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A Simple Way to Compare Two Versions of a Proxy Deck

The simplest way to compare two Commander deck versions is to keep one list as the baseline, change one small and clearly defined card package, then alternate between the two versions across several games. Record the pod, turn order, mulligans, cards drawn, and how the game ended. You are looking for a useful pattern, not a courtroom-grade verdict after three chaotic multiplayer games.

Commander decks contain exactly 100 cards, including the commander, and normally use only one card with each English name other than basic lands. Every addition therefore needs a corresponding cut, and every card still has to fit the commander’s color identity. The official Commander rules cover those deck-construction requirements.

Start with one question and one small revision

Do not test “Version 2” after changing the mana base, adding two tutors, removing the graveyard package, and replacing the commander. That may produce a different deck, but it will not tell you which change mattered.

Instead, write one question that the revision should answer. For example: “Does adding three cheap interaction spells help this blue-green deck survive the early game without weakening its main engine?” Version A is the current list. Version B adds Pongify, Rapid Hybridization, and Reality Shift while removing three slow flex-slot spells.

This resembles a basic controlled comparison: preserve the baseline and isolate the treatment as much as practical. Formal A/B experiments are designed around that principle, although a multiplayer Commander pod is obviously much noisier than a controlled laboratory or software test. Stanford’s guide to controlled experiments provides the underlying experimental logic.

Three to five cards is usually a manageable package. It is large enough to represent a deckbuilding idea but small enough that you can describe the difference precisely. Useful packages might include cheap interaction, graveyard hate, additional draw, protection for the commander, or a revised ramp suite.

Build Version A and Version B without buying twice

Keep one complete deck and place the revision package in a separate labeled sleeve or deck-box compartment. Before each game, exchange the exact additions and cuts. A simple version card prevents the familiar problem of discovering two weeks later that Version B quietly accumulated seven unrelated upgrades.

  • Version A: baseline list dated April 6
  • Version B: three-card interaction revision dated April 6
  • Added: Pongify, Rapid Hybridization, Reality Shift
  • Removed: three named high-cost flex cards
  • Test question: Does earlier interaction improve recovery and participation?

Transparent playtest cards are especially useful when you want to test an expensive or uncertain change before purchasing it. Explain their use to the group first; responsible proxy use in Commander starts with everyone understanding that the cards are unofficial. If the test involves expensive candidates, the same version-control method works with the approach described in testing expensive Magic cards before buying.

Alternate versions instead of testing them in separate eras

Play A, then B, then B, then A, or use another balanced rotation. Alternating versions reduces the chance that one list receives all its games before the group changes decks, adjusts its expectations, or learns how your strategy works. If possible, use the same recurring pod, but do not pretend that recurring players make every game equivalent.

Wizards describes Commander Brackets as an optional beta language for pregame expectations, ranging from Exhibition through cEDH. The framework also calls attention to features such as Game Changers, two-card combos, extra turns, and mass land denial. Recording an approximate bracket or plain-English table expectation can make mismatched games easier to spot later; it is context, not an official testing requirement. Wizards’ current Commander format guidance explains the framework.

Use a short revision log

A useful log should take less than two minutes to complete. If it feels like tax paperwork, it will survive exactly one game. Record only information that helps explain whether the revision appeared, mattered, or was overwhelmed by table conditions.

Game Version Match context Revision seen? Result and observation
1 A Four players; baseline pod; third in turn order Not applicable Lost on turn 9; held expensive cards while an early engine went unanswered
2 B Same pod; second in turn order Drew Pongify; cast it on turn 4 Lost on turn 10; interaction stopped one engine and created time to rebuild
3 B Three players; unfamiliar decks; one mulligan No revised card drawn Won on turn 8; result says little about the revision
4 A Four players; higher-powered table; fourth in turn order Not applicable Lost on turn 6; table pace was faster than usual
5 B Four players; baseline pod; first in turn order Drew two revised cards; cast one Won on turn 11; second interaction spell remained unnecessary
6 A Same pod; second in turn order Not applicable Won on turn 10; baseline produced a strong opening hand

Frequently Asked Questions

What should stay fixed when comparing two Commander deck versions?

Keep Version A as the dated baseline. In Version B, change only one clearly named package while leaving the commander, broader strategy, and unrelated cards alone.

How many cards should I change at once?

Three to five cards is usually manageable. It is enough to test an idea such as cheaper interaction or revised ramp without turning Version B into an entirely different deck.

Does every addition need a corresponding cut?

Yes. A Commander deck contains exactly 100 cards, including its commander, and the cards must obey color identity and singleton deck-construction rules.

Why should I alternate between Version A and Version B?

A balanced rotation helps prevent one version from receiving all its games before the pod changes decks, adjusts its expectations, or learns your strategy. It reduces one source of bias without pretending Commander is a controlled laboratory.

What belongs in a Commander revision log?

Record the version, pod size, turn order, table expectation, mulligans, whether revised cards were drawn or cast, the ending turn or mechanism, and one useful observation.

Should I ignore a game when none of the revised cards appeared?

No. Keep the game in the log, but mark that the revision was not seen. Its result provides context about the deck while saying little about whether the changed package worked.

How many games are needed to prove that one version is better?

A small run of multiplayer games may reveal useful patterns, but it cannot establish a conclusive win rate. Pod composition, turn order, opening hands, and table pace create too much uncontrolled variation.

Should both versions be tested with the same pod?

Use the same recurring pod when practical, but record when players, decks, power expectations, or player count change. Familiar players make comparisons cleaner; they do not make the games equivalent.

Can I use proxy or playtest cards for the revision package?

For transparent personal playtesting outside sanctioned events, plainly identifiable unofficial cards can make uncertain revisions easier to test. Tell the group first. Sanctioned events generally require authentic cards, apart from narrow judge-issued proxy exceptions.

Is deck-version testing the same as comparing physical card samples?

No. Deck-version testing asks whether a strategic change improves play. A physical-sample comparison checks whether cards feel, sit, or present differently in the same sleeves during normal handling and shuffling; it does not establish sanctioned-event legality.

References

  1. Commander Rules | Official Commander Website
  2. Practical Guide to Controlled Experiments on the Web
  3. MTG Commander Format | Magic: The Gathering
  4. On Proxies, Policy, and Communication | MAGIC: THE GATHERING
  5. MAGIC: THE GATHERING® TOURNAMENT RULES