From Commander

Coming from Commander?

ℹ️
Welcome, Commander player! Ideal Magic takes the interactive, multiplayer spirit you love and distills it into sharp, focused 1v1 gameplay with all the beloved mechanics and none of the administrative overhead.

What You Already Know (and Love)

Coming from Commander, you already understand Magic’s core appeal: interactive gameplay, meaningful choices, and the satisfaction of executing a well-timed play. Ideal Magic preserves everything that makes Magic special while streamlining the experience.

Your Commander experience translates directly:

  • Political thinkingStack interaction and timing windows
  • Resource managementEfficient mana curves and card selection
  • Deck building creativity60-card optimization with familiar mechanics
  • Interactive gameplayWard-based protection instead of hexproof walls

Key Differences from Commander

Game Structure Changes

CommanderIdeal Magic
4 players, 40 life2 players, 20 life
100 cards, singleton60+ cards, 4-of limit
Multiplayer politicsDirect interaction
Casual paceFocused gameplay (20-45 minutes)
Commander damageTraditional win conditions

Mechanical Philosophy

What stays the same:

  • Interactive spell-slinging with the stack and priority
  • Mana system and color identity matters
  • Graveyard as a resource via Flashback and recursion
  • Board development and creature combat

What changes:

  • No command zone or commander-specific rules
  • London Mulligan instead of partial Paris
  • Ward replaces hexproof for cleaner interaction
  • Streamlined mechanics focus on board-first gameplay

Your Favorite Commander Mechanics in Ideal Magic

Mechanics You’ll Recognize and Love

The beloved “glue suite” that appears frequently:

  • Kicker - Scale spells perfect for any stage of the game (like your favorite X-spells)
  • Cycling - Turn dead draws into live cards (smoother than Commander’s variance)
  • Flashback - Graveyard value you know and love, but cleaner
  • Adventure - Two-for-one value without complexity creep
  • Landfall - Reward natural play patterns you already follow
  • Sagas - Storytelling mechanics with visible progression
  • Investigate - Card selection and mana sinks built into one

Mechanics you’ll see in controlled doses:

  • Rebound - Double value from key spells
  • Surge - Reward cooperative play (even in 1v1)
  • Raid - Aggressive payoffs for combat
  • Buyback (rare) - Powerful but conservatively costed

Mechanics Removed (and Why)

Say goodbye to these Commander headaches:

  • Day/Night tracking - No more forgetting daybound states
  • Dungeons & Venture - No off-board mini-games to track
  • Cumulative Upkeep - No escalating bookkeeping costs
  • Storm - No solitaire turns
  • Companion - No free extra card in opening hand
  • Cipher - No repetitive, unclear interactions

The result: Games focus on decisions, not administration.


Deck Building Translation

From 100-Card Singleton to 60-Card Optimized

Your Commander deck building skills transfer directly:

Mana Base (Commander → Ideal Magic)

36-38 lands in 100 cards → 22-26 lands in 60 cards
Ramp package → Efficient curve + smoothing
Color fixing focus → Streamlined mana base

Card Selection Philosophy

Commander: "What's fun and unique?"
Ideal Magic: "What's efficient and interactive?"

Commander: "Does this work with my commander?"
Ideal Magic: "Does this work with my game plan?"

Commander: "Can I afford 7+ mana for this?"
Ideal Magic: "What's my curve looking like?"

Building Your First Ideal Magic Deck

Start with what you know:

  1. Pick colors you enjoyed in Commander
  2. Choose a strategy (aggro/midrange/control/combo)
  3. Use familiar mechanics from the glue suite
  4. Include interaction (removal, counters with Ward-based protection)
  5. Smooth your draws with Scry, Cycling, and Investigate

Example translation:

  • Azorius Control CommanderUW Control with Ward creatures and Flashback spells
  • Gruul Midrange CommanderRG Landfall with Kicker spells and combat tricks
  • Dimir Value CommanderUB Surveil with recursive threats and interaction

Gameplay Rhythm Changes

From Multiplayer Politics to 1v1 Interaction

Commander mindset:

  • “Who’s the threat at the table?”
  • “Can I make a deal?”
  • “Should I hold back for protection?”

