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The Ten Most Common Weaknesses in Commander Decks (and How to Fix Them)

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Hello everyone! I'm Levi from The Thought Vessel, and today we're talking about weaknesses, specifically, the most common weaknesses that a Bracket Three or Four Commander deck might have. It's always good to "embrace the suck" with our decks occasionally and see what can be done to fix those problems. Without further ado, here are the top ten weaknesses your deck might have and how to correct them.

1. The Mana Curve Is Too High

When building a new deck, it can be tempting to load it up with as many bombs as possible. After all, Commander is a format with double the life total and more room for mistakes. However, Commander is also a format where your turns build on each other. If you're not casting spells early and can't play multiple spells later, you can easily fall behind.

To fix this, aim to lower your mana curve and include more ramp, card draw, and removal. These tools push you into the late game from a stronger position, rather than relying entirely on your high-cost spells.

2. The Mana Curve Is Too Low and Lacks Impact

The opposite problem can also arise: your mana curve might be too low, and your cards might lack the necessary impact. This often happens when people look to cEDH lists for inspiration, where curves are ultra-low and aggressive.

In Brackets Three and Four, you typically have more time. If your deck is too low to the ground, you might find yourself casting minor spells while your opponents are slamming haymakers that turn the tide. Make sure your deck includes cards that can break parity and actually close out games.

3. The Deck Plays It Too Safe

Over time, decks sometimes evolve to be "too safe," adding more and more cards to prevent bad things from happening (board wipes, combat damage, spot removal on the commander). As more of these "safety nets" get added, cards that actually drive your deck's main plan often get cut.

It's important to accept that sometimes, bad things will happen at this bracket level. Instead of over-preparing for every possible disaster, prioritize pushing your own plan forward.

4. The Deck Is Too Rigid on Its Plan

Some deck archetypes are more vulnerable to this than others. Commander often demands flexibility: you're trying to deal with 120 total life spread across three opponents, and sometimes Plan A just isn't going to cut it.

Good decks can pivot to Plan B (or C). For example, in my Uril, the Miststalker Voltron deck, I include cards like Chandra's Ignition or Fling to win without relying solely on combat damage. Build in some flexibility so your deck can adapt when needed.

5. The Commander Isn't Properly Supported by the 99

This often happens with newer players. Someone finds a cool, powerful commander like Jodah, the Unifier online, builds around it, and ends up painting a huge target on themselves without realizing it.

With a bit more research, you can often find a commander that supports your theme but doesn't draw immediate hate. For example, when building my Dragon deck (Gruulstuffinc, featured previously on CoolStuffInc), I chose Ganax as the commander to avoid the heavy attention that The Ur-Dragon or Miirym attract.

6. Lack of "Vegetables" (Essential Utility)

"Vegetables" are the unglamorous but essential utility cards in a deck--cards like Harmonize that draw cards without much fanfare. These aren't flashy, but they're vital for a deck's health and consistency.

New brewers sometimes skip them in favor of synergistic or exciting cards, but having a healthy serving of vegetables makes the rest of your deck shine. So, so the sake of your deck's health, don't skip out on vegetables.

7. Not Enough Defense

Commander is a format of interaction. You can't just race to the finish line without expecting obstacles. It's vital to pack sufficient removal--creature removal, artifact and enchantment answers, and ways to disrupt combos.

Being able to defend yourself (and stop opponents from snowballing) is crucial for staying competitive and engaged in the game.

8. Lack of Mystery

Especially in a regular playgroup, transparent decks can struggle. If everyone knows exactly what you're building toward, they'll have an easier time countering it.

While you shouldn't hide your deck's general strategy during Rule Zero conversations, you can still keep an element of surprise by varying your finishers or combo pieces. A little unpredictability goes a long way.

9. Caring More About Being Clever Than Being Functional

Commander is a wonderfully complex and creative format, but sometimes players get caught up in being too clever for their own good.

If you're building around a bit, meme, or gimmick, it's better suited for Brackets One or Two. In Brackets Three and Four, you still need a functional deck with a cohesive game plan, otherwise, you'll just end up with a random pile of 100 cards and a frustrating experience.

10. Caring Too Much About Winning

The flip side of the previous issue is caring only about winning. In cEDH, winning is the only goal. But in Brackets Three and Four, the experience of how you win matters a lot more.

Building decks that only chase two-card combos often leads to repetitive and boring gameplay. Instead, focus on what your deck is doing between turns one and twenty. Make the journey, the ramp, the battles, the synergies, the exciting part.

I know it can be a lot of work to dig into a deck and patch up weaknesses, but doing so leads to better games and fewer blowouts. Until next time, happy gaming!

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