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.
Red and white are the classic aggressive colours: 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.
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.
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 colour, 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 →Log your games with TurnZero HQ and see which of your decks wins, against what, and how often. Free to start.
Create Free Account