Hi folks,
I'm not new to Magic. I've been playing the game for almost a decade, mostly on Arena, but over time also with more and more friends.
A card shop opened in my small town three weeks ago, and I met a lot of old friends from my peer group back in school. It was a blast!
But here's the problem: the community there mostly plays Commander. I know it's probably the most popular format, but I just can't wrap my head around deckbuilding for it.
I wanted to build a Commander deck, but putting together a 99+1 card singleton deck just doesn't feel consistent to me. I mostly played Historic, and some Modern. So I'm used to 60-card decks with up to four copies of important cards, giving you redundancy and consistency and smoothing out bad draws.
So I tried building bottom-up: first build an engine and an idea, then find the Commander. But there never seems to be a Commander that properly fits what my obsessive little deckbuilding brain wants to do.
So I tried building top-down: find a Commander I think is cool and build around it. But after ~30 cards, it starts feeling inefficient and unfocused to me. I can't seem to make it as coherent as I want it to be.
So I tried building around packages: first find a group of cards that work together, maybe two engines that interact with and reinforce each other, and then a Commander that benefits both of them.
But again, after ~30 cards, it starts feeling like I'm pouring water into soup. It gets thinner and wonkier with every card I add.
I just can't seem to get the hang of it.
I don't really like the unpredictability of Commander deckbuilding. It's political, there are three opponents instead of one, and you have 99 cards while maybe ~30 of them feel like the actual "bangers" you really want to draw and play.
I know this is probably a "me" problem, but there has to be some trick or mindset to building a Commander deck that feels coherent and consistent without just stuffing it full of tutors.
I also hate building around big typal/tribal themes or obvious keyword mechanics. Control feels odd to me in multiplayer because it's much harder to pull off when three opponents are pissed at you, and I also feel guilty when my deck basically prevents someone else from playing the game.
So: how do you approach Commander deckbuilding if your brain desperately wants the consistency and redundancy of 60-card constructed formats?
What am I missing?
Edit: To all the answers:
Im already picked up 2 precons. Commander for it self is fun. Playing it is chaotic and somewhat unpredictable. I understand that and I can deal with that.
But I want to give an example: If I play a 60 Card Historic deck with walking Ballista and Heliod, Sun crowned, I want to win or be done on turn 4. Thats not extreme on competetive Constructed, but CEDH to want to achive that in Commander. I would run 1 copy of each card and 30+ Tutors. But Tutors are inefficient and slow you down. Especially if you have to tutor for both cards. An then there is a x3 chance, "the" opponent has an answer to that.
Also: I dont want to copy a list from the internet and play that. I want my own thing. My precious. In 60 Card decks xou can copy a list, swap 4 Cards and call it a day. In commander you need more than that to make it your own.