Why is everyone’s decks at the game table so eerily similar? That’s because a good majority of Commander players build a deck by crowdsourcing, i.e. utilising the Internet’s vast resources to find the ‘best’ possible cards. While you can learn a lot from others, some have forgotten the process and joy of sitting down and finding what works best for you. The Internet can become an echo chamber and the same rule applies to deck building as to life: “don’t always listen to everything people tell you.”
So I thought I’d share some tidbits of my own deck building strategy, especially when building a deck for an “underwhelming” or “obscure” Commander. Hopefully, this can be useful to help someone feel more comfortable building decks from scratch, rather than going out to someone else’s online deck and mimicking it – though that’s certainly a valid deck building strategy too.
Deck strategy time!
After selecting an interesting commander, I begin the deck building process by asking myself the following questions:
- What types of cards are easily searchable in my commander’s colour identity?
- What are my commander’s strengths, and what can I do to capitalise on each of them?
– Can any of these strengths be used towards a win condition?
– What cards maximise on these pros, and can I tutor for any of these cards? - What are the commander’s weaknesses, and what can I do to protect myself against each of them?
-What cards exist that can mitigate these weaknesses, and can I tutor for any of these cards? - Based on the list of cards I’ve identified so far, how much ramp / targeted removal / board wipes should I run?
—
Time to put this into practice!
For the purpose of this deck building exercise, I decided that I wanted to build a deck for Multani, Maro-Sorcerer, and I will not use EDHREC to get card suggestions. Furthermore, I will not look up deck lists online to get ideas for how to build a deck for this Commander, so all card choices are based on my own research and analysis.
MULTANI, MARO-SORCERER

4 G G
Legendary Creature – Elemental */*
ShroudMultani, Maro-Sorcerer’s power and toughness are each equal to the total number of cards in all players’ hands.
Step 1: What Types of Cards are Easily Searchable Within My Commander’s Colour Identity?
I start off with this step because it allows me to recognise early on what types of cards I should keep in mind, whether it be cards that sync out a win or just overall synergistic cards that I want to be able to consistently play. Additionally, if I opt to have any infinite combos in my deck, it is best to choose combo pieces that can be searched out via the ‘tutors’ of my Commander’s colour identity.
Because Multani is a mono-green commander, the tutors available to me will typically grab either Creatures or Lands. So, I want to build my deck with an emphasis on Creatures and Creature-based win-conditions.
Step 2: What are my Commander’s Strengths, and What Can I Do to Capitalise on Them?
Multani, Maro-Sorcerer has two strengths: Shroud, and high Power and Toughness.
High power and toughness on a Commander, coupled with Shroud, gives our Commander a fighting chance at knocking players out via commander damage (or even just regular old combat damage!). Typically, this combination of traits would lend towards a Commander damage strategy (“Voltron”), but Multani’s dependency upon cards in hand means that we will want a lot of card draw options.

Since most of the cards that we draw will be Creatures (we’re playing green, a Creature-heavy colour), we can also go for a “go-wide” strategy as a backup. The overall goal of this deck should be to overrun our opponents, either via a big, hulking Multani or with other creatures that we quickly dump onto the board.
Step 3: What are the Commander’s Weaknesses, and What Can I Do to Protect Myself Against Them?
Multani’s weaknesses:
• Multani has a relatively high mana value (6).
• Multani’s attacks can be chump blocked because it does not have a means to push damage through blockers (i.e. trample).
• My turn’s cleanup step will cause me to discard down to 7 cards, limiting Multani’s Power/Toughness.
• Because I’m incentivised to put cards into all players’ hands, I run a risk of opponents giving my opponents too much card draw, essentially letting them draw answers from their library that they otherwise would not have had access to.
One thing to note is that most decks that focus on a Voltron strategy really want to give their Commander Haste so that it can come out of nowhere and eliminate a player. In Multani’s case, it has Shroud. So targeted removal isn’t nearly as much of a threat for this Commander as it would be for most other Voltron strategy.
Now that we’ve identified the weaknesses, let’s address them:
Multani has a relatively high mana value (6).
Fortunately, green has more ramp options than any other colour in Magic. So, this shouldn’t be that big of an obstacle to overcome. Green mana ramp options include: low Mana Value Creatures that Tap for Mana, Creatures that untap Lands, Enchantments that cause Lands to Tap for extra Mana, and cards that put additional lands into play.
I’ll make sure to include a handful of ramp options to make sure that I can cast Multani sooner than later. As a bonus, players typically have more cards in hand during the earliest turns of the game, so casting Multani sooner than later will result in a significantly bigger commander in play.
Multani’s attacks can be chump blocked because it does not have a means (i.e. Trample) to push damage through blockers.
Another benefit of playing a green deck is that a lot of green cards grant trample to our own creatures. We can include a lot of cards, especially creature cards (since they can be easily searched for via the green tutors), that give Multani trample. It’s important to remember that Multani has Shroud, so we cannot select Trample-granting options that require that we target a creature to give trample (like an aura enchantment, such as Rancor).

Now, as a side note, if I was playing blue, then I’d want to focus on giving my creature Flying or Shadow. Similarly, I’d likely give Fear/Menace/Shadow in black, Flying/Double strike in white, or Double Strike/Haste/Menace/Trample in red if I was focusing on a Voltron strategy in any of those colours.
My turn’s cleanup step will cause me to discard down to 7 cards, limiting Multani’s Power/Toughness.
To prevent us from discarding to a hand size limit once we reach our turn’s cleanup step, we can include a few cards that grant us no maximum hand size.
Because I’m incentivised to put cards into all players’ hands, I run the risk of opponents giving my opponents too much card draw, essentially letting them draw answers from their library that they otherwise would not have had access to.
Interaction cards (such as Instants that affect spells or remove cards from the map, or other forms of targeted removal) can help mitigate this risk. Based on our playgroup’s meta, we can tailor how many removal spells we should be running. As I build a deck, I’ll include a handful of generic options. Now this leads us to step 4:
Step 4: Based on the List of Cards So far, How Much Ramp / Targeted Removal / Board Wipes Should I Run?
Before considering this step, it might be best to already have a list of cards that we want to include into our deck.
- Based on how high the average mana value is of our cards and how quickly we’d like to get out or important cards (such as Multani) into play, we can begin guessing at how many ramp spells we want to run.
- Based on how vulnerable our strategy is and how our playgroup’s meta behaves, that will help determine how many removal spells we want to run.
When deciding between multiple cards that more or less achieve the same result but have different mana values, rather than including all of those cards in the deck, I have generally found it best to opt for the lower mana value cards (and not include the high mana value cards altogether). Again, this is a preference of mine, but I do believe that it has netted me the most success overall. Personally, I might consider some higher mana value cards if they are able to simultaneously address multiple needs of the deck (such acting as both ramp and card draw).
Before going to the deck list, here is the summary of what we need to focus on to build the deck:
- Card Draw
- Give Multani trample / Make Multani unblockable
- Grant infinite hand size
- Self-preservation (aka, Go-wide / Indestructible creatures to prevent enemy attacks from getting through)
- Ramp
- Removal
- Tutors
—
THE DECK
(Note: Several of the cards in the following sections appear in multiple sections, as they fit multiple needs of the deck.)
Build a Deck With Card Draw:
- Anvil of Bogardan
2
Artifact
Players have no maximum hand size.
At the beginning of each player’s draw step, that player draws an additional card, then discards a card. - Beast Whisperer
2 G G
Creature – Elf Druid
Whenever you cast a creature spell, draw a card
2/3 - Elder Gargaroth
3 G G
Creature – Beast
Vigilance, reach, trample
Whenever Elder Gargaroth attacks or blocks, choose one –
-Create a 3/3 green Beast creature token.
-You gain 3 life.
-Draw a card.
6/6 - Fecundity
2 G
Enchantment
Whenever a creature dies, that creature’s controller may draw a card. - Garruk’s Uprising
2 G
Enchantment
When Garruk’s Uprising enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample.
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card. - Garruk, Primal Hunter
2 G G G
Legendary Planeswalker – Garruk
+1: Create a 3/3 green Beast creature token
-3: Draw cards equal to the greatest power among creatures you control.
-6: Create a 6/6 green Wurm creature token for each land you control.
Loyalty: 3 - Guardian Project
3 G
Enchantment
Whenever a nontoken creature enters the battlefield under you control, if it doesn’t have the same name as another creature you control or a creature card in your graveyard, draw a card. - Heartwood Storyteller
1 G G
Creature – Treefolk
Whenever a player casts a noncreature spell, each of that player’s opponents may drawa card.
2/3 - Howling Mine
2
Artifact
At the beginning of each player’s draw step, if Howling Mine is untapped, that player draws an additional card. - Kenrith’s Transformation
1 G
Enchantment – Aura
Enchant creature
When Kenrith’s Transformation enters the battlefield, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. - Momentous Fall
2 G G
Instant
As an additional cost to cast this spell, sacrifice a creature.
