Aggro
decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.
- KindArchetype
- Cards830
- Good first deck?Yes
Play cheap creatures early and attack often. The plan is always clear: turn creatures sideways and deal damage.
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You spend your first turns putting cheap creatures on the table, usually one or two mana each, and you attack with them every turn from turn two or three. Each creature does a little damage; the plan is that lots of little hits add up before anyone else is ready. Cards that make your whole team bigger for a turn, or let them get past blockers, do the rest.
How it wins
Life totals start at 40 in , which is a lot to chew through, so picks a and keeps hitting it rather than spreading damage around. Knocking one player out early also means one fewer person to stop you.
What beats it
A (one spell that destroys every creature) undoes three turns of work at once, and a table that gangs up on the fastest player can stall you until the bigger decks take over. Good decks keep a few creatures in hand to rebuild.
If this is your first deck
A good first choice: the plan is simple, every turn has an obvious play, and you learn how combat works fast.
Commanders to Start With
The most played commanders where Aggro is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryTargetA spell or ability that says “target” chooses what it affects when it is cast or activated. Anything with hexproof or protection from it cannot be chosen this way.Open the full glossaryBoard WipeA spell that destroys or removes most or all creatures at once, resetting the battlefield for everyone. Also called a sweeper or a wrath.Open the full glossary