Last updated on April 10, 2024

Morophon, the Boundless - Illustration by Victor Adame Minguez

Morophon, the Boundless | Illustration by Victor Adame Minguez

Greetings planeswalkers! Let's dive into a simple, concise guide to the latest Commander Draft format, Commander Masters.

Expect to learn about the set’s archetypes, key commons, and general flow, with a bit of strategy for every commander you could draft!

Let’s get into it!

What’s Commander Draft Like?

Razaketh, the Foulblooded - Illustration by Chris Rallis

Razaketh, the Foulblooded | Illustration by Chris Rallis

There have been two other Commander Draft sets so far (Commander Legends and Commander Legends: Battle for Baldur’s Gate), both of which played pretty well. Here are some key takeaways from my experiences with it.

It’s less competitive than normal formats, both in terms of payouts and player caliber (many local game stores I went to featured players who knew nothing about the set going into the drafts).

It’s multiplayer (of course), which means you can expect politicking and all the favoritism, backstabbing, and impulsive decision-making that entails,

Commander Draft is all about building a powerful, cohesive 60-card deck around a commander or pair of commanders.

It’s pricier to enter (but with more money cards in the pack) than regular Draft.

Commander Masters looks to be similar to past sets, but it breaks tradition in a couple of important ways.

In Commander Masters Draft, you may play any two mono-colored or colorless legends as though they have partner. This is a new and extremely important rule!

Commander Masters seems more focused on power relative to synergy compared to past sets. As you’d expect of a Masters set like this, the set is full of individually powerful staples that players have been putting in their Commander decks for over a decade.

This and the partner change should give you a higher degree of freedom than previous formats. While you’ll still want to include many synergies, it’s more up to you to find those synergies than in previous outings.

Commander Masters is the first Commander Draft format that gives you the possibility of playing more than 3 colors; at least if you’re lucky enough to open The Ur-Dragon or Morophon, the Boundless.

Archetypes

The 2-color archetypes for this set are officially described (here by Gavin Verhey) as follows:

Artifacts – Go wide with artifacts and get bonuses!

Tokens – Make tokens, and then either pump them up by going wide or sacrifice them for value.

Graveyard and Reanimator – Use the graveyard to your advantage by doing everything from flashing back to reanimating!

Spells – An oldie but a goodie! Cast spells, get triggers, maybe return a spell or two… good times.

Sacrifice – Be aggressive and use your extra creatures to sacrifice them for bonuses!

Slow Tokens – Slowly grind away your opponent by making lots of tokens in the long game. In the meantime, get morbid and sacrifice triggers! There's a fun Saproling subtheme you can draft sometimes as well.

Power Matters – Get creatures with big power and reap the rewards!

Equipment – Equip your creatures to make them big and to get bonuses!

Counters – Go wide and spread counters to your creatures!

Ramp – Ramp fast, draw cards, and cast big things. What else could you ever want to do in Commander anyway?

These archetypes are all represented pretty well by a cycle of 10 2-color legendary creatures. They aren’t necessarily limited to those creatures though, as many 2-color partner combinations do a fine job of playing off those synergies.

Key Commons

Now that you have a basic idea of the themes of this set, let’s take a closer look at the commons to identify premium ones. In Commander sets, premium commons are usually very efficient spells that ramp, draw cards, or set up powerful synergies. There’s going to be less of an emphasis on cards like Murder or mana-efficient beaters (i.e. Nessian Courser), which are playing the wrong kind of game in multiplayer.

White

Battle Screech is white’s best common; great on rate, essential for tokens, and still good in equipment/counters decks. Palace Sentinels and Thraben Inspector are all-around cards that every deck white deck should want. All That Glitters is risky in multiplayer, but the power level for a artifacts deck is definitely there.

Blue

Murmuring Mystic at common is the kind of thing I never thought I’d see, even in a multiplayer set. This amazing blocker + win condition is sure to dominate tables, especially in Spells decks. Try pairing it with Deep Analysis, Exclude, and Counterspell for best results. The rest of blue’s commons are more archetype-specific, and both Reverse Engineer and Filigree Attendant seem impressive at common.

Black

Black doesn’t really have anything that wows me like Battle Screech or Murmuring Mystic. Its best general value cards are Read the Bones, Thorn of the Black Rose, Twisted Abomination, and Phyrexian Gargantua. Most of its other cards support self-mill and sacrifice themes decently well. If you want some spot removal, you could certainly do worse than Feed the Swarm and Tragic Slip.

