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.
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.
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.
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
MTG Commander Power Levels Explained: Why “7” Means Nothing
February 2, 2026
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Commander has one universal language, spoken in every LGS, kitchen table, and Discord server: “I brought a 7.” And then, somehow, every deck at the

MTG Commander Politics and Kingmaking: Table Etiquette and Common Pitfalls
February 1, 2026
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Politics is part of Commander. It’s also where games can get messy fast, especially with strangers. A clean deal can create an incredible, tense moment.

MTG Commander Proxies in Casual Play: How to Set Expectations Without Drama
February 1, 2026
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Proxies don’t usually start fights because of ink on cardboard. They start fights because nobody agreed what kind of night it was: budget battlecruiser, tuned

MTG Commander Mass Land Destruction: When It’s Valid
February 1, 2026
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Mass land destruction is the quickest way to turn “great game” into “we’re not doing this again.” And yet, it isn’t banned. That’s because it

MTG Commander Extra Turns: Setting Limits That Keep Games Fun
February 1, 2026
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Extra turns feel amazing when you’re the one taking them and awful when you’re watching them. One extra turn as a finisher is usually fine.

MTG Commander Stax and Hate Pieces: Guide for Playing Them Fairly
February 1, 2026
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Someone plays a card that says “players can’t…” and suddenly the table’s mood shifts. Not because stax is illegal, but because many pods have lived

MTG Commander Tutors: When They’re Fine, When They Warp Games, and Table Limits
February 1, 2026
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You know the moment. Someone keeps a seven, plays a land, and on turn two they calmly say, “Tutor.” Everyone’s brain immediately jumps to the

MTG Commander Combos in Rule 0: How to Disclose Without Spoiling
February 1, 2026
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The phrase “I win?” is only fun when everyone at the table knew it was possible. Rule 0 combo disclosure isn’t about giving away your

MTG Commander Fast Mana Policy: What Your Pod Should Decide Up Front
February 1, 2026
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Fast mana is the #1 reason a “friendly casual pod” turns into three people watching one player do math with five mana on turn 2.

MTG Commander Salt-Minimizing Interaction: Removal Without Being the Fun Police
February 1, 2026
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Nobody has ever said, “Wow, I love getting my commander removed three times,” and yet, somehow, the table also hates losing to unchecked engines. Weird

MTG Commander “Tune It Down”: How to Lower Power Without Killing the Deck
February 1, 2026
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You know the feeling: you sit down for “a chill game,” then someone goes land, rock, rock, and the table collectively realizes you brought a

Commander MTG Mana Base: Land Counts, Color Sources, and Fixing
February 1, 2026
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The fastest way to lose Commander is not misplaying your wincon. It’s keeping a hand that technically has lands, but functionally has lies. TLDR Quick

Mana Rocks in Commander MTG: Best Legal Options (and the traps)
February 1, 2026
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Mana rocks are supposed to make you faster. If yours are making you slower, congratulations: you have built a very expensive collection of paperweights. TLDR

How Many Ramp Cards in Commander MTG? The Baseline Package
February 1, 2026
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If your opening hand is “3 lands, 4 spells I can’t cast,” you don’t need better topdecks. You need a better ramp package. TLDR Quick

Mana and Ramp in Commander MTG
February 1, 2026
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You can have the sweetest wincon in the world, but if you spend turns 2-4 playing “Land, pass,” you’re basically piloting a very expensive deck

MTG Commander House Rules: What to Agree On (and What to Avoid)
February 1, 2026
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House rules are like seasoning. A pinch makes Commander better. A handful makes it inedible, and now we’re all eating sad noodles while arguing about

MTG Commander Pregame Scripts: Copy/Paste Rule 0 Prompts for Any Pod
February 1, 2026
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Some people can casually start a Rule 0 conversation like they’re hosting a talk show. The rest of us want to say something normal, not

MTG Commander Rule 0: The Pregame Talk That Actually Works
February 1, 2026
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You know that moment when someone says “don’t worry, it’s casual,” then goes turn two Mana Crypt, turn three Ad Nauseam, and the rest of

How to Close Games in Commander MTG Without Making the Table Miserable
February 1, 2026
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If you keep “doing the thing” but never actually ending the game, you’re not alone. Learning how to close games in Commander MTG is the

Best 2-Mana Rocks in Commander MTG
February 1, 2026
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Turn 2 mana rock into turn 3 commander is basically the handshake of Commander. It’s not flashy. It just makes your deck work, which is

Commander MTG Mana Curve: Fix Your Early Game With the Mana Curve Analyzer
February 1, 2026
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You know that feeling when the table is already doing table-things, and you’re sitting there with two lands, a seven-drop, and optimism? That’s not “bad

Graveyard Hate in Commander MTG: The Minimum Package That Actually Matters
February 1, 2026
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Your pod looks calm. Everyone is “just developing.” Then someone casts Living Death, or flashes back a spell you forgot about, or reanimates the exact

Eldrazi Incursion Upgrade Guide: MTG Modern Horizons 3 Commander
January 22, 2026
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You bought the Eldrazi deck that literally says “copy my whole stack” and you want to make it more consistent. Respect. TLDR What Eldrazi Incursion

The Best Cards to Use With Firebending Mana in MTG Commander
January 21, 2026
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You know that feeling when you swing with a random 2/2… and suddenly you are holding up extra mana like you planned it all along?

Commander Power Levels and Brackets in MTG
January 20, 2026
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If you have ever heard “my deck is a 7” from someone who then casts a turn-two value engine and never gives the table another

Blood Rites MTG Precon Review: Orzhov Vampires That Want Their Friends to Die
January 19, 2026
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Vampires are a Magic comfort food at this point. We know the outfits, we know the hair, we know the whole “I’m definitely not going

How to Use Overrun in MTG Commander
January 18, 2026
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TLDR If you want a “baseline Commander deck skeleton” (ramp, draw, interaction counts) before we start stuffing the list with finishers, check our How to

What Is a Modal Spell in MTG?
January 18, 2026
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You know that feeling when you topdeck a “removal spell”… and it’s the wrong kind of removal for the problem in front of you? Modal

What Size Sleeves for MTG? A Quick Guide for Commander, Draft, and Storage
January 18, 2026
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You just want sleeves that fit your MTG cards. Reasonable. Unfortunately, sleeve companies love using terms like standard, poker, perfect fit, and Japanese size like

Rule 0 in Commander MTG: The Pregame Talk That Saves Games
January 18, 2026
No Comments
You know the moment: you sit down for a “chill” Commander game, keep a hand with three lands and a Signet, and then somebody wins
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.