
Ten command zones that support the strategy, spread across the color combinations it lives in. The color identity shown is what each commander lets you play in the other 99.
Commander Spotlight
Isshin, Two Heavens as One ↗
Doubles every attack trigger in the deck. The most build-around aggressive commander of recent years.
Xenagos, God of Revels ↗
Haste and doubled power to one creature each combat. Turns any large body into an immediate kill threat.
Neheb, the Eternal ↗
Mana in your second main phase for damage dealt, so a big attack pays for the next threat.
Aurelia, Exemplar of Justice ↗
Mentor plus escalating buffs, and she pushes damage through with trample and first strike as the counters pile up.
Zurgo Helmsmasher ↗
A 7/2 haste for five that cannot be destroyed on your turn. Aggro reduced to its bluntest form.
Gahiji, Honored One ↗
Pumps every attacker that is not attacking you, which turns the whole table into your offence.
Wulfgar of Icewind Dale ↗
Doubles attack and haste triggers for your team, in a color pair full of them.
Ilharg, the Raze-Boar ↗
Puts a creature from hand onto the battlefield attacking, then returns it. Cheats out giants every combat.
Ruric Thar, the Unbowed ↗
A 6/6 vigilance that punishes noncreature spells, so the control decks pay for the turns they spend answering you.
Toski, Bearer of Secrets ↗
Indestructible, must attack, and draws a card for every creature that connects. Aggro that never runs out of cards.
The politics are the hard part. Attacking early makes you the visible threat, and three opponents can agree to deal with you long before your deck is finished. Spread damage rather than focusing one player down unless you can finish them, and be realistic about the deck's clock. An aggro deck that has not won by turn eight is usually the worst deck at the table.
Yes, but it needs a specific build. Forty life across three opponents is one hundred and twenty damage, so successful aggro decks lean on commander damage, evasion and trample, extra combat steps, or effects that damage every opponent at once, rather than simply attacking with more creatures.
Red and white for cheap creatures, haste, and anthems; green for size and trample. Black supports an aggressive plan with removal to clear blockers. Blue is the weakest aggro color, contributing evasion rather than pressure.
Around turn seven to nine in a typical casual pod. Much later than that and slower decks have stabilised with board wipes and bigger creatures. If a deck regularly reaches turn ten without a clear path to victory, it usually needs more evasion or a way to end the game outside combat.
TurnZero HQ tags every deck you track with one of these archetypes, so your win rate is broken down by what your decks are actually trying to do, not just which commander is on top of them.
All 20 Commander deck archetypes → See decks people published, tagged and with their win rates →Log your games with TurnZero HQ and see which of your decks wins, against what, and how often. Free to start.
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