Skip to content

MTG Commander EDH Tools + Guides to Win Games

Deckbuilding calculators, staples databases, combos, and commander strategy that goes beyond the meta. Whether you’re tuning a precon, brewing jank, or trying out cEDH, we’ve got the stuff you’ll use every week.

Image

Tools

Mana base helpers, curve checks, upgrade planners, deck builders and more.

Guides

Clear recommendations, real tradeoffs, and power level specific content.

Commander Data

Staples by color, archetype packages, and commander-specific breakdowns.

magicthegatheringdatabase.com is now mtgedh.com. If you have old bookmarks, links, or saved deck references pointing to the previous domain, you should update them to the new site. Going forward, mtgedh.com is the primary home for the same database and EDH-focused content, with the old domain expected to redirect to the new address.

Our promise.

Useful > loud.

We’ll tell you what’s good, what’s overrated, and what’s “good… that your table won’t hate you for.” Every recommendation includes context, budget, power level, and what you’re giving up.

Card Synergies

Find the real synergy in your deck—not just “these cards are popular.”
Paste a list and get synergy connections based on mechanics, shared payoffs, and engine pieces.

What it does:

  • Payoff/enabler mapping: identifies what your deck is trying to do (tokens, sacrifice, artifacts, spellslinger, counters, etc.).

  • Synergy suggestions: recommends adds that strengthen your core plan and flags cards that don’t actually contribute.

  • Package suggestions: proposes mini-packages (e.g., 6–10 cards) that increase consistency.

  • Anti-synergy warnings: highlights cards that fight your commander or shut off your own engine.

It’s like having a deck doctor who isn’t afraid to say “this is cute, but it’s not helping.”

Mana Curve Analyzer

Fix the hidden reason most Commander decks lose: doing nothing early.
See your curve and your early-game keepability, then get concrete, role-based recommendations.

What it does:

  • Curve breakdown: mana value distribution + how many plays you actually have on turns 1–3.

  • Ramp reality check: counts ramp by cost and type (rocks, dorks, land ramp) and shows whether it accelerates you meaningfully.

  • Land recommendations: suggests land counts and fixing levels based on curve, commander cost, and color pips.

  • Role balance: checks if your deck is overloaded on “cool stuff” and light on interaction/draw.

“If your first play is on turn four, your deck is a museum.”

Draft Simulator

Practice drafting without needing seven friends and three hours.
Simulate drafts, test archetypes, and learn better pick patterns—especially in formats where signals matter.

What it does:

  • Draft reps on demand: run simulated drafts to practice evaluation and curve discipline.

  • Archetype lanes: see which themes are open, when you should pivot, and why “forcing it” sometimes works (and often doesn’t).

  • Pick feedback: post-draft analysis of curve, removal count, and mana consistency.

  • Deck build output: generates a playable build and highlights weak points.

“Draft reps without the ‘we’re waiting on Kyle’ phase.”

Precon Upgrader

Turn a precon into a deck that feels intentional.
Choose your precon, pick a budget and a direction, and get upgrades that improve consistency—not just raw power.

What it does:

  • Budget tiers: upgrade plans (e.g., $25 / $50 / $100 / “degenerate”) with clear cost breakdowns.

  • Cuts included: every add comes with recommended cuts and the reason (curve, redundancy, role balance).

  • Theme focus: steers the list toward a coherent plan (tokens, reanimator, artifacts, etc.) instead of “a little of everything.”

  • Power-level target: options for casual-friendly tuning vs. higher-powered optimization.

“Because ‘I added ten bombs’ is how you get a 112-card problem.”

Pricing Data

Know what your deck costs before you emotionally commit.
Pricing tools that help you compare builds, plan upgrades, and avoid surprise “why is this land $40?” moments.

What it does:

  • Deck cost breakdown: total cost + cost by category (lands, ramp, interaction, wincons).

  • Card-level comparisons: evaluate swaps (“is this upgrade worth the money?”).

  • Budget planning: set a cap and get “best value” replacements.

  • Trend awareness (optional): flag cards that spiked recently so you can decide whether to wait.

“So you don’t end up choosing between feeding your kids and foiling out your Commander deck.”

Combo Database

Combos with the missing part: how to actually pilot them.
Search combos by colors, pieces, setup requirements, and how interactable they are—then learn the line.

What it does:

  • Search & filters: by color identity, number of cards, mana needs, commander dependence, and speed.

  • Step-by-step lines: clear sequence for execution (not just “these two cards win”).

  • Interaction points: where opponents can disrupt, and what protection you need.

  • Deck fit notes: which archetypes and commanders naturally support the combo.

Because “it combos” is not a plan. It’s a rumor.

Read the Latest

About MTG EDH

EDH—short for Elder Dragon Highlander—is the fan-created format that became Commander, and it’s now the most popular way to play Magic: The Gathering. You build a 100-card singleton deck (no duplicates besides basic lands) around a legendary creature called your commander, and your commander’s color identity determines which colors you can play. Most EDH games are multiplayer, which means politics, threat assessment, and the ancient ritual of saying “don’t worry, it’s not that kind of deck” are all part of the experience.

Our goal with MTGEDH is simple: make Commander easier to build for, easier to tune, and more fun to play. We’re building a Commander-focused hub that combines tools (deck builder, synergy finder, mana curve analysis, draft practice, precon upgrades, pricing data, and a combo database) with guides that explain the why behind the recommendations—power-level context, clean deckbuilding fundamentals, and practical lines of play. Less noise, fewer vibes-only takes, more decks that actually do something before turn four.