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  1. Commander Nexus
  2. Archetypes
  3. Energy
Energy artwork

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.

Find these cards in the app Commanders with this archetype

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

EnergyA resource written {E} that you collect and spend. Energy stays with you rather than sitting on a permanent, so it survives anything that destroys your board.Open the full glossaryCounterTwo different things share this word. A counter is a small marker placed on a card, such as a +1/+1 counter. To counter a spell is to stop it resolving while it is still on the stack.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.Secure the WastesOpen 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