- Commander Nexus
- Archetypes
- Bounce
Bounce
decks send cards on the battlefield back to their owner's hand, to slow opponents down or to reuse their own cards. Bouncing an opponent's card makes them pay for it again; bouncing your own lets its 'when this enters' ability happen twice.
- KindArchetype
- Cards256
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You return to their owners' hands: an opponent's creature to slow them down, or your own creature to reuse its enter-the-battlefield ability. Returning an opponent's card makes them pay for it again; returning your own is a cheap way to do something twice.
How it wins
Slowly, by keeping opponents from ever building a board, or by reusing your own creatures until their abilities win the game. is also the best answer to a : a bounced token vanishes.
What beats it
Cheap that are easy to recast, and cards with enter-the-battlefield abilities that reward being recast. never kills anything, so opponents eventually replay everything.
If this is your first deck
A second deck. Deciding what to and when is the whole game, and that comes with practice.
Commanders to Start With
The most played commanders where Bounce is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
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