TLDR
Using proxies to test a competitive Commander deck lets you evaluate expensive cards, new win conditions, and complete decklists before committing to the real cards.
Start with the uncertain parts of the deck rather than immediately printing 100 cards. Test opening hands, mulligans, interaction, mana development, and performance against several archetypes. Keep a written change log so that each round of testing answers a specific question.
For private games and unsanctioned events, disclose your proxies and confirm that the group or organizer permits them. Player-made proxies are not allowed in sanctioned Magic events.
Proxies Are a Testing Tool, Not a Shortcut to a Finished Deck
Using proxies to test a competitive deck makes sense because competitive Commander can be brutally expensive and surprisingly difficult to evaluate in isolation.
A card may look indispensable in a published decklist but perform poorly in your local environment. A theoretically perfect mana base may produce awkward opening hands. A new combo might be compact, efficient, and absolutely miserable to assemble under real pressure.
Buying every candidate before testing it reverses the sensible order of operations. First determine whether the card belongs in the deck. Then decide whether you want an official copy.
For this purpose, a proxy is best treated as a clearly disclosed playtest card. It should represent the correct card accurately without being presented as an authentic Magic card.
Decide What You Are Actually Testing
Do not begin by copying a competitive list and asking whether it is “good.” That question is too broad to produce useful information.
Start with a narrower question:
- Can this mana base consistently cast the commander on time?
- Is the deck keeping enough playable opening hands?
- Does the primary win condition require too many weak setup cards?
- Can the deck recover after its first combo attempt is stopped?
- Is there enough interaction for fast combo pods?
- Are the stax pieces helping more than they hurt?
- Does a five-card package improve a particular matchup?
Each testing session should answer one or two questions. Otherwise, you may play ten games, remember the dramatic moments, and learn almost nothing.
Competitive Magic already contains enough variance. There is no need to add experimental confusion as another resource type.
Which Cards Should You Proxy First?
You do not always need to proxy the complete deck. Begin with the cards most likely to affect your decision.
| Testing Goal | Cards to Proxy First | Typical Quantity |
|---|---|---|
| Evaluate expensive staples | Fast mana, tutors, premium lands, interaction | 5 to 20 |
| Test a combo package | Win conditions, enablers, backup pieces | 6 to 15 |
| Rebuild the mana base | Lands, rocks, rituals, fixing | 20 to 40 |
| Compare two deck versions | Every card that differs between the lists | 10 to 30 |
| Test a completely new deck | Full list, excluding basics you already own | 70 to 100 |
| Test several competitive decks | Complete lists plus shared tokens | 200 or more |
Proxying only the uncertain cards is faster and cheaper. It also lets you mix them into an established deck without rebuilding everything.
A complete proxy deck becomes more useful when the commander, mana base, win package, and interaction suite are all changing together. At that point, testing twenty isolated cards may hide how the complete system functions.
Build a Test Version, Not a Showcase Version
The first version should emphasize readability and accuracy.
Use familiar artwork where possible. Make the card name, mana cost, card type, power and toughness, and rules text easy to identify across the table. Competitive games already involve enough board-state checking without turning every interaction into an art-identification quiz.
The cards should also use current Oracle text. Older printings may have outdated wording, and custom layouts can accidentally omit relevant details.
For physical testing, use:
- Matching opaque sleeves
- The same inner-sleeve setup throughout the deck
- Cards or inserts with consistent dimensions
- Identical orientation inside every sleeve
- Clearly distinguishable proxy or custom backs
- Legible card names and rules text
A thin paper insert placed over a basic land is sufficient for early testing. Professionally printed playtest cards become more useful once you are testing the same list repeatedly, bringing it to different playgroups, or preparing several decks.
Use a Structured Competitive Testing Process
Playing random games is better than doing nothing, but a structured process produces much more useful information.
Test 20 Opening Hands
Shuffle thoroughly and record twenty opening hands.
For each hand, note:
- Keep or mulligan
- Number of lands and mana sources
- Earliest meaningful play
- Available interaction
- Access to a tutor or win condition
- Whether the hand depends on drawing a specific type of card
- Why you kept or rejected it
Use the mulligan rules you expect to encounter in actual play. Do not keep weak hands because you know this is “just testing.” That teaches the deck to pass an exam after you have quietly handed it the answer sheet.