Red

Red is often an awkward color in Commander because multiplayer doesn’t lend itself well to the go-for-broke aggression that red is often known for. Your best bet in Commander Masters is to play red as more of a support color for whatever your archetype is doing, though I like Rapacious Dragon almost everywhere. Temur Battle Rage also deserves a shoutout for having real cheese potential.

Green

Green is the best color in past commander sets, in my opinion, mostly on account of its semi-unique access to mana ramp. While everyone can play colorless mana rocks, the raw efficiency of cards like Elvish Mystic, Kodama's Reach, and Skyshroud Claim is unique to green. Outside of these ramp staples, green gets access to counters support (for ), self-mill support (for ), and a variety of decent fatties to top your curve.

Colorless

Prismatic Lens is my pick for the set’s all-purpose colorless card because it’s the only common 2-cost mana rock in the set. There are five(!) 3-mana rocks too, the best of which is either Bonder's Ornament or Commander's Sphere. Prophetic Prism also shines in 3-color decks or any deck that cares about artifacts. Firemind Vessel is another card I expect to be happy to play as a sort of colorless Explosive Vegetation.

Guide to Every Commander

You heard me: every commander! I won’t be comprehensive, but here’s a sentence or two on how to build each one:

Partnerable (Colorless and Mono-Color)

Colorless

Kozilek, the Great Distortion: Mono-color means Kozi + something else = mono colored deck. Either pair it with a green commander for a dedicated ramp strategy or keep it out of the command zone! You’ll need to prioritize colorless rocks to actually cast it.

If you opened this up and wanted to turn it into a full deck, check out our deck guide on it in EDH!

Ulamog, the Ceaseless Hunger: If you’re going to command zone this, do it with green for best results. More powerful than Kozilek, the Great Distortion, but also more likely to turn the table against you before you ever cast it!

White

Alharu, Solemn Ritualist: Low-power +1/+1 counter support card, hopefully you can do better.

Anafenza, Kin-Tree Spirit: Powerful +1/+1 commander, among the best for that theme.

Avacyn, Angel of Hope: Extremely powerful commander that demands specific answers. Pairs well with almost anything; just include mana rocks to get to 8.

Baird, Steward of Argive: Mediocre commander that comes with a small defensive tax, but it’s better than Prismatic Piper at least.

Balan, Wandering Knight: Great equipment commander, but not much value outside of that archetype.

Danitha Capashen, Paragon: Decent equipment commander as lifelink + vigilance + cost reduction are all appealing for this archetype.

Heliod, Sun-Crowned: Can headline a real attempt at a mono-white deck or just play well with lifegain cards + anything. Not sure if anything in the set goes infinite with it.

Jazal Goldmane: Simple but effective go-wide commander; best in tokens.

Keleth, Sunmane Familiar: Usable with other cheap commanders for an aggro strategy.

Kemba, Kha Regent: Strong equipment commander that’s a tad less vulnerable to spot removal. There are a number of sweepers for cats though, even at common (Drown in Sorrow and Sulfurous Blast).

Losheel, Clockwork Scholar: Great artifact commander thanks to its second ability. Free card draw is always good in Commander, but even better in a lower-powered environment like this.

Mangara, the Diplomat: All-purpose commander that draws free cards and discourages people from attacking you. Pairs great with almost anything that isn’t aggressive.

Odric, Master Tactician: Powerful aggro commander for creature heavy decks. Dictating combat like this is terrifying, so expect it to die a lot.

Pianna, Nomad Captain: Simple go-wide commander for tokens decks that can’t get anything sexier. Not bad, but not great either.

Sephara, Sky's Blade: Two words: Battle Screech. If you can get those, this card will impress you. If you can’t, there aren’t many great ways to turbo it out.

Teshar, Ancestor's Apostle: Teshar’s sizing is pretty bad for its cost, so you’ll want stuff like Witching Well, Burnished Hart, and Commander's Sphere to take advantage of its trigger if you play it.

Zetalpa, Primal Dawn: Big fat dumb dinosaur with a bunch of abilities, best paired with green for ramp or just in the 60 of a different commander for a game-winning bomb.

Blue

Azami, Lady of Scrolls: Pretty good in this set, as Murmuring Mystic, Deranged Assistant, Shipwreck Dowser, Windrider Wizard, and Cyclops Electromancer are all commons for it. It's a fragile but powerful engine that can be built around by playing solid cards.

