- Commander Nexus
- Archetypes
- Superfriends
Superfriends
decks play lots of and protect them so they can use their abilities turn after turn. A planeswalker stays in play and uses one ability each turn by adding or removing ; opponents can attack it to knock those counters off.
- KindArchetype
- Cards142
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You play , cards that stay on the battlefield and use one ability each turn, and protect them with blockers and cards that stop attacks. Cards that add , or them, let a planeswalker reach its best ability faster.
How it wins
Each has a final ability that wins the game or close to it, and with enough you get to use it. Several planeswalkers working together draw cards, make and remove every turn.
What beats it
Attacks. A loses when creatures hit it, so a deck full of fliers picks them off. Cards that destroy every that is not a creature hit the whole team.
If this is your first deck
A second deck. Each has three or four abilities to learn, and the whole table will attack them, so protecting them takes practice.
Commanders to Start With
The most played commanders where Superfriends 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 glossarySuperfriendsSuperfriends decks play lots of planeswalkers and protect them so they can use their abilities turn after turn. A planeswalker stays in play and uses one ability each turn by adding or removing loyalty counters; opponents can attack it to knock those counters off.Open the full glossaryPlaneswalkerA powerful ally on the battlefield. You spend its Loyalty counters to use one ability each turn, and opponents can attack it to knock it out.
Open the full glossaryCounterTwo different things share this word. A counter is a small marker placed on a card, such as a +1/+1 counter. To counter a spell is to stop it resolving while it is still on the stack.Open the full glossaryProliferateChoose any number of players and permanents that already have a counter on them, and give each one more of a counter it already has. It adds to what is there; it cannot start something new.Open 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.
Open the full glossaryThreatA card or permanent someone has to deal with or it will win or wreck the game, like a huge attacker. A spell that deals with one is called an answer.Open the full glossaryPermanentAny card that stays on the battlefield once it resolves: creatures, artifacts, enchantments, lands, planeswalkers and battles. Instants and sorceries are not permanents; they resolve and go to the graveyard.Open the full glossary