A theme is the thing your deck is actually trying to do. Other people call these archetypes or strategies, and they mean the same thing. This app says theme.
Some of them are one repeatable trick, like making tokens. Others are a whole plan with a name of its own, like aristocrats. From where you sit picking one, that is not a useful difference, so they are all in one list.
Tokens
Make lots of small creatures out of nothing, then win with the crowd.
A token is a creature that was never a card. Something on the battlefield makes one, and you keep making more until the board is yours. Half the deck creates them and the other half pays you for having a lot of them, so one wide attack or a single pump spell ends the game.
Also called go wide.
Build a tokens deck
Aristocrats
Sacrifice your own creatures and drain the table a point at a time.
This is the sacrifice theme with a win condition bolted on. Something drains every opponent when a creature of yours dies, tokens supply the bodies, and an outlet lets you choose the moment. You never have to attack. The deck wins by making one small trigger happen twenty times.
Also called sacrifice payoff.
Build an aristocrats deck
Sacrifice
Spend your own permanents on purpose, because something pays you when they go.
A sacrifice outlet is a card that lets you throw one of your own permanents away whenever you like, for free. On its own that is a terrible deal. Next to cards that trigger on a death, or creatures that come back by themselves, it turns your own board into a resource you can spend again and again.
Also called sac outlet.
Build a sacrifice deck
Voltron
Pile equipment and auras onto one creature until it can win on its own.
Twenty one damage from your commander knocks a player out, and a well equipped commander gets there in three swings. The deck is one creature and a stack of things to attach to it. The risk is the obvious one: answer the creature and everything you spent goes with it, so protection matters as much as size.
Also called commander damage deck.
Build a voltron deck
Stax
Slow the whole table down with rules that cost everybody else more than they cost you.
Stax cards tax or forbid something normal, like untapping, drawing, or casting more than one spell a turn. You build the deck so the restriction lands lightest on you, and win while everyone else is stuck. Worth saying before you build it: this is the theme most likely to make a table unhappy, so it wants a group that has agreed to play against it.
Also called prison, resource denial.
Build a stax deck
Spellslinger
Play instants and sorceries, and run creatures that reward you for casting them.
Most decks use spells to answer problems. Here the casting is the point: each spell triggers something, so a normal turn of removal and card draw also makes damage or creatures. Expect a deck that is light on creatures and heavy on the cards other decks think of as filler.
Also called storm, magecraft deck.
Build a spellslinger deck
Graveyard
Treat your graveyard as a second hand you can spend from.
Most decks treat a card in the graveyard as gone. This one puts cards there deliberately and then uses them, casting from the yard, returning them to play, or simply counting how many are down there. Filling the graveyard is half the deck, and the cards that care how full it is are the other half.
Also called self mill, recursion.
Build a graveyard deck
Reanimation
Put something enormous in the graveyard early, then bring it back cheaply.
Casting a twelve mana creature honestly takes most of a game. Discarding it and paying three to return it takes two turns. The deck is a small number of huge threats, a reliable way of getting one into the graveyard, and several ways of pulling it back out.
Also called reanimator.
Build a reanimation deck
+1/+1 counters
Grow a few creatures a bit at a time until they are enormous.
A +1/+1 counter is a permanent size increase sitting on a creature. Nothing you spend wears off at the end of the turn, so the board only ever gets bigger. The deck wants creatures that arrive with counters, cards that add more, and payoffs that care how many are already there.
Also called counters matter, plus one plus one.
Build a +1/+1 counters deck
Kindred
Pick a creature type you like and play the cards that reward you for it.
Elves, goblins, dragons, whatever you enjoy looking at. Kindred cards check the type rather than the individual card, so every creature you add makes the ones already on the board better. Magic called this tribal until 2024 and plenty of people still do. It is the easiest theme to build against yourself, because the question never changes: is it the right type?
Also called tribal, tribal payoff, typal.
Build a kindred deck
Lifegain
Climb out of reach, then turn a huge life total into a win.
Gaining life on its own does not win a game, it only buys time. The theme works when the deck also runs cards that trigger every time you gain, or that turn the total itself into damage or cards. Treat the life as fuel for an engine rather than as the plan.
Also called life matters.
Build a lifegain deck
Life drain
Take life from everyone else and add it to your own, over and over.
Draining is the quiet way to win a four player game. Every trigger hits all three opponents at once, so a card that reads like one damage is really three, and the life it hands back keeps you alive while the small numbers add up. The deck stacks repeatable drains rather than looking for one big spell.
Also called drain and gain, aristocrats drain.
Build a life drain deck
Mill
Empty your opponents' libraries instead of attacking them.
A player who has to draw from an empty library loses. Milling attacks that library directly, so nothing on the battlefield can block you and no amount of life matters. It is slow against three opponents holding a hundred cards each, so the deck wants effects that mill in bulk rather than a card at a time.
Also called decking.
Build a mill deck
Discard
Strip your opponents' hands and keep them off balance.
Everything anyone does comes out of their hand, so emptying it stops a game before it starts. This is the least forgiving theme at a four player table, because attacking one player's hand leaves two of them untouched. The deck wants effects that hit everybody at once, and a way to actually finish, or the lock never ends anything.
Also called hand hate, stax adjacent.
Build a discard deck
Wheels
Make everyone discard their hand and draw a new one, then punish them for it.
A wheel refills your hand and everybody else’s at the same time, which sounds like charity. The trick is the cards that turn other people drawing and discarding into damage or creatures for you. Without those payoffs a wheel really is charity, so build the payoffs first and the wheels second.
Also called wheel effects.
Build a wheels deck
Midrange
A deck with no particular theme, made of individually strong cards.
Sometimes called goodstuff, usually a bit sniffily, and it is a perfectly good way to build. You are not trying to assemble anything, you are just playing better cards than the other three people and grinding them out.
The catch is that a deck of thirty unrelated good cards is beaten by a deck of thirty cards that work together, so this is easier to build and harder to make great.
Also called goodstuff, value pile.
There is nothing to start from for this one. It is a way of playing rather than a pile of cards to gather.
Start from a commander instead
Control
Say no to everything, then win at your leisure.
Counterspells, removal, board wipes, and enough card draw to keep finding more of them. You are not trying to do anything until nobody else can.
It is hard at a four player table, because you have to answer three people with one hand. Control decks in Commander lean on effects that hit everybody at once rather than one at a time.
Also called draw go.
There is nothing to start from for this one. It is a way of playing rather than a pile of cards to gather.
Start from a commander instead
Combo deck
A deck whose plan is to find two specific cards and win on the spot.
Everything else in the deck is there to find those cards, protect them, or survive until you do. The combo itself is often two or three cards that make something infinite.
This is the theme most likely to surprise a table that was not expecting it, so it is worth mentioning your bracket before you start.
Also called combo.
There is nothing to start from for this one. It is a way of playing rather than a pile of cards to gather.
Start from a commander instead
Politics
Not a deck theme. The other three players, and what you say to them.
This is the part of Commander that does not exist in a two player game, and it decides more games than any card does. Who is ahead, who gets attacked, who you let resolve something because you need them alive one more turn.
Some decks lean into it with cards that give other people things. Mostly it is just talking, and you should account for it when you wonder why a deck that looks strong on paper keeps losing.
Also called table talk, threat assessment.
Goldfishing
Playing your deck against nobody to see whether it works.
You draw a hand and play it out with no opponent, which is to say against a goldfish. It will not tell you whether your removal is good, because there is nothing to remove, but it tells you fast whether you can cast your own cards.
It is the quickest way to find out that your curve is too high or that you cut one land too many.
Also called testing a deck.