Braids, Conjurer Adept: “Well, I wasn’t interested in winning my pod anyways. May as well have some fun….”

Brinelin, the Moon Kraken: Solid ramp payoff, best with anything green of course. Technically has partner twice when playing this set (which doesn’t matter).

Ghost of Ramirez DePietro: A semi-evasive attacker that wants to play with discard effects to generate value. Another The Prismatic Piper substitute that you hopefully won’t play.

Inga Rune-Eyes: Plays well with sweepers, particularly in with Sulfurous Blast. Generally, you should have stronger, more synergistic commanders to play.

Kaho, Minamo Historian: Solid spellslinger commander, and a fragile but basically a 4-mana draw three if you can get full value. The card selection is nice, so make sure you pack lots of good instants.

Lorthos, the Tidemaker: Another 8-mana green-adjacent ramp payoff commander, similar to Brinelin, the Moon Kraken. Lorthos is more of a game-ender, but also paints a huge killable target on its head.

Padeem, Consul of Innovation: Interesting artifacts payoff that wants you to have the biggest robot in town. Best with artifacts that cost 4 or more, as 3-mana rocks are everywhere.

Sai, Master Thopterist: Easily one of the strongest artifact commanders in the set. Generates easy, consistent value over time while blocking well for its cost.

Stitcher Geralf: Powerful but somewhat inconsistent commander that wants you to spin the wheel in the hopes of creating stitched zombies. Best in a controlling deck that wants to drag out games and milk its ability. Graveyard synergy in general is a plus.

Sun Quan, Lord of Wu: “Horsemanship” is a curious bit of text that basically just means “your creatures can’t be blocked”. That’s pretty powerful for just , though you’ll want your other color to provide the muscle.

Talrand, Sky Summoner: Even solo, Talrand has always been a great spellslinger commander. Getting to pair this with another commander should be highly advantageous!

Tetsuko Umezawa, Fugitive: Cheeky unblockable commander that wants to play with 1/Xs or X/1s. Not exactly the Platonic ideal of a blue commander.

Thryx, the Sudden Storm: You aren’t ambushing anyone with this from the command zone, but it’s large with a slight discount for other big things. Preferable to junk uncommon commanders, but you can hopefully do better.

Tromokratis: Meme commander that excels at making one opponent squirm (at least until someone else bails them out with a removal spell). Hardly reliable, but you could do worse!

Urza, Lord High Artificer: Busted artifacts commander that immediately encourages you to snap it off and find a commander to pair it with. Hitting critical mass is the most important thing for Urza because you can always dump into its activated ability if you flood out. Make sure to give our Urza, Lord High Artificer Commander deck guide a read, too!

Zahid, Djinn of the Lamp: Uninspiring commander with a bit of artifact synergy. Large fliers aren’t too exciting, but this can definitely end games all the same.

Black

Cabal Patriarch: Why is this guy legendary? This reads like a job title. (As for the card, it’s a passable graveyard/sacrifice card; you can do better.)

Chainer, Dementia Master: Graveyard hate + long-term value if it sticks around. Worth protecting if you can (Champion's Helm or Snakeskin Veil) because it’s rather fragile.

Demonlord Belzenlok: While not the best commander in 100-card play, it seems hard to top this here. You get a whole bunch of cardboard + a big flier, and it pairs well with just about anything.

Endrek Sahr, Master Breeder: Powerful sacrifice/tokens card that really wants you to have ways to cull extra Thrulls. If you can find them, this should more than impress.

Ghoulcaller Gisa: Strong sacrifice commander that wants to play with disposable value creatures. The sacrifice ability is cheap enough for this to work fine defensively too.

Gonti, Lord of Luxury: Stylish value card that pairs well with just about any commander. Most exciting when it hits your opponent’s rare haymakers, but always good.

Gorex, the Tombshell: Self-mill build-around that pays you off for filling your graveyard with creatures. The fact that you can play around cost reduction by exiling more creatures makes this one of my favorite uncommon legends.

Isareth the Awakener: Solid value commander that also plays off the set’s sacrifice theme. 3/3 with deathtouch is a good enough body for this to attack safely early on, but you’ll be doing suicide runs with it later in the game.

Mikaeus, the Unhallowed: “Oh you have Triskelion in your deck? Guess we’re all dead!”

Rankle, Master of Pranks: Symmetrical abilities are neat, though you’ll mostly be trying to break symmetry with #3 and fodder creatures. Solid all-around black commander.

