A "Commander" Commander Deck

52241 views6 days ago
Commander
Size: 100Est cost: $443.94Salt sum: 39.53
 avatar

Joey_EDHREC

A "Commander" Commander Deck

52241 views6 days ago
Commander
Size: 100Est cost: $443.94Salt sum: 39.53

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"Every card MUST say the word \"Commander\" on it. Not like "},{"insert":{"card-link":"Siege-Gang Commander"}},{"insert":", I mean it must "},{"attributes":{"italic":true},"insert":"refer "},{"insert":"to a commander. This restriction also applies to the mana base! Outside of Basic lands, the mana base "},{"attributes":{"italic":true},"insert":"also "},{"insert":"has to refer to a commander somewhere. That makes for quite a restriction on ramp and color-fixing, but it's worth it for the bit!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why isn't this deck Bracket 1?"},{"insert":"\n Because "},{"insert":{"card-link":"Tana, the Bloodsower"}},{"insert":" and "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" are just way too good. Even with a heavy restriction, they still draw cards and make a decent board state, and with the right support, they hit pretty darn hard. Plus, cards like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" don't feel very Bracket 1 energy to me. This deck plays solidly against precon-level, though Bracket 3 decks are very handily going to shut this whole list down. \n\nIn pregame conversations I'm always clear that even despite the theme restriction, this deck slaps! The commanders are still strong and lots of good cards say \"commander\" on them, and we're even getting new ones all the time in precons every year!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why these partners?"},{"insert":"\nFirst, colors: the inspiration for this deck was the Background enchantments. Those enchantments with TWO commanders really super-charges their potency and makes them extra fun. Two 10/10s from "},{"insert":{"card-link":"Raised by Giants"}},{"insert":"? Two hits from "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":"? Absolute mayhem. I discovered pretty quickly that the blue Backgrounds are hyper-specific compared to the rest; "},{"insert":{"card-link":"Clan Crafter"}},{"insert":" and "},{"insert":{"card-link":"Dungeon Delver"}},{"insert":" won't do much here, y'know? So Blue was quickly ruled out.\n\nAfter that, it became apparent that a lot of the best Backgrounds involve combat in some way. Attack triggers from "},{"insert":{"card-link":"Flaming Fist"}},{"insert":" or "},{"insert":{"card-link":"Agent of the Shadow Thieves"}},{"insert":" informed the commander choices a lot, to get the best bang for their buck. Since Tana & Tymna already like attacking, they fell pretty naturally along color lines and the direction that many of the Backgrounds were already pointing towards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How Does it Play?"},{"insert":"\nBetter than you'd think! The biggest hurdle is color access. Getting an opening hand with 4 colors is "},{"attributes":{"italic":true},"insert":"tough"},{"insert":", but only having 2 colors means one of the commanders may not even get played all game if you draw poorly. I try to get an opening hand with 3 colors, if possible. That's also why I try to stick to 39 or 40 lands, so that I can increase the odds not just of hitting my lands consistently, but also of having options for which color of lands to play. We only have 2 ramp cards that say \"commander\" on them, so we gotta make up for it with consistency. \n\nIf colors work out, well, Tana and Tymna are just powerful legends, so even with this big restriction, finding ways to let them attack and do their thing just naturally begins to move the gears. Tymna is hyper-valuable as one of the only good ways to get extra card flow, but the real main character here is Tana. Buffing her even just a little bit to help her make contact and start making tokens, will set things up perfectly. The way we're winning is sometimes with commander damage, if Tana gets pumped up enough, but most often through pumping a lot of tokens, cuz even with just a couple 1/1s, a "},{"insert":{"card-link":"Commander's Insignia"}},{"insert":" or "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" or "},{"insert":{"card-link":"Skyhunter Strike Force"}},{"insert":" will make them into proper threats. Plus, bonus: opponents usually enjoy the novelty of these cards a lot, so even if they lose to them, there's often a lot of delight about remembering that oh yeah, those cards "},{"attributes":{"italic":true},"insert":"do "},{"insert":"say \"commander\" on them, don't they! :)\n\nThe biggest weakness is, of course, losing the commanders. No commander in play means the whole deck falls apart. Backgrounds and Lieutenants don't do much without them, y'know? Also, our removal is spotty. There are some funny options! "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" and "},{"insert":{"card-link":"Szat's Will"}},{"insert":" are enjoyable, for instance. But "},{"insert":{"card-link":"Klauth's Will"}},{"insert":" is the only way to snipe artifacts and enchantments under this theme restricton; that's very tough to deal with. