- Commander Nexus
- Archetypes
- Wheels
Wheels
decks make every player swap their whole hand for a fresh one, then profit from all that drawing. One way is making opponents lose life for each card they draw. The name comes from the card Wheel of Fortune.
- KindArchetype
- Cards220
An archetype is a whole game plan: the way a deck tries to win.
How it plays
You spells that make every player their hand and draw a fresh one, called after the card Wheel of Fortune. Your deck is built to profit: cards that deal damage for every card an opponent draws, and cards that come back from your after you discard them.
How it wins
By turning everyone's into damage. A with two of your damage-on-draw cards out deals fourteen damage to each opponent, and two wheels in a turn end the game.
What beats it
Cards that limit how many cards a player can draw, or give an opponent a reward for drawing. Opponents who their best cards before the , rather than holding them in hand, lose nothing to it.
If this is your first deck
A second deck. Giving every opponent seven new cards is a strong move only if you know what to do with the result, and that takes a few games to learn.
Commanders to Start With
The most played commanders where Wheels 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 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 glossaryDiscardMoving a card from a player's hand to their graveyard. Some cards make opponents discard; others reward you for discarding your own cards.
Open the full glossaryGraveyardThe 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 glossaryCard DrawCards that put more options into your hand from your deck.Open the full glossary