Razaketh, the Foulblooded: Odd mix of ramp payoff/sac build-around, though don’t think that “odd” doesn’t mean “powerful” as this certainly is. Best in with all the support that entails.

Shirei, Shizo's Caretaker: Clunky build-around that wants to play with 1/X value creatures like Pilgrim's Eye plus sacrifice outlets like Witch's Cauldron. Not bad but likely outclassed by many other black sac commanders.

Taborax, Hope's Demise: clerics might be viable (14 clerics in the set besides Vizier of Tumbling Sands), though you’ll have only Custodi Squire, Ministrant of Obligation, and Demon's Disciple at common. You don’t have to partner this with a cleric, but Mangara, the Diplomat would be ideal.

Whisper, Blood Liturgist: Another sac commander, though this one wants self-mill, big fatties, and lots of fodder too. Ultimately a big ask for a so-so reward, so hopefully you can do better.

Yahenni, Undying Partisan: Semi-sac commander that wants to witness lots of death while protecting itself with your other creatures. Not a favorite of mine.

Yargle, Glutton of Urborg: Meme commander with basically no actual support, has +6/0 on The Prismatic Piper but is otherwise identical!

Red

Anax, Hardened in the Forge: Decent aggressive commander that shines in base red creature decks. Also, I don’t miss this guy in Standard at all!

Ashling the Pilgrim: Mana dump commander that kills itself every time you go off with it. A strange build-around that is one part ramp, one part +1/+1 counters, and one part “why is this in my command zone?”

Captain Ripley Vance: Decent commander that wants to play with lots of cheap cantrips/card draw to set up 3-spell turns. Probably one of the better partners for a spells pair.

Drakuseth, Maw of Flames: Strong, general purpose fattie for ramp or outside the command zone in anything red.

Godo, Bandit Warlord: Decent if you have a strong piece of equipment for it to grab, but otherwise terrible. There are no samurai for you to pair this with.

Grenzo, Havoc Raiser: Strong go-wide commander that excels in tokens or X stompy. Uniquely powerful and definitely worth building around if you can.

Heartless Hidetsugu: Helps end games so that you can fit more drafts in or get dinner before all the restaurants around your LGS close.

Kazuul, Tyrant of the Cliffs: Me Kazuul. Me red. Me smash you. Me no like you smash me. You smash me, me make Ogres. (Card is fine but not spectacular, better outside of aggro/equipment decks).

Krenko, Mob Boss: Really strong commander that you’ll want with Dragon Fodder. Expect a huge target on your head once you get this going, and beware of sweepers! Oh, and we've got a deck guide on this one, too.

Neheb, the Eternal: Pretty good in basically any deck, including Spells which lacks many strong commanders. Having big ways to spend extra mana is ideal.

Purphoros, God of the Forge: Top tier commander for a tokens deck. Don’t build around devotion, focus on tokens instead. Pair with Krenko, Mob Boss to kill your entire table.

Rakka Mar: Solid tokens card that benefits from the lower power level overall of drafts. Also decent in with sacrifice synergies.

Rorix Bladewing: Strong all-purpose commander that takes a bite out of whoever you feel deserves it. Doesn’t need any building around or offer you any real opportunity to do so, so hopefully the rest of your deck is a bit more nuanced!

Squee, Goblin Nabob: Interesting build-around that wants to play with sacrifice/rummage effects. Remember that you can always choose hand/command zone as the situation calls for.

Subira, Tulzidi Caravanner: Go-wide commander that plays best with Battle Screech. Amass lots of small creatures and use its second ability to stay gassed up.

Valduk, Keeper of the Flame: Solid equipment commander that offers loads of free damage if you can suit it up. Outclassed by certain rare white commanders, but also pairs well with them for a backup.

Zada, Hedron Grinder: Build-around commander that really wants to play Fists of Flame, Shelter, and Temur Battle Rage. Dragon Fodder and Battle Screech are also recommended to get the most value out of targeting it.

Green

Azusa, Lost but Seeking: Not my favorite ramp commander because you need a ton of card draw to continuously get value out of it. Maybe a deck could pull it off?

Ghalta, Primal Hunger: Gruul-adjacent commander that rewards you for stacking powerful creatures. There's a huge target on its head, so have your Snakeskin Veil ready.

Goreclaw, Terror of Qal Sisma: Another power build-around commander. I’ve never been especially impressed by this card in any format, so I’d hope to do better.

