Most of the Magic I play is Commander, originally known as EDH: Elder Dragon Highlander. The concept is simple — you build a 100 card deck made up single copies of cards, one of which is a legendary creature called the commander. The first commanders were the original Elder Dragons, and there can only be one of each card*. The cards must be in the same colour identity as the commander, that is any mana symbols on the cards must also appear on the commander. The commander is an always-available creature to cast, and often hints at the theme for the deck.
Maybe it’s not that simple.
What I like about Commander is that anything can happen, and you only need one copy of each card. This comes back to my need to clear out cards: if I only need to keep one of each card, then there is no need to hang on to twenty copies of that draft chaff common from five sets ago.
But if I only need one copy of any one card, how come I still don’t have enough Sol Rings?
Build It Now
The answer to that question is that I have kept too many decks built at once.
In my years of playing Commander I have collected a large pile of decks with different themes. Then there are the preconstructed decks (which truly are one of the best products that Wizards of the Coast sells, even after the disappointing 2018 set) which I have tended to hang onto in their original form.
My current choice of which deck to play in my group is in the form of a farewell tour: I have been giving decks I no longer want to keep intact one last outing before I dismantle them. I am retaining the deck lists, but my intention henceforth is to keep decks together for a lot less time and to keep things more fluid.
The decks I am releasing cards from are either boring (too good, like my life gain deck, or not good enough, like the modified cat deck) or no longer funny (because sometimes I build decks for a thematic joke; the Hammer of Purphoros deck falls into that unfortunate group, but Djinn Palace is another one that wasn’t half as funny as I hoped it would be). There are several decks I plan to maintain in good order, because they are strong but not boring, or continue to be funny.
Build It Later
As I pull apart decks, the cards will either go back into my sorted collection or be put into a toolkit that I can use as the basis of commander decks of the future.
Commander is a singleton format, but the trick with it is to build redundancy into the deck by including multiple cards with similar effects. There are many spells that search your deck for land, or counter an opponent’s spell, or destroy a single target creature. I want to build a toolkit which gathers cards for a particular function and sorts them by colour. The categories I am going to start with are:
- ramp: mana rocks and land ramp. Also, discount effects
- card draw
- removal: destroy a single thing
- board wipe: destroy everything
- recursion: bringing things back from the graveyard
- counter spell
- tutor: general or specific card search
- lands: utility lands, multicolour lands, land tutors
- tribal: things that support decks built around a common creature type
Other categories exist, of course, and if I am building a particular kind of deck then I will collect cards that fill those: life gain payoffs, for example, or stealing other people’s things, or chaotic effects. Those are much more specific and ephemeral classifications though, so they will just live in the collection. These toolkit categories will be used in many different decks so collecting them centrally makes a lot more sense.
As I said above, I am aiming for a single copy** of most cards in my collection. The commander staples in the toolkit categories will be duplicated more freely, and there are some things I want to keep playsets of for specific purposes, but I am expecting to be getting rid of some thousands of cards.
There will be more room in the storage boxes, at least.
[*] apart from basic lands, and cards which explicitly say you can have as many as you want in the deck.
[**] or at least a single copy of each art for a card.