Deck Archetype

Superfriends: The Commander Archetype, Explained

Planeswalkers are card advantage that opponents have to attack to stop. Superfriends runs so many that the table cannot attack them all.

Superfriends: Built around a critical mass of planeswalkers.

What Superfriends Decks Actually Do

A superfriends deck plays a critical mass of planeswalkers and the support that keeps them alive: proliferate effects to add loyalty, effects that let them activate twice, and defensive pieces that stop opponents attacking them. Each planeswalker generates value every turn it survives, so the deck wins by accumulating far more resources than three opponents combined.

The archetype has a distinctive problem and a distinctive solution. The problem is that planeswalkers are terrible in multiplayer by default: three opponents can attack them, and loyalty does not scale with the number of people trying to remove it. The solution is defence: pillowfort enchantments, deterrents, and board wipes that leave your walkers untouched. A superfriends deck is really a defensive deck that happens to win with planeswalker ultimates.

The Superfriends engine

Three steps that feed each other, which is what makes it a deck rather than a pile of cards sharing a theme.

  1. 1 Land a planeswalker Deepglow Skate doubles the loyalty it arrives with.
  2. 2 Activate, then protect A walker that survives a turn cycle has paid for itself.
  3. 3 Activate again The Chain Veil buys a second activation in the same turn.

Loyalty is a resource nobody else at the table is attacking yet.

Which Colors Fit Superfriends

White, blue, and black have the deepest planeswalker pools and the best protective effects, which is why Esper and its extensions dominate. Green contributes proliferate and the doubling effects that make ultimates arrive immediately, and red has strong individual walkers but little of the defensive infrastructure the deck needs. Four- and five-color builds are common precisely because the deck wants the best walkers regardless of color.

White Pillowfort defence, board wipes that spare planeswalkers, and several of the strongest walkers in the format.
Blue Counterspells, card selection, and untap effects that turn one activation per turn into two.
Black Removal to clear the attackers, plus tutors to find the right walker for the board.
Green Proliferate and counter-doubling, which shortens the road to an ultimate from four turns to one.
Red Strong individual planeswalkers but little support. Usually a splash rather than a core color.
How color identity decides what you can play →

Top 10 Superfriends Cards

The cards that define the archetype rather than the ones winning this week. If you are building superfriends for the first time, these are the effects to understand before anything else.

Top 10 Superfriends Commanders

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.

Atraxa, Praetors' Voice

Commander Spotlight

Atraxa, Praetors' Voice

Proliferate every end step, in the four colors with the best walkers. The definitive superfriends commander.

See which commanders are actually winning games →

What to Watch Out For

A planeswalker with four loyalty in a four-player game is a planeswalker with one loyalty. The archetype fails when it plays walkers without defence: every one becomes a free attack target that dies before it does anything. Build the fort first: deterrent enchantments, blockers, and sweepers, then the walkers. Superfriends is also mana-hungry and slow, so expect to be the archdeck target once two ultimates have resolved.

Frequently Asked Questions

What is a superfriends deck in Commander?

A superfriends deck is built around playing many planeswalkers, supported by proliferate effects, extra-activation cards, and defensive pieces that keep them alive. Each surviving planeswalker generates value every turn, so the deck accumulates advantage the table cannot match.

Can a planeswalker be your commander?

Only if the card says it can be your commander, or if it is a legendary creature that becomes a planeswalker. Several planeswalkers printed for Commander products carry that line explicitly: Freyalise, Daretti, and Teferi, Temporal Archmage among them.

Are planeswalkers good in multiplayer Commander?

Individually they are weaker than in a duel, because three opponents can attack them and loyalty does not scale with the number of attackers. They become strong in a deck that also plays defence (pillowfort enchantments, blockers, and sweepers) which is exactly what superfriends is built to do.

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All 20 Commander deck archetypes → See decks people published, tagged and with their win rates →

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