Jolrael, Mwonvuli Recluse: Best in or , as continuous card draw is the key to making this card good. Definitely efficient enough to be worth building around though.

Molimo, Maro-Sorcerer: Decent ramp payoff if you can’t get anything better. Best with stuff like Kodama's Reach that directly ramps via lands rather than mana dorks or mana rocks.

Mowu, Loyal Companion: Mediocre +1/+1 counter commander with a Voltron aspect to it.

Nemata, Grove Guardian: Clunky token-making commander that rewards you for dumping a bunch of mana into it. Best with Slimefoot, the Stowaway.

Omnath, Locus of Mana: Fun but fragile ramp commander. Expect to say “please don’t kill it” a lot!

Oviya Pashiri, Sage Lifecrafter: This old lady likes to go wide and dump lots of mana into a mediocre payoff. You can do better!

Rishkar, Peema Renegade: Solid +1/+1 counters commander because extra mana generation is always good in multiplayer.

Sakiko, Mother of Summer: Unreliable but potentially powerful commander that can create a ton of mana if your opponents let it. Best paired with fliers or other ways to consistently get in, though you’ll need to hit hard to generate the kind of mana you want.

Selvala, Heart of the Wilds: One of the strongest commanders in the set, Selvala generates a ton of mana and even cards too. It’s easily the greatest “power matters” build-around in Commander Masters.

Surrak, the Hunt Caller: Strong aggressive card that is near the top of “power matters” uncommon commanders. Best paired with other threatening fatties that can come down swinging.

Verdeloth the Ancient: Strong ramp payoff that can generate an army for you if you ramp enough. A great choice to pair with other greedy commanders.

Yedora, Grave Gardener: Free forests on death aren’t bad, so this sits somewhere between a sac/ramp commander. It’s not the best at either role, but you could do worse.

Yisan, the Wanderer Bard: Fun and strong build-around that wants you to draft a balanced curve of creatures. Elvish Mystic and Thraben Inspector are your best bet for good 1-drops.

Two Colors

Akiri, Fearless Voyager: Top-tier equipment commander, better on its own than all but the best pairings for that archetype. Free cards in = good times.

Aryel, Knight of Windgrace: Not a bad tokens commander, but clunky enough that I like many pairings better. Other knights are few and far between.

Experiment Kraj: Neat build-around for activated abilities and +1/+1 counters. Not sure what I’d do with it as my commander though, as there doesn’t seem to be anything awesome to copy for activated abilities in .

Gisela, Blade of Goldnight: Powerful all-around commander for a bigger Boros deck. Not many ways to protect it so just slam it and hope someone dies!

Hamza, Guardian of Arashin: Strong +1/+1 counter commander, gets cheaper, and gives you a ton of mana once you’re set up. Ways to draw extra cards are vital for success with Hamza.

Hanna, Ship's Navigator: Artifacts build-around that wants to play with disposable artifacts/graveyard synergy. It’s a slow but potentially reliable source of card advantage.

Judith, the Scourge Diva: Strong sacrifice commander with a pretty decent threat level. Especially good against small creatures like Elvish Mystic.

Melek, Izzet Paragon: Powerful spells commander that can be well worth its expensive cost. Look to include library manipulation, high spell density, and haymakers like Ravaging Blaze.

Meren of Clan Nel Toth: One of the strongest sacrifice/graveyard commanders in the set. You’re always getting value, but if you can keep things dying consistently, Meren is basically casting Rise from the Grave every single turn!

Mirri, Weatherlight Duelist: Strong combat-focused commander that doesn’t play into any of the set’s larger themes. Good on both attacking/defense.

Mizzix of the Izmagnus: Amazing spells commander that gives you serious cost reduction over the course of a game. Pairing it with card draw spells and X-finishers like Ravaging Blaze is ideal.

Raff Capashen, Ship's Mage: Mediocre artifacts build-around, though there are worse things than giving your spells flash. Outclassed by a good partner pairing for that archetype.

The Scarab God: One of the best commanders in the set, and sure to draw focus to you when you reveal it as your commander. Kill spells and self-mill are ideal includes for it, but you barely need to build around this for it to be phenomenal. Never forget it targets any graveyard!

Slimefoot, the Stowaway: Decent sac commander that plays well with other fodder-oriented cards. Has nice synergy with Verdeloth the Ancient too.

Taigam, Sidisi's Hand: Good graveyard-oriented commander with built-in card selection, self-milling, and removal.