You draw cards equal to the sacrificed creature’s power, then you gain life equal to its toughness. - Nessian Boar
3 G G
Creature – Boar
All creatures able to block Nessian Boar do so.
Whenever Nessian Boar becomes blocked by a creature, that creature’s controller draws a card.
10/6 - Nylea, Keen-Eyed
3 G
Legendary Enchantment Creature – God
Indestructible
As long as your devotion to green is less than five, Nylea isn’t a creature.
Creature spells you cast cost 1 less to cast.
2 G: Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
5/6 - Return of the Wildspeaker
4 G
Instant
Choose one –
-Draw cards equal to the greatest power among non-Human creatures you control.
-Non-Human creatures you control get +3/+3 until end of turn. - Rishkar’s Expertise
4 G G
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost. - Rites of Flourishing
2 G
Enchantment
At the beginning of each player’s draw step, that player draws an additional card.
Each player may play an additional land on each of their turns. - Runic Armasaur
1 G G
Creature – Dinosaur
Whenever an opponent activates an ability of a creature or land that isn’t a mana ability, you may draw a card.
2/5 - Selvala, Heart of the Wilds
1 G G
Legendary Creature – Elf Scout
Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature’s power.
G, Tap: Add X mana in any combination of colors, where X is the greatest power among creatures you control.
2/3 - Sylvan Library
1 G
Enchantment
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library. - The Great Henge
7 G G
Legendary Artifact
This spell costs X less to cast, where eX is the greatest power among creatures you control.
Tap: Add G G. You gain 2 life.
Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card. - Toski, Bearer of Secrets
3 G
Legendary Creature – Squirrel
This spell can’t be countered.
Indestructible
Toski, Bearer of Secrets attacks each combat if able.
Whenever a creature you control deals combat damage to a player, draw a card.
1/1 - Vivien Reid
3 G G
Legendary Planeswalker – Vivien
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-3: Destroy target artifact, enchantment, or creature with flying.
-8: You get an emblem with “Creatures you control get +2/+2 and have vigilance, trample, and indestructible.”
Loyalty: 5 - Zendikar Resurgent
5 G G
Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced.
Whenever you cast a creature spell, draw a card.
Give Multani Trample / Unblockable:
- Aggressive Mammoth
3 G G G
Creature – Elephant
Trample
Other creatures you control have trample.
8/8 - Brawn
3 G
Creature – Incarnation
Trample
As long as Brawn is in your graveyard and you control a Forest, creatures you control have trample.
3/3 - Garruk’s Uprising
2 G
Enchantment
When Garruk’s Uprising enters the battlefield, if you control a creature with power 4 or greater, draw a card.
Creatures you control have trample.
Whenever a creature with power 4 or greater enters the battlefield under your control, draw a card. - Goreclaw, Terror of Qal Sisma
3 G
Legendary Creature – Bear
Creature spells you cast with power 4 or greater cost 2 less to cast.
Whenever Goreclaaw, Terror of Qal Sisma attacks, each creature you control with power 4 or greater gets +1/_1 and gains trample until end of turn.
4/3 - Nessian Boar
3 G G
Creature – Boar
All creatures able to block Nessian Boar do so.
Whenever Nessian Boar becomes blocked by a creature, that creature’s controller draws a card.
10/6 - Nylea, God of the Hunt
3 G
Legendary Enchantment Craeture – God
Indestructible
As long as your devotion to green is less than five, Nylea isn’t a creature.
Other creatures you control have trample.
3 G: Target creature gets +2/+2 until end of turn.
6/6 - Overwhelming Stampede
3 G G
Sorcery
Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control. - Pathbreaker Ibex
4 G G
Creature – Goat
Whenever Pathbreaker Ibex attacks, creatures you control gain trample and get +X/+X until end of turn, where X is the greatest power among creatures you control.
3/3 - Stampede Driver
G
Creature – Human Spellshaper
1 G, Tap, Discard a card: Creatures you control get +1/+1 and gain trample until end of turn.
1/1 - Stonehoof Chieftain
7 G
Creature – Centaur Warrior
Trample, indestructible
Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
8/8 - Taunting Elf
G
Creature – Elf
All creatures able to block Taunting Elf do so.
0/1 - Thicket Crasher
3 G
Creature – Elemental Rhino
Trample
Other Elementals you control have trample.
4/3 - Thunderfoot Baloth
4 G G
Creature – Beast
Trample
Lieutenant – As long as you control your commander, Thunderfoot Baloth gets +2/+2 and other creatures you control get +2/+2 and have trample.
5/5 - Triumph of the Hordes
2 G G
Sorcery
Until end of turn, creatures you control get +1/+1 and gain trample and infect. - Vivien Reid
3 G G
Legendary Planeswalker – Vivien
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-3: Destroy target artifact, enchantment, or creature with flying.
-8: You get an emblem with “Creatures you control get +2/+2 and have vigilance, trample, and indestructible.”
Loyalty: 5
Grant Infinite Hand Size:
- Anvil of Bogardan
2
Artifact
Players have no maximum hand size.
At the beginning of each player’s draw step, that player draws an additional card, then discards a card. - Praetor’s Counsel
5 G G G
Sorcery
Return all cards from you graveyard to your hand. Exile Praetor’s Counsel. You have no maximum hand size for the rest of the game. - Reliquary Tower
Land
You have no maximum hand size.
Tap: Add 1. - Thought Vessel
2
Artifact
You have no maximum hand size.
Tap: Add 1. - Venser’s Journal
5
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand.
Self-preservation (Go-wide / Indestructible Creatures as Blockers / Life gain etc):
- Allosaurus Shepherd
G
Creature – Elf Shaman
Allosaurus Shepherd can’t be countered.
Green spells you control can’t be countered.
4 G G: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
1/1 - Elder Gargaroth
3 G G
Creature – Beast
Vigilance, reach, trample
Whenever Elder Gargaroth attacks or blocks, choose one –
-Create a 3/3 green Beast creature token.
-You gain 3 life.
-Draw a card.
6/6 - Eureka
2 G G
Sorcery
Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield. - Garruk, Primal Hunter
2 G G G
Legendary Planeswalker – Garruk
+1: Create a 3/3 green Beast creature token
-3: Draw cards equal to the greatest power among creatures you control.
-6: Create a 6/6 green Wurm creature token for each land you control.
Loyalty: 3 - Homeward Path
Land
Tap: Add 1.
Tap: Each player gains control of all creatures they own. - Jolrael, Mwonvuli Recluse
1 G
Legendary Creature – Human Druid
Whenever you draw your second card each turn, create a 2/2 green Cat creature token.
4 G G: Until end of turn, creatures you control have base power and toughness X/X, where X is the number of cards in your hand.
1/2 - Norwood Priestess
2 G G
Creature – Elf Druid
Tap: You may put a green creature card from your hand onto the battlefield. Activate only during your turn, before attackers are declared.
1/1 - Rishkar’s Expertise
4 G G
Sorcery
Draw cards equal to the greatest power among creatures you control.
You may cast a spell with mana value 5 or less from your hand without paying its mana cost. - Stonehoof Chieftain
7 G
Creature – Centaur Warrior
Trample, indestructible
Whenever another creature you control attacks, it gains trample and indestructible until end of turn.
8/8 - Venser’s Journal
5
Artifact
You have no maximum hand size.
At the beginning of your upkeep, you gain 1 life for each card in your hand. - Vivien Reid
3 G G
Legendary Planeswalker – Vivien
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-3: Destroy target artifact, enchantment, or creature with flying.
-8: You get an emblem with “Creatures you control get +2/+2 and have vigilance, trample, and indestructible.”
Loyalty: 5
Ramp Mana Base:
- Arbor Elf
G
Creature – Elf Druid
Tap: Untap target Forest.
1/1 - Argothian Elder
3 G
Creature – Elf Druid
Tap: Untap two target lands.
2/2 - Ashaya, Soul of the Wild
3 G G
Legendary Creature – Elemental
Ashaya, Soul of the Wild’s power and toughness are each equal to the number of lands you control.
Nontoken creatures you control are Forest lands in addition to their other types.
*/* - Birds of Paradise
G
Creature – Bird
Flying
Tap: Add one mana of any color.
0/1 - Castle Garenbrig
Land
Castle Garenbrig enters the battlefield tapped unless you control a Forest.
Tap: Add G.
2 G G, Tap: Add six G. Spend this mana only to cast creature spells or activate abilities of creatures. - Elvish Mystic
G
Creature – Elf Druid
Tap: Add G.
1/1 - Emerald Medallion
2
Artifact
Green spells you cast cost 1 less to cast. - Fyndhorn Elves
G
Creature – Elf Druid
Tap: Add G.
1/1 - Gaea’s Cradle
Legendary Land
Tap: Add G for each creature you control. - Gaea’s Touch
G G
Enchantment
0: You may put a basic Forest card from your hand onto the battlefield. Activate only as a sorcery and only once each turn.
Sacrifice Gaea’s Touch: Add G G. - Goreclaw, Terror of Qal Sisma
3 G
Legendary Creature – Bear
Creature spells you cast with power 4 or greater cost 2 less to cast.
