- Commander Nexus
- Archetypes
- Extra Turns
Extra Turns
decks spells that give them another turn right after this one, and try to take several in a row. Taking them back to back is hard to play against, so 's three most casual ask players not to.
- KindArchetype
- Cards52
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You spells that give you another turn right after this one, and try to chain several in a row. Cards that return extra-turn spells from the , or copy them, keep the chain going. Between turns you draw, make mana and attack again.
How it wins
Three or four turns in a row means three or four attacks, three or four and three or four while opponents watch. A creature that would take four turns to win takes one.
What beats it
on the extra-turn spell. Cards that spells when they are stop you casting the same one twice.
If this is your first deck
Not a first deck, and ask your table first. 's three most casual ask players not to chain , and watching one player take four turns is no fun for the rest.
Commanders to Start With
The most played commanders where Extra Turns 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 glossaryBracketA number from 1 to 5 describing how strong a Commander deck is meant to be, so everyone at the table can agree on a fair game before it starts. Bracket 1 is a deck built purely for fun and Bracket 5 is as competitive as it gets. It is Wizards of the Coast's own system, not ours.Open the full glossaryGraveyardThe discard pile. Cards that are destroyed, discarded or used up go here. In Commander plenty of cards bring them back, which is why graveyards are a resource rather than a bin.Open the full glossaryCard DrawCards that put more options into your hand from your deck.Open the full glossaryLand DropPlaying a land from your hand onto the battlefield. You normally get one each turn, and making that play on a given turn is called hitting your land drop.
Open the full glossaryCounterspellA spell whose job is to counter another spell: it stops that spell while it is still on the stack, so it does nothing and goes to the graveyard. The name comes from the card Counterspell, the classic example.
Open the full glossaryExileRemoves a card from the game entirely rather than putting it in the graveyard. Exiled cards are much harder to get back, which is why exile is the strongest answer to recursion.Open the full glossary