- Commander Nexus
- Archetypes
- Energy
Energy
decks collect energy , a resource you save up across turns, then spend them on stronger effects. Energy belongs to you, not to any card, so losing your cards does not take it away.
- KindArchetype
- Cards149
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You collect , a resource that belongs to you rather than to any card, from and spells that make it. Then you spend energy on strong effects: a big creature, a , a card drawn. Losing your cards does not lose your energy.
How it wins
With a stockpile of spent all at once on a game-ending effect, or with creatures that turn energy into damage every turn.
What beats it
Cards that help you, and almost nothing takes away, so opponents go after the that spend it instead. on your energy spenders leaves you rich and powerless.
If this is your first deck
A second deck. is simple, but the cards that make and spend it are spread across a few sets, and knowing how much to save takes a few games.
Commanders to Start With
The most played commanders where Energy 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 glossaryPermanentAny card that stays on the battlefield once it resolves: creatures, artifacts, enchantments, lands, planeswalkers and battles. Instants and sorceries are not permanents; they resolve and go to the graveyard.Open the full glossaryProliferateChoose any number of players and permanents that already have a counter on them, and give each one more of a counter it already has. It adds to what is there; it cannot start something new.Open the full glossaryRemovalSpells or abilities that destroy, exile, or bounce your opponents' cards.Open the full glossary