As an avid fan of both Commander and Limited, I was thrilled when my editors asked me to write a guide to drafting Commander Legends.

Commander Legends is going to be unlike most other sets you've drafted:

We also retain some of Commander's traditional rules:

Unlike Constructed Commander rules, the singleton rule does not apply, so you can play as many copies of a card as you'd like.

Now that you know the rules behind drafting this set, let's talk about what's good to draft in Commander Legends.

Archetypes

This set is intended to be drafted in two-color pairs. As we can see indicated by the multicolored uncommons, the archetypes for each color pairing are:

To save you the trouble, I've gone through and picked out the best commons and uncommons for each archetype to help you on your way to successfully drafting Commander Legends.

White-Blue Flying

Uncommon Multicolor Commander

Uncommon

Common

Colorless

Decks like this usually contain a large number of flyers, supported by removal spells and card advantage. Not all of your creatures need to fly, but if they don't, they should be impactful.

Blue-Black Self-Mill and Encore

Uncommon Multicolor Commander

Uncommon

Common

Colorless

What this archetype lacks in uncommons, it makes up for in commons. In a typical draft set this would be an indicator of it being a great direction to take. However, since each pack contains two legendary cards (of varying rarity) and a rare, you will still need to pick up some powerful non-common cards to have this deck be successful.

Black-Red Sacrifice

Uncommon Multicolor Commander

Uncommon

Common

Colorless

One of the really cool things about the sacrifice archetype is that most effects say "each opponent/player" instead of "target opponent." In a multiplayer game, this means it will impact each player at the table instead of just one opponent.

Red-Green "Power Matters"

Uncommon Multicolor Commander

Uncommon

Common

Some of the better common-level creatures for the archetype include:

The cards in this deck typically consist of high power creatures, payoff for having these large creatures and ramp spells and effects to help power them out.

White-Green +1/+1 Counters

Uncommon Multicolor Commander

Uncommon

Common

Colorless

There are a lot of cards across both colors for this archetype, making it easier to draft sweet, synergistic decks. Because you're looking for big amounts of synergy, most of the cards in this deck need to work towards the +1/+1 counters theme, either by adding them, improving because of them or offering a reward for drafting those cards.

White-Black Tokens

Uncommon Multicolor Commander

Uncommon

Common

Colorless

The tokens strategy is another example of a deck that requires synergy. Since you're choosing two cards from each pack, it's not going to be difficult to pick up on whether you'll have the payoff for this archetype. It's not really enough to just make creature tokens, you're really looking to pick up the cards that reward you for doing so.

Blue-Red Pirates

Uncommon Multicolor Commander

Uncommon

Common

We're a little light on the great Pirate payoff cards, but here are the best common-level Pirates:

Colorless

Black-Green Elves

Uncommon Multicolor Commander

Uncommon

Common

Colorless

The Elves deck in this set requires more than a large mass of creatures with creature-type "Elf." In order to make this deck work, you're going to need some of the uncommon or rare payoff cards to reward you for drafting a tribal deck.

White-Red Equipment and Auras

Uncommon Multicolor Commander

Uncommon

Common

Colorless

This archetype loves to see creatures like Fencing Ace and Rograkh, Son of Rohgahh, which come with their own slew of keywords and push the limits of an otherwise average aura or equipment.

Blue-Green Cascade and "CMC 6+ Matters"

Uncommon Multicolor Commander

Uncommon

Common

Additionally, here are some ramp spells that will pull the deck together:

Colorless

The "Blue-Green Cascade/Expensive Spells" archetype is harder to plan out as there are not that many cascade spells in blue or green. To successfully draft this deck, you'll need to combine the cascade spells with the cards that offer payoff for casting cards that cost six or more mana. Alternatively, this is the archetype that's most going to love branching out into other colors and exploring what three, four, or even five-color decks look like.

Fixing

This guide was written to help you along your way to drafting Commander Legends. Don't be afraid to branch out beyond the two-color archetypes described here, there's a decent amount of fixing available to you at common and uncommon levels.

Colorless

Lands

While these are the archetypes and color pairs the set is intended to be drafted in, don't be afraid to add additional colors to your deck or explore different strategies. One of the archetypes not explicitly mentioned was the Artifact deck. It does not have much in the way of multicolor support at the uncommon level, but there is enough support across single colored commons and uncommons to make it work.

Happy drafting!