Tatyova, Benthic Druid: Easily the best of the 2-color uncommon, and a sure draw for anyone who likes value to the sweet waters of value town. Just keep the lands coming and it’ll do the rest! It also makes for a great Commander in, well, Commander!

Teysa Karlov: Good tokens/sac build-around that synthesizes the two themes pretty well. Battle Screech gets even better when the birds have vigilance + lifelink!

Tuya Bearclaw: Uninspiring power matters commander for a generally uninspiring theme. As I’ve said many times, you can do better!

Xantcha, Sleeper Agent: Fun build-around commander that you actually end up giving to your opponents. This is all according to plan though, as it can feed you cards and won’t ever attack you. Avoid giving it to X players if you can to avoid it being sacrificed!

Yuriko, the Tiger's Shadow: As strong as this commander is normally, this set lacks much support for it. You can get it in once with something like Pilgrim's Eye, but there’s no good evasive equipment and 0 other ninjas for Yuriko to work with. Best left for your 100-card decks.

Zilortha, Strength Incarnate: Among the more interesting of the “power matters” build-arounds. Spitebellows is an ideal card for this sort of thing!

Three or More Colors

Morophon, the Boundless: All-purpose tribal commander in a set that turns out not to be especially friendly to tribal decks. My recommendation for this: build-around humans! With 45 humans at common/uncommon, they’re your best chance for a real tribal deck.

Karador, Ghost Chieftain: As a hardcore self-mill build-around, Karador wants you to fill up your graveyard as much as you can. You’ll need to prioritize cards like Carrion Grub, Lotleth Giant, and Crawling Infestation for it to work out.

Kykar, Wind's Fury: Top-tier spells commander that also lets you add white cards to the mix. It even plays off “noncreature spells,” not “instant or sorceries,” so your usual mana rocks are even better here.

Maelstrom Wanderer: Exceptional ramp payoff that’s a bit chaotic in how effective it is. Doesn’t ask for anything specific besides ramp, though other big creatures are great to include. In normal EDH, this commander can absolutely blow out pods.

Nekusar, the Mindrazer: This classic commander floods the table with resources and then punishes your opponents for enjoying the extra cards. Magus of the Wheel is the only wheel in the set you can pair it with.

Queen Marchesa: Powerful commander that gives you monarch and then sets you up to take it back if you have to lose it. High power level in general, and the assassins/extra cards play fine with themes like tokens/sac.

Rafiq of the Many: Rafiq plays best with fliers or large tramplers because exalted is too easily chump blocked otherwise. This small requirement is worth trying to pull off because Rafiq doesn’t ask too much else of you and lets you play 3 great colors.

Sek'Kuar, Deathkeeper: Solid commander for a Jund sac-style deck. It won’t proc off tokens, so make sure you have lots of fodder creatures like Serrated Scorpion and Carrier Thrall.

Sidisi, Brood Tyrant: Strong self-mill commander that wants to play with similar cards to Karador, Ghost Chieftain. Having extra ways to leverage the many 2/2 bodies it creates is ideal.

The Ur-Dragon: Dragons, ramp, and more dragons. There aren’t really that many dragons in the set (10 total including it), so I suppose I could just tell you to money draft The Ur-Dragon and call it a day. If you do attempt to play this, Rapacious Dragon is an incredible must-play card!

Yennett, Cryptic Sovereign: Great all-around commander with a flavorful build-around condition that you can honestly mostly ignore. This always draws cards, so don’t build your Yennett deck as though it were an Obosh, the Preypiercer build. The most I’d do is try to include some strong 5s and 7s for the upside.

Zacama, Primal Calamity: The final commander to cover is among the set’s premium ramp payoffs. There’s a 0% chance I’m ever not just starting this in my command zone when I open it! You can build around dinosaurs a bit if you want, but that’s hardly necessary for success (just ramp into it please).

Wrap Up

Queen Marchesa - Illustration by Kieran Yanner

Queen Marchesa | Illustration by Kieran Yanner

And with that, you should have a good idea of what to expect from this set. I wouldn’t recommend going super tryhard on this one; get a box, get some friends (only need 3 with this one), and draft some Commander staples! I know I’ll be trying to do so, so until next time, here’s to hoping you can find some cool people to draft with!

Let me know your thoughts on the set overall and experiences drafting in the comments below! Also, make sure to check out the official Draftsim Discord!

Until next time, and thanks for reading!

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