Whenever Goreclaaw, Terror of Qal Sisma attacks, each creature you control with power 4 or greater gets +1/+1 and gains trample until end of turn.
4/3 - Jeweled Lotus
0
Artifact
Tap, Sacrifice Jeweled Lotus: Add three mana of any one colour. Spend this mana only to cast your commander. - Krosan Restorer
2 G
Creature – Human Druid
Tap: Untap target land.
Threshold – Tap: Untap up to three target lands. Activate only if seven or more cards are in your graveyard.
1/2 - Ley Weaver
3 G
Creature – Human Druid
Partner with Lore Weaver
Tap: Untap two target lands.
2/2 - Llanowar Elves
G
Tap: Add G.
1/1 - Mana Crypt
0
Artifact
At the beginning of your upkeep, flip a coin. If you lose the flip, Mana Crypt deals 3 damage to you.
Tap: Add 2. - Mana Reflection
4 G G
Enchantment
If you tap a permanent for mana, it produces twice as much of that mana instead. - Nylea, Keen-Eyed
3 G
Legendary Enchantment Creature – God
Indestructible
As long as your devotion to green is less than five, Nylea isn’t a creature.
Creature spells you cast cost 1 less to cast.
2 G: Reveal the top card of your library. If it’s a creature card, put it into your hand. Otherwise, you may put it into your graveyard.
5/6 - Rites of Flourishing
2 G
Enchantment
At the beginning of each player’s draw step, that player draws an additional card.
Each player may play an additional land on each of their turns. - Selvala, Heart of the Wilds
1 G G
Legendary Creature – Elf Scout
Whenever another creature enters the battlefield, its controller may draw a card if its power is greater than each other creature’s power.
G, Tap: Add X mana in any combination of colors, where X is the greatest power among creatures you control.
2/3 - Sol Ring
1
Artifact
Tap: Add 2. - The Great Henge
7 G G
Legendary Artifact
This spell costs X less to cast, where eX is the greatest power among creatures you control.
Tap: Add G G. You gain 2 life.
Whenever a nontoken creature enters the battlefield under your control, put a +1/+1 counter on it and draw a card. - Thought Vessel
2
Artifact
You have no maximum hand size.
Tap: Add 1. - Zendikar Resurgent
5 G G
Enchantment
Whenever you tap a land for mana, add one mana of any type that land produced.
Whenever you cast a creature spell, draw a card.
Removal:
- Beast Within
2 G
Instant
Destroy target permanent. Its controller creates a 3/3/ green Beast creature token. - Desert Twister
4 G G
Sorcery
Destroy target permanent. - Kentrith’s Transformation
1 G
Enchantment – Aura
Enchant creature
When Kenrith’s Transformation enters the battlefield, draw a card.
Enchanted creature loses all abilities and is a green Elk creature with base power and toughness 3/3. - Reclamation Sage
2 G
Creature – Elf Shaman
When Reclamation Sage enters the battlefield, you may destroy target artifact or enchantment.
2/1 - Song of the Dryads
2 G
Enchantment – Aura
Enchant permanent
Enchanted permanent is a colorless Forest land. - Vivien Reid
3 G G
Legendary Planeswalker – Vivien
+1: Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
-3: Destroy target artifact, enchantment, or creature with flying.
-8: You get an emblem with “Creatures you control get +2/+2 and have vigilance, trample, and indestructible.”
Loyalty: 5
Tutors:
- Fauna Shaman
1 G
Creature – Elf Shaman
G, Tap, Discard a creature card: Search your library for a creature card, reveal it, put it into your hand, then shuffle.
2/2 - Sylvan Tutor
G
Sorcery
Search your library for a creature card, reveal it, then shuffle and put that card on top. - Worldly Tutor
G
Instant
Search your library for a creature card, reveal it, then shuffle and put the card on top.
End Step
After putting this article together bit by bit over the past few months, I have play tested this deck many times. I’m very happy with it, and it has been so fun to play! Based on my playgroup, I may opt to swap in some more removal spells, but, overall, the deck does exactly what it’s designed to do, and it has won a lot of games. In my opinion, the most impactful cards in the deck have been:
- Eureka
- Gaea’s Touch
- Garruk, Primal Hunter
- Heartwood Storyteller
- Overwhelming Stampede
- Pathbreaker Ibex
- Return of the Wildspeaker
- Rishkar’s Expertise
- Runic Armasaur
What strategy do you employ when you build a deck? Let me know at lets@! If you want to build a deck but on a limited budget, find out how we built around another obscure Commander (Aegar, the Freezing Flame) and keeping him below $30!