- Commander Nexus
- Archetypes
- Group Slug
Group Slug
decks hurt every player at the table at once, then make sure they can survive the pain better than anyone else. Typical cards make each player take damage or lose life whenever they draw, a spell or a land for mana.
- KindArchetype
- Cards604
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play cards that hurt every player at once: each player loses life when they draw, a spell or a land for mana. Your deck is built so those cards hurt you least, with life gain and cards that draw you cards without taking the hit.
How it wins
By outlasting the table. Everyone takes the same damage every turn, but you have the most life and the most ways to gain it back, so the others run out first.
What beats it
Life gain. A deck that gains more life than your cards cost it shrugs the whole plan off. A card that destroys every enchantment or artifact removes most of your damage sources at once.
If this is your first deck
A second deck. It is easy to hurt yourself as much as everyone else, and some tables find it unfriendly, so ask first.
Commanders to Start With
The most played commanders where Group Slug is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
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