- Commander Nexus
- Archetypes
- Dungeon/Initiative
Dungeon/Initiative
Dungeon decks explore dungeons, special cards kept outside your deck, and get a reward in each room they move into. The sends you into one called the Undercity, and an opponent takes it from you by dealing combat damage to you.
- KindArchetype
- Cards67
An archetype is a whole game plan: the way a deck tries to win.
How it plays
Dungeons are cards kept outside your deck. When a card lets you venture into one, you move to its next room and get that room's reward: a card drawn, a made, a creature grown. The is a special marker that sends you into the Undercity dungeon and moves you a room each turn, until an opponent takes it by dealing combat damage to you.
How it wins
By completing dungeons, which gets better the more often you do it. Finishing the Undercity gives you a huge reward, and cards that reward completed dungeons pile on.
What beats it
Attacks. One creature hitting you takes the away, and a table that passes it around means nobody gets far. Blockers are the deck's best friend.
If this is your first deck
A second deck. The dungeon cards are easy, but the changes hands every time someone is hit, and that makes every attack a decision.
Commanders to Start With
The most played commanders where Dungeon/Initiative 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.
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