Commander Staples Package for MTG: The 60 Cards That Make Most Decks Work

Kit Yarrow

By Kit Yarrow

2026-02-05
5 min read
commander staples package

TLDR

  • A Commander “staples package” is a toolbox, not a deck. You’re not supposed to jam all 60 into one list unless you enjoy playing “generic goodstuff vs generic goodstuff.”

  • Use this package to hit your fundamentals fast: ramp, draw, interaction, wipes, and a few utility lands that quietly prevent disaster.

  • Start with the 10 colorless staples + 10 reusable lands, then grab the 8-card module for each color you’re in.

  • This list intentionally avoids cards currently on the official Commander banned list.

Why a Commander staples package helps so much

Commander deckbuilding has a predictable failure mode: you brew 35 cards of spicy synergy, add 20 cards you already own, then realize your deck cannot draw cards, cannot answer a problem permanent, and cannot cast its commander on time.

A Commander staples package fixes that. It gives you a ready-to-go set of “make the deck function” cards so you can spend your creativity budget on the fun part, instead of reinventing “how do I remove a creature” for the 90th time.

Commander decks are singleton, built around a commander, and constrained by color identity. That’s why universal staples matter: you can’t just run four copies of your best glue card and call it a day.

How to use this 60-card package

Think of this like a pantry.

1) Start with the universal foundation
Add a few mana rocks, a couple protection pieces, and your go-to utility lands.

2) Add your color module(s)
If you’re in Boros, grab White + Red. If you’re in Sultai, grab Blue + Black + Green.

3) Hit baseline numbers, then tune
A solid starting point for most casual Commander decks:

  • 8–12 ramp pieces

  • 8–12 card advantage pieces (draw, impulse draw, engines)

  • 6–10 interaction pieces (spot removal, counters, flexible answers)

  • 2–4 board wipes

  • 1–3 protection effects (more if your commander is the whole plan)

Then adjust based on your commander. If your commander draws cards, you can run fewer draw engines. If your commander costs seven mana, you probably need more ramp and fewer “cute” lands.

The 60-card Commander staples package for MTG

This list is intentionally boring in the best way. It’s built to make most decks feel like they get to play Magic.

10 colorless staples that go almost anywhere

  • Sol Ring (ramp)

  • Arcane Signet (ramp, fixing)

  • Fellwar Stone (ramp, fixing)

  • Mind Stone (ramp, later card)

  • Thought Vessel (ramp, no max hand size)

  • Wayfarer’s Bauble (ramp for non-green decks)

  • Swiftfoot Boots (protection, haste)

  • Lightning Greaves (protection, haste)

  • Skullclamp (card draw in creature decks)

  • The One Ring (card advantage, protection window)

10 reusable lands that slot into tons of Commander decks

These are mostly “any deck can play them” utility lands you’ll reuse constantly.

  • Command Tower (fixing)

  • Exotic Orchard (fixing in multiplayer)

  • Path of Ancestry (fixing plus scry for creature-heavy decks)

  • City of Brass (fixing)

  • Mana Confluence (fixing)

  • Reflecting Pool (fixing)

  • Reliquary Tower (no max hand size — sometimes a trap, often fine)

  • War Room (card draw in the command zone era)

  • Scavenger Grounds (graveyard hate)

  • Strip Mine (answer problem lands, responsibly)

White module (8)

White’s staples are about clean removal, protection, and “yes, you do get to have mana too.”

  • Swords to Plowshares (spot removal)

  • Path to Exile (spot removal)

  • Generous Gift (answer anything)

  • Smothering Tithe (ramp engine)

  • Esper Sentinel (draw tax)

  • Teferi’s Protection (save your board, save yourself)

  • Farewell (reset button, exile matters)

  • Sevinne’s Reclamation (recursion, value)

Blue module (8)

Blue makes your deck feel smarter than it probably is.

  • Counterspell (interaction)

  • Arcane Denial (interaction, replace itself)

  • Swan Song (cheap protection vs big spells)

  • Cyclonic Rift (asymmetric reset)

  • Rhystic Study (draw engine, table negotiation simulator)

  • Mystic Remora (early draw engine)

  • Pongify (spot removal)

  • Reality Shift (spot removal, exile matters)

Black module (8)

Black is draw, recursion, and the occasional “I will pay life for resources because I am an adult.”

  • Demonic Tutor (find what you need, power level knob)

  • Night’s Whisper (efficient draw)

  • Phyrexian Arena (steady draw)

  • Infernal Grasp (spot removal)

  • Feed the Swarm (answer enchantments, finally)

  • Toxic Deluge (board wipe, scales well)

  • Reanimate (recursion)

  • Victimize (recursion, big swing)

Red module (8)

Red is removal, wheels, and turning chaos into progress.

  • Chaos Warp (answer anything)

  • Blasphemous Act (board wipe)

  • Vandalblast (artifact wipe)

  • Jeska’s Will (mana plus cards)

  • Faithless Looting (filtering)

  • Wheel of Misfortune (refill hands, some politics)

  • Abrade (removal, artifact hate)

  • Deflecting Swat (protection, power level knob)

Green module (8)

Green is consistency. Also yes, you get to have more mana than everyone else. That is the brand.

  • Rampant Growth (ramp)

  • Nature’s Lore (ramp, efficient)

  • Three Visits (ramp, efficient)

  • Cultivate (ramp, smoothing)

  • Kodama’s Reach (ramp, smoothing)

  • Beast Within (answer anything)

  • Heroic Intervention (protection)

  • Eternal Witness (recursion)

Power level and budget knobs

Some staples are “fine at any casual table.” Some are “fine, but you should probably say it out loud first.”

Usually fine anywhere

  • Swords to Plowshares, Beast Within, Cultivate, Chaos Warp, Vandalblast, Swiftfoot Boots

Talk-to-your-table cards

  • Rhystic Study, Cyclonic Rift, Demonic Tutor, The One Ring
    These are powerful and can warp games, especially in lower-power pods.

Budget swaps that keep the deck functional

  • Teferi’s Protection → Flawless Maneuver, Unbreakable Formation

  • Cyclonic Rift → Evacuation, River’s Rebuke

  • Smothering Tithe → Monologue Tax, Smuggler’s Share

  • City of Brass / Mana Confluence → slower duals, more basics, and a little patience (I know, gross)

Also: don’t build around banned fast mana as your deck’s “plan.” That plan has a predictable late-stage symptom: you explaining to a confused friend why their card isn’t allowed.

Printing and testing staples with proxies

If you build multiple decks, printing a staples package is one of the smartest proxy moves you can make. You can test staples across commanders, learn what your pod actually enjoys playing against, and then decide what deserves real copies.

Just keep it in the responsible lane: proxies for casual play and playtesting, clear communication, and no trying to pass anything off as real.

FAQs

How many staples should I run in a Commander deck?

Most decks run a lot of staples, even when they pretend they don’t. A healthy range is often 20–35 “glue” cards (ramp, draw, removal, wipes), with the rest being synergy, win conditions, and flavor.

Do staples make Commander decks boring?

They can, if you let them. Staples are supposed to cover needs you’d run anyway. Your deck becomes boring when staples start replacing your theme cards instead of supporting them.

This list avoids well-known banned cards, but the banlist can change. If you’re unsure, sanity-check the official Commander banned list.

What if my commander already draws cards or ramps?

Great. That means you can run fewer draw engines or ramp pieces and use those slots for more interaction or more theme cards. Don’t cut all of them, though. Commanders get removed.

Can I proxy Commander staples?

In casual playgroups that allow proxies, yes. Store policies vary, so ask first and keep it clear at the table.