The goal is not merely to calculate an average land count. You are looking for patterns. Perhaps the deck has enough total mana but too few turn-one sources. Perhaps several hands contain powerful cards that cannot be cast. Perhaps your commander is functioning as a necessary engine rather than an optional one.
Goldfish the Deck
Play at least ten games without opponents.
Track:
- The turn on which the deck can attempt a win
- The amount of mana available each turn
- The number of cards used to assemble the win
- How much interaction can be held up
- Whether the win folds to one common response
- How often a tutor lacks a worthwhile target
- Which cards repeatedly remain stranded in hand
Goldfishing does not measure real competitive performance. It does establish the deck’s basic operating speed and exposes sequencing problems.
Test Against Different Archetypes
A deck that succeeds against one familiar pod may fail badly elsewhere. Test against a mix of:
- Fast combo
- Midrange value
- Stax
- Control-heavy decks
- Creature-based pressure
- Graveyard strategies
Try to play at least three to five games against each relevant style. You are not looking for a perfect win percentage from a small sample. You are identifying structural weaknesses.
A card that feels useless in one matchup may be essential in another. That is why removing it after a single disappointing draw is usually premature.
Record More Than Wins and Losses
A win can hide serious problems. An opponent may mulligan poorly, miss mana, or stop another player’s combo for you. A loss can still show that the deck functioned correctly.
Track information such as:
| Metric | What It Reveals |
|---|---|
| Opening-hand keep rate | Mana and early-action consistency |
| Average mulligans | How demanding the deck is to operate |
| Turn of first win attempt | Practical speed |
| Cards in hand after disruption | Recovery ability |
| Uncast cards at game end | Mana or card-selection problems |
| Dead interaction | Metagame mismatch |
| Tutor targets selected | Which cards actually matter |
| Missed triggers or sequencing errors | Deck complexity |
| Games decided by the commander | Dependence on command-zone access |
You may discover that a card appears mediocre but is consistently the best tutor target. Another card may look powerful while spending every game trapped in your hand like a very expensive spectator.
Change Small Packages Between Test Rounds
After gathering a baseline, make focused changes.
A practical revision might look like this:
Version 1.1
Removed:
- One expensive counterspell
- Two slow value cards
- One colorless land
- One redundant combo piece
Added:
- Two flexible interaction spells
- One additional colored source
- One card-selection spell
- One alternate win enabler
Play another set of games before making additional changes. Swapping fifteen cards at once makes it difficult to determine which decision helped.
Maintain a simple version log containing:
- Date
- Cards removed
- Cards added
- Reason for each change
- Matchups tested
- Important observations
- Changes planned for the next version
This is particularly valuable when returning to a deck after several weeks. Human memory has a remarkable tendency to convert “I wanted to test this card” into “I proved this card was excellent.”
How Many Cards Should You Order?
A complete Commander deck contains exactly 100 cards, including the commander. Tokens, emblems, dungeons, and similar accessories do not count toward that total.
A practical competitive test order might contain:
- 85 to 100 deck cards
- 10 to 20 alternate test cards
- 5 to 15 commonly used tokens
- A spare commander
- Separate representations for double-faced cards
- Reminder cards for complicated combo lines
You can reduce the order by supplying official basic lands. Competitive Commander decks often use relatively few basics, however, so removing them may not change the total very much.
The extra test cards are usually worth including. Ordering a list with no alternatives can force another purchase after the first three games identify an obvious problem.
Choosing a Proxy Printing Service for Testing
The best printing option depends on how far the test has progressed.
For early experiments, home-printed paper slips are perfectly adequate. There is little reason to order finished cards for a package you may abandon tomorrow.
Once the deck is stable enough for repeated testing, current comparisons from MTGProxyReviews.com generally position PrintMTG as the strongest fit for frequent revisions, custom cards, alternate files, and smaller follow-up batches. ProxyMTG becomes more attractive when printing a complete deck, several competitive lists, or a large combined playgroup order. ProxyKing is better suited to a smaller number of quality-focused staples than an entire experimental deck.
