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Who is Your Commander: The Breakdown Part 1

Written by LegitMTG Staff on . Posted in Casual Magic, Commander

Last week I broke down your play style into four categories. If you didn’t read it or forgot what you were you can read about it here.

Now that you have your four letters, (you can definitely have more than one set!) take a look at this table I put together. Notice there is only eight this week, I will do the remaining eight next week. If you are an E—, I promise I will get to you next week but this article would have been way too long if I did all 16, but feel free to take a look at the (I) version of your last three letters.

ISTJ- The Exalted

ISTJs build their decks around a system where everything is organized and tend to have a procedure for everything they do. They tend to be straightforward with their plan to win the game and uphold the fundamentals of the game. ISTJs are practical and no-nonsense, and rarely try to draw attention to themselves during games. They are generally not fans of combo or unproven decks that do not have a solid foundation. They are often a very reliable ally in the game and almost always follow through on agreements that are made between allies and opponents.

Recommended Colors: Blue-Green-White

Recommended Commanders: Rafiq of the Many; Jenara, Asura of War; Captain Sisay; Edric, Spymaster of Trest; NEW: Roon of the Hidden Realm

Weaknesses/Recommendations: ISTJs may overlook the long-range implications of spell choices. These players may also become too rigid in their ways and seem inflexible. If your ally is an ISTJ, try to talk to them about the long-term game and pay attention to new alternative win conditions to avoid ruts.

ISFJ – The Protector

ISFJs are loyal allies who care and are compassionate towards their teammates or those who help them out in time of need. They seek to protect their allies from perils of their enemies. ISFJ players are traditionally grounded and enjoy contributing to the overall game and try to ensure structure and balance. They focus on fulfilling their duties, particularly when they are taking care of the needs of other people. They want others to know that they are reliable and can be trusted to do what is expected of them. They are conscientious and methodical, and persist until the job is done.

Recommended Colors: Blue-Green-White

Recommended Commanders: Angus Mackenzie; Grand Arbiter Augustin IV; Momir Vig, Simic Visionary; Sigarda, Host of Herons; NEW: Derevi, Empyrial Tactician

Weaknesses/Recommendations: These players may be too overly cautious about the future and rely too much on experience and not flexible when they need to be. Talk to them about taking risky plays and be open to new ideas and strategy.

INFJ – The Counselor

INFJs are creative nurturers with a strong sense of personal integrity and a drive to help others realize their potential. They usually do not take charge of the game and be the center of attention at the game but tend to quietly observe of the game state. Although they want to get along with others during the game and build strong allies, they are loyal and trust their own system above all else. They will refuse to follow others if that path to victory makes them feel uncomfortable or does not feel authentic. When they sense that their ideas are not being respected, or when their intuition tells them that someone’s intentions are not pure, they are likely to withdraw from the alliance.

Recommended Colors: White-Black-Blue

Recommended Commander: Sharuum the Hegemon; Oona, Queen of the Fae; Azami, Lady of Scrolls; NEW: Oloro, Ageless Ascetic

Weaknesses/Recommendations: INFJs might operate too single-minded and only see their way as the right path to victory. They also may not speak up enough and feel that their presence is undervalued and underestimated. Engage INFJs if they are your allies and teach them the political game and that feedback/suggestions are a good thing when it comes to teamwork.

INTJ – The Mastermind

INTJs are analytical problem-solvers, eager to improve systems and processes with their innovative ideas. They main goal is to see the potential possibilities that can lead them to victory. They often see the game state as a chessboard to be navigated. INTJs tend to think through their entire strategy logically before making any decisions. Once an INTJ think out a plan to win the game, they relay their ideas to their allies with confidence and they expect people to follow them into battle.

Recommended Colors: Blue-Black-White

Recommended Commanders: Sen Triplets; Lazav, Dimir Mastermind; Teferi, Mage of Zhalfir.

Weaknesses/Recommendations: INTJs may appear unyielding that many are afraid to approach and challenge their thinking. They also have emotional attachments to their ideas and are reluctant to let go of them. Involve them in your strategy and communicate early to them while also explaining why it is the best line of play for the team. If possible show them facts and numbers to justify your idea over theirs.

ISTP – The Craftsman

ISTPs are observant artisans with an understanding of mechanics and an interest in troubleshooting. They generally like to play a deck that does not require the help of others to win, they like to be free and spontaneous and follow themselves to victory. ISTPs are very selective about the allies they form and appreciate allies who let them do their own thing. They often tune into what needs to be done, taking care of the immediate needs of the moment.

Recommended Colors: Blue-White-Black

Recommended Commanders: Zur, the Enchanter; Merieke Ri Berit; Bruna, Light of Alabaster.

Weaknesses/Recommendations: These players often see pitfalls of a strategy but keep it to themselves and appear indecisive or lacking interest in teamwork. You can help develop a stronger relationship with these players by helping them set an early goal and keeping your word. Also be sure to address their concerns.

ISFP – The Composer

ISFPs are gentle caretakers who live in the present moment and enjoy their surroundings with cheerful, low-key enthusiasm. They often have fleixbile strategies that work well with their allies. While Spontaneous, they like to go with the flow of the game and not disrupt it with them own plan. They usually do not like to be in the spotlight, preferring instead to take a supporting role, and will avoid making decisions that will be detrimental to a player when others can take the lead role. ISFP are very observant of the game state and will always step in to assist others who are in need and volunteer their assistance.

Recommended Colors: Blue-Red-Green-(minor white)

Recommended Commanders: Riku of Two Reflections; Intet, the Dreamer; Zedruu the Greathearted; Gwafa Hazid, Profiteer; NEW: Gahiji, Honored One

Weaknesses/Recommendations: These players often can be too trusting and unwilling to question the current strategy. Be proactive and elicit their ideas and thoughts about how to win the game. Help them develop more skepticism in analyzing other people’s ideas and plans.

INFP – The Idealist

INFPs are imaginative idealists, guided by their own core values and beliefs. They do not have a straightforward strategy but rather see the game as a maze of possibilities which all can lead to victory. They see the potential for all their cards in that while some may not do anything by themselves, they can be priceless when acting in concert. They also tend to do their own exploration of how to win and decide for themselves the right path to victory. INFPs are often unconventional in their deck choices and feel no desire to conform to others. They especially hate being steamrolled by players who insist there is one right way to do things. 

Recommended Colors: Penta-Color or any 3 color decks

Recommended Commanders: Child of Alara: Scion of the Ur-Dragon; The Mimeoplasm; Thraximundar; Karador, Ghost Chieftain; NEW: Shattergang Brothers

Weaknesses/Recommendations: These players sometimes spend too much time reflecting than acting so it might hinder the overall plan. They might delay too much to the point that the opponents have already taken the board state. Help these allies set forth an action plan and learn to work with what you currently have instead of the ideal response.

INTP – The Architect

INTPs are philosophical innovators; they base their game play on logical analysis, systems, and design. They play unconventional decks that are based on theory of what could be. They thrive for the complex board states and innovate a new strategy to win for every game. During a game, they might seem detached and can seem oblivious to the world around them but this is far from the truth, they are usually thinking 2-3 turns ahead. They often spend their turn exploring the possibilities, making combos, and understand each opponent’s strategy. INTP players like to play their own game and often refuse to form alliances unless absolutely necessary.

Recommended Colors: Blue-Red-Black

Recommended Commanders: Arcum Dagsson; Jhoira of the Ghitu; Sedris, the Traitor King; Sakashima the Impostor; Sygg, River Cutthroat; Vela the Night-Clad; NEW: Nekusar, the Mindrazer

Weaknesses/Recommendations: INTP players can be too abstract and unrealistic about the current game state. They might pay too much attention to the small details while missing out on teamwork and harmony. Let these players know they need to focus on practical details and develop concrete solutions for the present.


That’s all for this week; I hope you tune in next week for the remaining eight profiles and remember I am still taking submissions for the LegitMTG “Who’s your commander” contests, so keep the emails coming and send them to editor@Legitmtg.com. I will notify the two entries that I select in the upcoming weeks.

I am excited to see what you guys have in store for me.

Thanks for reading.


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