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

Spellslinger

decks lots of and , one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your , and an instant can even be cast during another player's turn.

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  • Cards726

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 lots of and , one-use spells, and play a few creatures that reward you for each one: a card drawn, a made, a bit of damage dealt. Instants can be cast on other players' turns, so you are always doing something.

How it wins

The rewards add up: a creature that deals one damage per spell deals a lot of damage over a long game, and a spell copied for each spell before it can finish the whole table at once.

What beats it

Your creatures are usually small, so on the one that rewards you shuts off the . Cards that make spells cost more, or stop players from more than one spell a turn, hurt this deck more than any other.

If this is your first deck

Not the first deck. You hold up mana, decide when to , and keep track of what each spell does. It is a great second deck once you know the turn order well.

Commanders to Start With

The most played commanders where Spellslinger is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.

Example Cards

GraveyardThe discard pile. Cards that are destroyed, discarded or used up go here. In Commander plenty of cards bring them back, which is why graveyards are a resource rather than a bin.Open the full glossarySpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.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 glossaryInstantA one-use spell you can cast at any time, even on an opponent's turn. After it resolves it goes to the graveyard.CounterspellOpen the full glossarySorceryA one-use spell you can cast only on your own turn, in a main phase, when nothing else is waiting to resolve. After it resolves it goes to the graveyard.CultivateOpen the full glossaryTokenA permanent that is not a card. Tokens are made by other cards' effects, and a token that leaves the battlefield stops existing. Creature tokens, Treasures and Clues are all tokens.Secure the WastesOpen the full glossarySpot RemovalSpells or abilities that destroy, exile, or bounce a single one of your opponents' cards.Open the full glossaryEngineA combination of cards that generate continuous, repeatable value over time.Open the full glossaryCasting (short for Cast)To 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 glossary