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  1. Commander Nexus
  2. Archetypes

Archetypes

An is a deck's whole game plan: the way it tries to win. Pick one and the cards you need follow from it, because each plan is built out of tags, and the cards that carry those tags are the ones that make it work. Each page explains the plan in plain words, shows example cards, and links to the that lead it.ArchetypeThe overall plan a deck is built around, such as aggro, control or combo. Two decks with the same archetype win in a similar way, even with different commanders.Open the full glossaryCommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossary

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