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  1. Commander Nexus
  2. Archetypes
  3. Midrange
Midrange artwork

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.

Find these cards in the app Commanders with this archetype

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

MidrangeA deck style that sits between fast attacking decks and slow controlling ones: sturdy creatures and answers at every stage of the game, winning by steady value rather than raw speed.Open the full glossaryRemovalSpells or abilities that destroy, exile, or bounce your opponents' cards.Open the full glossaryAggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the full glossaryControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the full glossaryComboTwo or more cards that, put together, do something far bigger than either of them does alone, often ending the game on the spot. Sanguine Bond and Exquisite Blood are a well-known pair: together they drain every opponent to zero.Exquisite BloodOpen 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