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  1. Commander Nexus
  2. Archetypes
  3. Group Hug
Group Hug artwork

Group Hug

decks give every player extra cards, mana or life, making friends at the table while they quietly work toward their own win. The trick is to be the player best placed to use all that extra.

  • KindArchetype
  • Cards329

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 give everyone at the table extra cards, mana or life, so every game you are in goes big and fast. The hidden part is that you are built to use the extras better than anyone else, with cards that reward you when opponents draw or spells.

How it wins

Late, and often by surprise. The table happily takes your gifts, then one of your cards turns all that extra drawing into damage or lets you your whole hand in one turn. Some decks never try to win and are played for the fun of it.

What beats it

A player who takes your gifts and wins with them. The deck also does badly against someone who ignores the politics and attacks you anyway, because it rarely has many blockers.

If this is your first deck

A fine second deck for a social table, and a poor first one: knowing when the gifts come back to bite you takes experience.

Commanders to Start With

The most played commanders where Group Hug is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.

Example Cards

Group HugA play style built on giving every player extra cards, mana or life. It buys goodwill and time, and pairs with cards that profit from everyone drawing.Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossary