- Commander Nexus
- Archetypes
- Midrange
Midrange
decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.
- KindArchetype
- Cards477
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play solid creatures that do two jobs: they attack well, and they deal with opponents' cards when they enter or die. You attack when it is safe, hold back when it is not, and use on whatever is most dangerous.
How it wins
By being the last deck standing with a board. You are slower than and sturdier than , so you let the fast decks and the slow decks fight, then win with creatures that are simply better than what is left.
What beats it
Decks that go over the top of you: a that wins out of nowhere, or a deck whose creatures are bigger than yours. has an answer for most things but a decisive answer to nothing.
If this is your first deck
A good first deck. Every card does something sensible, and there is no trick to learn. The hard part is judging when to attack.
Commanders to Start With
The most played commanders where Midrange 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 glossaryBig ManaBig Mana decks build up far more mana than usual, then spend it on huge spells. Some are X spells, which have X in their cost and get stronger the more mana you put in.Open the full glossary