- Commander Nexus
- Archetypes
- Politics
Politics
decks turn opponents against each other, making their creatures attack someone else or letting the whole table vote. is the most common tool: a goaded creature must attack, and must attack someone other than you if it can.
- KindArchetype
- Cards518
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You make opponents fight each other. forces a creature to attack and to attack someone other than you; other cards let the table vote, or give opponents gifts for doing what you want. Your own creatures mostly stay home and block.
How it wins
Late, after the others have worn each other down. The goaded creatures do your attacking for you, and once two players are out the third is usually too weak to stop you.
What beats it
A player who reads the table and refuses to play along. Creatures that cannot attack, or that are better off dying, make pointless. A fast deck wins before the politics matter.
If this is your first deck
A second deck. It is easy to play but hard to play well, because the real game is reading the other three players.
Commanders to Start With
The most played commanders where Politics is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.