Deck Archetype
Tribal is the archetype most people build first, because it starts from a question everyone can answer: which creature type do you actually like?
Tribal: Rewards playing many creatures that share a creature type.
A tribal deck (increasingly called typal in official Wizards language, though almost nobody says that at a table) is built around creatures sharing a type, plus lords and payoffs that reward the concentration. Elves, Goblins, Zombies, Vampires, Dragons, Slivers, Merfolk, Angels, and dozens more all support real decks.
The strength of the archetype is that its payoffs stack multiplicatively. One lord giving plus-one-plus-one is modest; three lords is a board of creatures that are each three points bigger, and it happened without any single card doing anything spectacular. The weakness is the mirror image: the deck is a house of cards against a wrath, and against targeted removal aimed at the lords rather than the bodies.
Uniquely on this list, tribal has no home colours: the creature type picks them. Elves are green, Goblins red, Merfolk blue, Zombies blue-black, Vampires black, Angels white, Dinosaurs Naya, Faeries Dimir, and Slivers and Dragons sprawl across all five. Choose the type first and the colours follow automatically, which is why this is the friendliest archetype for a first deck.
The cards that define the archetype rather than the ones winning this week. If you are building tribal 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.
Tribal decks lose to board wipes harder than anything except go-wide, and the lords make targeted removal unusually effective too. Build in recursion (Patriarch's Bidding is in the archetype's top ten for a reason) and resist filling the last ten slots with weak creatures purely because they share a type. A bad card is still a bad card when it is on-theme.
A tribal deck is built around creatures that share a creature type, together with lords and payoffs that reward playing many of them. Wizards now officially calls this typal, but tribal remains the term almost everyone uses at the table.
There is no single answer, but Elves, Goblins, Slivers, Dragons, and Vampires have the deepest card pools and the strongest payoffs. Slivers and Dragons get access to all five colours, while Elves and Goblins win on sheer speed and card count.
Nothing mechanically. Wizards changed the official terminology to typal because tribal was already a card type on cards like Bound in Silence. Players almost universally still say tribal, and the two mean the same thing in conversation.
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