Ideal Magic mindset:

  • “What’s my opponent’s plan?”
  • “When should I interact?”
  • “How do I sequence my threats?”

Timing and Priority

You already understand priority passing from Commander. In Ideal Magic:

  • Priority matters more - Every window counts in 1v1
  • Stack interaction is crucial - No politics to fall back on
  • Ward creates fair interaction - Pay the tax or find another line
  • Combat is more central - Direct damage paths matter

Resource Management

Commander taught you long-game thinking. Apply it to Ideal Magic’s faster pace:

Card advantage principles remain the same:

  • Two-for-ones still win games
  • Incremental advantage compounds
  • Timing your threats matters

Resource conversion is more immediate:

  • Life → Board position → Pressure
  • Mana → Cards → Tempo
  • Cards → Board presence → Victory

Common Commander Player Mistakes in Ideal Magic

1. Playing Too Defensively

Commander habit: Hold back resources for multiple opponents Ideal Magic fix: Apply pressure when you have the advantage

2. Overvaluing Durability

Commander habit: Protect permanents at all costs Ideal Magic fix: Accept some trades; not everything needs to stick

3. Building Too Slow

Commander habit: 40-life cushion allows durdling Ideal Magic fix: 20 life means every turn counts

4. Ignoring Ward Costs

Commander habit: Hexproof means “untouchable” Ideal Magic fix: Ward can be paid; plan mana accordingly

5. Undervaluing Smoothing

Commander habit: Raw power over consistency Ideal Magic fix: Scry, Cycling, and Clues prevent non-games


Sample Deck Archetypes for Commander Players

For Control Players: Azorius Ward Control

  • Ward creatures as win conditions
  • Flashback spells for card advantage
  • Investigate for late-game card flow
  • Cycling for early game smoothing

For Midrange Players: Gruul Landfall

  • Landfall creatures that scale throughout the game
  • Kicker spells for versatility
  • Adventure creatures for card advantage
  • Direct damage for reach

For Combo Players: Simic Engine

  • Foretell for setting up turns
  • Flashback for recursion
  • Investigate for digging
  • Surge spells for explosive turns

For Aggro Players: Boros Raid

  • Raid creatures that reward attacking
  • Adventure for board presence and reach
  • Cycling for land/spell balance
  • Kicker for late-game scaling

Competitive Play Transition

From Casual to Competitive

Commander’s social contract taught you to read the room. Ideal Magic’s competitive scene rewards that same awareness:

  • Sideboard strategy replaces political reads
  • Best-of-three rewards adaptation
  • 45-minute rounds require efficient play
  • Format knowledge replaces social dynamics

Tournament Mindset

Your Commander experience with complex board states translates perfectly:

  • Multiple permanents with various abilities
  • Stack interaction with multiple players → precise 1v1 timing
  • Resource management over long games → efficient shorter games
  • Reading opponents and their strategies

Quick Start Checklist

Ready to try Ideal Magic? Here’s your action plan:

  1. Read the Quick Start Guide (5 minutes)
  2. Build a simple deck using mechanics you recognize
  3. Start with 60 cards, 22-24 lands in 2 colors maximum
  4. Include smoothing (Cycling, Scry, Investigate)
  5. Add interaction with Ward-friendly removal
  6. Test against other new players before competitive play
  7. Join the Discord for deck feedback

Recommended First Deck

Try a Gruul Landfall deck:

  • Familiar strategy from Commander
  • Straightforward mechanics (Landfall + Kicker)
  • Good mix of creatures and spells
  • Natural curve from 1-6 mana
  • Interactive but not overly complex

Why Commander Players Love Ideal Magic

“It’s like the best parts of Commander in a focused package.”

  • Strategic depth without analysis paralysis
  • Interactive gameplay without politics
  • Familiar mechanics without bookkeeping
  • Deck building creativity with actual constraints
  • Quick games that still feel meaningful

The political timing and threat assessment skills you learned in Commander translate perfectly to Ideal Magic’s cleaner, more focused gameplay. You’ll find the same satisfaction of executing a perfect line of play, just without waiting for three other players to finish their turns.


Next Steps

Continue Learning

Build and Play

Welcome to Magic at its best - familiar, but lighter in the hand.