- Commander Nexus
- Archetypes
- Hatebears
Hatebears
decks play cheap creatures that each carry a rule making life harder for opponents, such as spells costing more. Each one is small, but together they slow the whole table down while they attack.
- KindArchetype
- Cards125
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play cheap creatures that each carry a rule making life harder for opponents: spells cost more, players cannot search their decks, creatures enter . Each one is small, but together they slow the whole table down while they chip in with attacks.
How it wins
By attacking with a dozen small creatures while the opponents are held back by your rules. The win is slow and comes from a hundred small advantages rather than one big one.
What beats it
A clears every at once. Decks that do not care about your rules, because they play few spells or search their decks rarely, walk through you.
If this is your first deck
A second deck. Each is simple, but a board of eight different rules is a lot to explain to the table, and you need to know which rule stops which deck.
Commanders to Start With
The most played commanders where Hatebears 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 glossaryTappedTurned sideways to show that it has been used for mana, to attack or to pay a cost. It stays that way until it untaps.
Open the full glossaryBoard WipeA spell that destroys or removes most or all creatures at once, resetting the battlefield for everyone. Also called a sweeper or a wrath.Open the full glossary