- Commander Nexus
- Archetypes
- Aristocrats
Aristocrats
decks their own creatures on purpose and profit every time one dies, often by draining life from each opponent. A , a card that lets you sacrifice whenever you like, decides when that happens.
- KindArchetype
- Cards2,726
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You put creatures on the table that you are happy to lose, then feed them to a , a card that lets you a creature whenever you want. Every time one dies, other cards pay you back: a card drawn, a made, or a bit of life drained from each opponent. The creatures are cheap and come back often, so you never run out of things to sacrifice.
How it wins
Each death drains a little life from every opponent at once, and at a four-player table that adds up three times as fast as it looks. A few dozen deaths over a game is enough, and a loop that keeps a creature dying and returning can end the game on the spot.
What beats it
effects stop a creature coming back, and a card that stops creatures dying (or stops abilities from triggering) switches the whole deck off. A player who removes your leaves you with a board of small creatures and nothing to do with them.
If this is your first deck
A fine second deck. The plan is simple to say but busy to play: lots of small each turn, and you have to track them all. Start with a deck that attacks, then come here.
Commanders to Start With
The most played commanders where Aristocrats 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 glossaryTokenA permanent that is not a card. Tokens are made by other cards' effects, and a token that leaves the battlefield stops existing. Creature tokens, Treasures and Clues are all tokens.
Open the full glossaryExileRemoves a card from the game entirely rather than putting it in the graveyard. Exiled cards are much harder to get back, which is why exile is the strongest answer to recursion.Open the full glossaryTriggerAn ability that fires automatically when a specific event happens, usually written "when" or "whenever". You do not choose to use it; it happens on its own.Open the full glossary