Look beyond the advertised card price. Useful testing features include:
- Decklist importing
- Easy card replacement
- Custom image uploads
- Current card databases
- Double-faced card support
- Low minimum quantities
- Quantity pricing
- Clear reprint policies
- Reliable order checking
- Readable, consistently cut cards
The cheapest card is not necessarily the cheapest test. An inaccurate or incomplete order may require you to print it again.
Check the Rules Before Taking Proxies to an Event
Private competitive Commander groups and unsanctioned cEDH tournaments may establish their own proxy policies. Some permit full proxy decks. Others impose a card limit, require recognizable printings, or prohibit proxies entirely. Ask the organizer before registering.
Sanctioned Magic events follow a stricter rule. The current Magic Tournament Rules require authorized, genuine Magic cards and prohibit player-created proxies. A head judge may issue a temporary proxy only in limited circumstances, such as when an otherwise legal card is accidentally damaged during the tournament or when a required foil has no nonfoil printing.
Also check the current Commander banned list before finalizing a competitive build. A copied list, saved primer, or old video may contain cards that are no longer legal.
Outside sanctioned play, disclosure remains the sensible approach. Tell the group that the deck contains proxies, use clearly marked backs, and never represent a proxy as an authentic card during a sale or trade.
Common Competitive Testing Mistakes
Testing Only Against Your Regular Pod
A deck can become highly adapted to three familiar opponents while remaining weak against the broader field.
Judging Cards After One Game
Competitive Commander has too much variance for a single draw to prove much. Look for repeated patterns.
Ignoring Mulligan Data
Many deck problems begin before the first turn. A list that frequently mulligans to five may be powerful but unreliable.
Changing Too Many Cards at Once
Large revisions destroy the baseline. Change a package, test it, and record the result.
Testing With Marked Cards
Different sleeves, paper thicknesses, or visible backs can reveal card identities during shuffling and cutting.
Keeping Proxies After Their Text Becomes Outdated
Rules changes, Oracle updates, and new ban-list decisions can make an old test card misleading. Verify the list before important sessions.
Competitive Deck Testing Checklist
Before the first serious test session, confirm that:
- The deck contains exactly 100 cards
- The commander and color identity are legal
- The list follows the current Commander banned list
- All proxy text is accurate and readable
- Double-faced cards are represented correctly
- Every card uses matching opaque sleeves
- Tokens are organized separately
- The test has a specific question
- Opening hands and mulligans will be recorded
- Results will include more than wins and losses
- Changes will be documented by deck version
- The playgroup or event organizer has approved proxies
Final Verdict
Proxies are one of the best tools available for testing a competitive Commander deck. They allow you to evaluate cards in actual games, compare expensive alternatives, rebuild the mana base, and identify weak packages before spending heavily on official copies.
The most effective approach is gradual. Begin with paper playtest cards, establish a baseline, record opening hands and matchup performance, and make controlled revisions. Print a finished test deck only once the list is stable enough to justify repeated use.
A proxy cannot tell you whether a card belongs in the deck. But it can let the games answer before your wallet has to.
FAQs
Should I Proxy an Entire Competitive Commander Deck?
Proxy the entire deck when you are testing a new commander, mana base, and strategy together. For upgrades to an established list, proxying only the uncertain cards is usually more efficient.
How Many Games Should I Play Before Changing a Card?
Play enough games to observe a repeated pattern, usually at least five to ten relevant games. Highly situational cards may require a larger sample before reaching a fair conclusion.
Can I Use Proxies in a cEDH Tournament?
It depends on the tournament. Many unsanctioned cEDH events establish their own proxy policies, but sanctioned Magic events require authorized cards except for narrowly defined judge-issued proxies.
Should Competitive Proxies Look Like Official Cards?
They should be recognizable and easy to read, but they should also be clearly distinguishable from authentic cards outside their sleeves. A custom or clearly marked back reduces the risk of confusion.
Is It Better to Test Online or With Paper Proxies?
Both are useful. Online testing is fast and inexpensive, while paper testing provides better information about physical shortcuts, manual sequencing, shuffling, missed triggers, and performance in your actual playgroup.
https://media.wizards.com/ContentResources/WPN/MTG_MTR_2025_Nov10_EN.pdf