Commander is the best format and the worst format. Best because it’s creative. Worst because you can spend real money on a “perfect upgrade” and then realize you hate how the deck plays.
That’s why Commander proxies are so useful. You test first. You buy later. You save cash and regret.
But there’s a right way to do it. There’s also the way where you proxy 100 cards, bring it to strangers, and wonder why nobody invites you back.
Let’s talk about the right way.
Start with a question, not a pile of cards
The best proxy testing starts with a simple question like:
- “Is this deck too slow?”
- “Do i flood out?”
- “Do i run out of gas?”
- “Is my win condition actually realistic?”
- “Do i enjoy this commander, or am i forcing it?”
If you proxy cards without a question, you end up changing 30 things at once and learning nothing.
If you want a strong baseline for building the list before you proxy anything, this is a solid foundation read:
MTG Commander Deckbuilding Fundamentals
Pick a small number of test slots (this is the secret)
Here’s the approach that actually teaches you something:
Step 1: Lock 80 to 90 cards
These are your core plan cards. Your lands. Your ramp package. Your removal. Your deck identity.
Step 2: Create 10 to 20 “test slots”
These are the cards you rotate while keeping everything else stable.
Why this works:
- You can compare games honestly
- You can see patterns
- You don’t blame the deck when you really changed the whole engine
If you’re new to proxy testing, start with 10 test slots. You can go bigger later.
What should your first Commander proxies be?
Most players proxy the “cool” cards first. That’s understandable. It’s also usually the slowest way to learn.
High testing value proxies are structural:
- Lands and fixing
- Fast ramp (if your group allows it)
- Draw engines
- Tutors and consistency pieces
- Interaction that changes what hands you can keep
If you want a smart priority order, this internal guide does it well:
MTG Proxy Staples: What to Proxy First for the Biggest Testing Value
The Commander proxies playtest loop (simple and repeatable)
Here’s a system that doesn’t require spreadsheets, but still feels organized.
Phase 1: Goldfish five hands
Do this at home. Alone. No pressure.
Track:
- How often you keep your opener
- Whether you hit early land drops
- Whether you can cast your commander on time
- Whether your hand does anything besides “wait”
This catches obvious mana base and curve problems fast.
Phase 2: Play five real games with the same version
Same list. Same proxies. No swapping between games.
After each game, write three quick notes:
- Why did i lose?
- Did the deck do the thing it’s meant to do?
- Which cards felt dead in hand?
That’s it. Three notes. Not a novel.
Phase 3: Change only the test slots
Swap 2 to 5 cards max, then repeat Phase 2.
This is how you learn. Small changes, repeated reps.
The Rule 0 conversation for Commander proxies
This is the part people skip, then act shocked when someone gets salty.
The goal is not to win an argument about proxies. The goal is consent and expectations.
A simple script:
- “Quick heads up, i’m running some proxies for testing. They’re readable and sleeved. Is that cool?”
If you’re also playing a stronger deck than the table wants, say that too. Don’t hide it behind proxies. Proxy acceptance and power level are related, but not identical.
A second script when you’re not sure:
- “If proxies aren’t your thing, totally fine. i can swap decks.”
That sentence fixes so many problems. It gives people an easy out without needing to justify themselves.
Common Commander proxies mistakes (and how to avoid them)
Mistake 1: Proxying into a higher power bracket
If your friends are playing precons and you proxy a tuned list, the problem is not the cardboard. The problem is the mismatch.
Proxies just make it easier to mismatch faster.
Mistake 2: Too many changes at once
If you swap 25 cards, you don’t know what caused the improvement. Or the failure.
Change a few cards. Repeat games. Then change a few more.
Mistake 3: Ignoring the mana base
Players love proxying spells and leaving their land base as “whatever was in the box.”
Then they complain the deck is inconsistent. Yeah. That’s the lands.
Fix or proxy the mana base early if you’re in three or more colors.
Mistake 4: Unreadable proxies
If your proxies are hard to read, you slow down the pod. That creates resentment fast, even in proxy-friendly groups.
Name and mana cost should be obvious. If the rules text is dense, keep it readable or have the oracle text ready.
Mistake 5: Treating testing like a vibe instead of a process
You don’t need to be intense. But you do need a plan.
Even a tiny plan, like “i’m testing these 10 slots,” makes proxying actually useful.
When to buy the real cards (a practical answer)
Here’s a simple rule i like:
Buy a card when:
- You’ve tested it in enough games that you know it belongs
- It improves the deck in a way you personally enjoy
- You’re not just chasing the most expensive version of “good”
If you’re still on the fence after 10 games, keep proxying. That’s what proxies are for.
And if you decide you hate the card, congrats. You just saved yourself money.
Final thought
Commander proxies should make Commander better. More creative decks, fewer regrets, smoother games.
Keep the proxies readable. Keep your testing structured. Talk to the table before you shuffle up.
That’s the whole thing.