Guides & Tips
Price and power aren't the same axis in Commander. Some of the format's strongest cards are commons and uncommons, and some of its most expensive cards do almost nothing for how a deck actually plays. This is a framework for where a budget deck should spend its money and where it genuinely doesn't need to.
The most common misread of a decklist is treating its total price as a proxy for how good it is. In Commander, that correlation is weak, and in a lot of the format's most important slots it barely exists at all.
If a card is expensive, it's because it's powerful, and a cheap card is a compromise.
Plenty of Commander's best cards were printed as commons or uncommons and have stayed inexpensive for that reason. Meanwhile a lot of expensive cards cost what they cost because of a scarce printing, a sought-after foil treatment, or collector demand for an older frame, none of which has anything to do with what the card does in a game.
A few cards that make the point on their own. All of them are widely available, all of them have stayed inexpensive to modest relative to their power for most of their printed history, and all of them are considered excellent regardless of what any individual copy costs at any given moment.
Swords to Plowshares ↗
One mana, exiles a creature, gains its controller life. Widely considered the best removal spell ever printed and it has never been expensive to acquire.
Beast Within ↗
Any nonland permanent, any color, for three mana. The downside (a 3/3 for your opponent) is a rounding error next to what it answers.
Cultivate ↗
Two lands to the battlefield and hand for three mana. Reprinted often enough that it has stayed inexpensive for most of the last decade.
Farseek ↗
Fetches a nonbasic land type for two mana, which in a multicolor deck often means untapped fixing on turn two for less than the price of a snack.
None of that means price is a meaningless signal everywhere. It means it's an unreliable one, and the useful question isn't "is this card expensive" but "does the price here actually track how much the card does." In one part of the deck, it genuinely does.
This is the one section of this guide that isn't going to tell you budget is free. Dual lands, fetch lands and premium fixing are genuinely where price and performance correlate most closely in Commander, and pretending otherwise would be dishonest. A land that reliably taps for two colors untapped on turn one is doing something a tapped land or a basic simply cannot, and that convenience is exactly what the market is pricing.
That said, the gap this creates is smaller and later than it feels like it should be. Basics plus a handful of budget-tier fixing, tapped dual lands, guildgates, and cheap Signet-style ramp, is a completely legitimate way to build and start playing a Commander mana base. It will occasionally cost you a turn of tempo waiting on a color a fetch land would have found instantly. It will not stop the deck from functioning, and it's the single easiest part of a deck to upgrade later, one land at a time, whenever it's actually the bottleneck rather than before.
Card advantage, removal and ramp are the three deepest categories in Commander, and depth is what makes them forgiving on a budget. A deck almost never needs the single most efficient card in one of these slots, because three or four cheaper cards a tier down usually cover ninety percent of what that card would have done.
Removal. The format has dozens of one and two-mana answers that handle the overwhelming majority of threats you'll actually face. The rarest, priciest removal spells are mostly buying flexibility for edge cases, not raw effectiveness.
Ramp. A two-mana rock that adds one color does the same core job as a pricier one that does more, most of the time. The extra text on the expensive version matters in specific decks and specific matchups, and is dead weight in most others.
Card advantage. This is the deepest category in the whole format. For every headline card advantage engine that costs real money, there are several inexpensive cards that draw one or two cards for a reasonable price and never leave the deck.
The practical version: if a decklist's most expensive cards are its removal, ramp and card draw rather than its mana base, that's usually a sign the budget was spent in the wrong place, not that the deck needed to spend it.
Outside sanctioned tournament play, Wizards has said it has no interest in policing playtest cards made for personal use, so there is no rule standing between a budget deck and a proxy. What decides it is your table: proxies are a Rule 0 conversation, not a rules question, and groups land in genuinely different places on it.
Saving money is one of the most common reasons a playgroup proxies at all, and it comes up most often around exactly the category this guide already flagged as the honest price tradeoff: mana base fixing. A proxied dual land or fetch land plays identically to the real one and costs nothing, which is why cost is usually the first reason cited when a group decides proxies are fine.
Ask before the game rather than after you've cast one, and say roughly how many and of what. Not every table is going to say yes, and that's a reasonable answer too.
Budget deckbuilding is about spending intelligently, not about spending as little as possible everywhere at once. Two things are worth paying for even in an otherwise tight build.
Sleeves for the deck. A cheap sleeve is a small, one-time cost that protects every card you've bought since, including the ones you'll add later. A torn or marked sleeve is also a problem at the table in a way a slightly weaker card never is.
Whatever single card the plan actually depends on. If the deck has one enabler that makes the rest of the list function, that is the wrong place to save money, because a budget substitute there doesn't shave the deck's power down a little, it removes the reason the deck exists.
A deck box or binder page that keeps the deck from getting bent, sun-faded or lost in a bag. None of this is exciting, and all of it is cheaper than replacing what it protects.
Prices move constantly, so treat this as directional rather than a shopping list with totals attached. What actually changes between these tiers isn't the deck's game plan, it's how much friction the mana base has and how close the fixing gets to untapped and on-demand.
Notice what doesn't change much across those three rows: removal, ramp and card advantage quality. That's the point of the earlier sections. Almost the entire gap between a budget deck and a much pricier one lives in the mana base, and even there it's a gap in consistency and tempo rather than a gap in whether the deck works at all.
There's no fixed number, because prices move constantly and "budget" means something different to every table. What's more useful than a dollar figure is the shape: a budget deck runs basics plus inexpensive fixing instead of premium duals and fetches, and it leans on cheap-but-effective removal, ramp and card advantage instead of the single most efficient (and usually priciest) option in each slot. A deck built that way is a completely legitimate, fully functional Commander deck at any price point, not a compromised version of one.
Spend where price and power actually correlate, which in Commander is mostly the mana base, and don't spend where they don't. Card advantage, removal and ramp are deep categories with strong inexpensive options at every price point, so a deck rarely needs the single most efficient card in a slot when two or three cheaper ones do nearly the same job. Basics and a handful of budget-tier fixing (tapped duals, guildgates, cheap mana rocks) is a fine way to start the mana base and can be upgraded later, one land at a time, whenever it's actually the deck's bottleneck.
Outside sanctioned tournament play, there's no Wizards rule against them, so whether your table allows proxies is a Rule 0 conversation rather than a rules question. Saving money is one of the most common reasons groups proxy at all, particularly for the mana base's most expensive fixing, and plenty of playgroups are entirely fine with it. Ask before the game rather than after you've cast one. See our full guide to MTG proxies for the etiquette and where the actual lines are.
The mana base, if anything, because it's the one place price and performance correlate most closely in Commander. After that, protect what you've already bought: sleeves are a small one-time cost against every card in the deck, and if the deck has a single card its whole plan depends on, that's not the slot to cut. Everything else, card advantage, removal and ramp, has strong cheap options that do most of what the expensive version does.
Against a similarly-built pod, yes, more often than most players expect. A lot of Commander's most efficient cards are commons and uncommons, and a lot of expensive cards are priced for scarcity or collector demand rather than for how much they do in a game. A budget deck's real disadvantage shows up in the mana base, where slower or clunkier fixing costs it tempo, not in the rest of the 99, where cheap and strong overlap constantly.
Rate My Deck reads your list and shows you which slots are genuinely weak, so you spend money fixing the real gap instead of guessing.
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