- Commander Nexus
- Archetypes
- Clones
Clones
Clone decks copy the best creature on the battlefield, whoever owns it, so they always have one of the strongest things on the table. A copy also gets the original's 'when this enters' ability, so each clone can bring a fresh effect too.
- KindArchetype
- Cards396
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play cards that enter as a copy of a creature already on the battlefield, whoever owns it. Your best creature is always the best creature on the table, and if a copied creature has an enter-the-battlefield ability, the copy gets it too.
How it wins
With the strongest creature the table has shown you, and often with two or three of it. Copying a creature that makes or draws cards every turn pulls you ahead fast.
What beats it
A table with nothing worth copying. Decks with few creatures, or creatures that are weak on their own, leave your clones with poor . kills a copy just like the original.
If this is your first deck
A second deck. It is simple to play, but you need to know which of the creatures on the table is really the one to copy, and that takes a few games.
Commanders to Start With
The most played commanders where Clones 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 glossaryRemovalSpells or abilities that destroy, exile, or bounce your opponents' 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 glossary