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How Much Interaction Should a Commander Deck Have?

By MTG Master EditorialPublished Updated 7 min read

Commander players love talking about ramp.

They love talking about card draw.

And they definitely love talking about the crazy thing their deck is trying to do.

Interaction, though? That often gets overlooked.

It's not flashy. It doesn't win the game on its own. Nobody builds a deck thinking, "I can't wait to cast this removal spell."

But here's the truth.

The difference between a good Commander deck and a great one is often its ability to deal with what everyone else is doing.

Because no matter how powerful your strategy is, someone at the table will eventually play a card that needs answering.

The question is simple.

Will you have an answer?

Quick Answer

For most Commander decks, between 10 and 15 pieces of interaction is the sweet spot.

A balanced interaction package usually includes:

  • 4 to 6 targeted removal spells
  • 2 to 4 board wipes
  • 2 to 4 additional interaction cards, such as counterspells, protection spells, graveyard hate, sacrifice effects, or other reactive answers.

Exactly what those numbers look like depends on your commander, your colors, your strategy and the power level of your playgroup.

The important part isn't the exact number.

It's making sure your deck can answer a wide variety of threats.

What Counts As Interaction?

Many players think interaction simply means removal.

Removal is certainly part of it.

But interaction is much broader than that.

Interaction is any card that lets you respond to what your opponents are doing instead of simply watching it happen.

That includes things like:

  • Destroying or exiling permanents.
  • Countering spells.
  • Protecting your own board.
  • Removing cards from graveyards.
  • Forcing sacrifices.
  • Bouncing problematic permanents.
  • Stopping a combo at instant speed.
  • Preventing combat damage when the situation calls for it.

If a card changes the outcome of an opponent's plan, it's interaction.

Why Interaction Matters So Much

Commander is a multiplayer format.

You're not trying to beat one opponent.

You're trying to beat three.

That means there are three different game plans developing every turn, and eventually one of them is going to become a problem.

Maybe someone assembles a combo.

Maybe someone resolves an enchantment that takes over the game.

Maybe someone creates enough Treasure tokens to buy an actual treasure chest.

You don't need to stop everything.

You simply need to stop the things that matter.

That's exactly what interaction is for.

Removal Is Only Part Of The Story

If you've already read our guide about removal, you'll know that most Commander decks should play between 8 and 12 removal spells, including targeted removal and board wipes.

That's an excellent starting point.

But interaction goes beyond destroying permanents.

Sometimes the most important spell you cast isn't removal at all.

It might be the counterspell that stops a game winning combo.

The protection spell that saves your entire battlefield.

Or the graveyard hate that prevents an opponent from recurring the same threat over and over again.

A good interaction package covers more than one angle.

Protecting Your Own Board Is Interaction Too

One of the biggest mistakes newer Commander players make is only thinking about interacting with opponents.

Sometimes the best answer isn't destroying their spell.

It's making sure yours survives.

Giving your creatures indestructible before a board wipe.

Protecting your commander from removal.

Stopping an exile effect at the perfect moment.

Those plays generate just as much value as removing an opposing permanent.

Sometimes even more.

Every Color Can Interact

Blue doesn't own interaction.

Every color has powerful tools.

White excels at efficient removal and protecting its board.

Black destroys creatures, attacks graveyards and forces sacrifices.

Red answers artifacts, deals direct damage and punishes explosive turns.

Green removes artifacts and enchantments while fighting creatures.

Blue controls the stack, counters spells and bounces problematic permanents.

The best interaction package depends on your colors, but every deck has access to meaningful answers.

Every Archetype Needs Interaction

Aggro

Aggressive decks often try to squeeze in one more creature instead of another answer.

That's usually a mistake.

You still need ways to remove blockers, stop combo players and protect your position.

Around 10 interaction cards is usually enough.

Midrange

Midrange decks are built around flexibility.

They like having the right answer for almost every situation.

Most perform best with 12 to 15 interaction cards.

Control

Control decks naturally play the highest amount of interaction.

Their plan is to answer threats repeatedly before eventually taking control of the game.

Fifteen or even more interaction spells isn't unusual.

Combo

Combo decks still need interaction.

Your opponents aren't going to sit quietly while you assemble your winning pieces.

Cheap protection and efficient answers are often what buy the turn you need to win.

Check the interaction package in your actual deck

MTG Master evaluates removal, protection, graveyard hate, and other answers alongside your commander, colors, strategy, and deck speed.

Your Playgroup Changes Everything

The ideal amount of interaction depends heavily on who you play with.

If your friends enjoy slower games with upgraded preconstructed decks, you probably don't need to fill your deck with reactive spells.

If your local game store is full of highly optimized decks that can threaten a win early, interaction becomes much more valuable.

Commander isn't played in a vacuum.

Build for the games you actually play.

Common Mistakes

Thinking interaction slows your deck down

It doesn't.

Good interaction protects your strategy.

Removing one blocker can represent lethal damage.

Stopping one board wipe can save your entire battlefield.

Breaking up one combo can completely change the outcome of the game.

Only answering creatures

Commander is full of dangerous artifacts, enchantments, planeswalkers and graveyard strategies.

A healthy interaction package can answer more than just creatures.

Waiting forever to use your answers

Many players spend the whole game waiting for the perfect target.

Sometimes that perfect target is simply the card that's about to make you lose.

Don't be afraid to use your interaction when it genuinely protects your chances of winning.

Answering everything

The opposite mistake is just as common.

Not every threat deserves one of your answers.

Commander is a political format.

Sometimes another player will deal with the problem for you.

Learning when not to interact is just as important as knowing when to cast your removal spell.

How Do You Know If You Need More Interaction?

Your deck probably needs more interaction if you regularly find yourself saying:

"I couldn't do anything."

Or if you often lose because:

  • A combo player won uncontested.
  • A single permanent stayed on the battlefield for most of the game.
  • Someone resolved a board wipe and you had no way to protect your board.
  • You spent several turns hoping another player would deal with the biggest threat.

Those are usually clear signs that your deck isn't running enough answers.

Interaction Creates Better Commander Games

There's a common misconception that interaction makes Commander less fun.

In reality, it usually does the opposite.

Games where nobody can answer anything often end as soon as one player gets ahead.

Games with healthy interaction create memorable moments.

The removal spell that saves the table.

The counterspell that stops the winning combo.

The protection spell that completely changes combat.

Those are the stories people remember long after the game is over.

Final Recommendation

For most Commander decks, between 10 and 15 interaction cards is an excellent target.

Start with a solid removal package of 8 to 12 removal spells, then round it out with protection, counterspells, graveyard hate or other reactive cards that fit your colors and strategy.

Don't think of interaction as space you're taking away from your game plan.

Think of it as the reason your game plan gets to work in the first place.

Because in Commander, you're never playing your deck alone.

You're playing against three other people who all have plans of their own.