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

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.

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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 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

Group SlugGroup 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, cast a spell or tap a land for mana.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 glossaryTapTo tap a permanent is to turn it sideways, usually to pay a cost such as making mana or attacking. A tapped permanent cannot be tapped again until it untaps.Llanowar ElvesOpen the full glossary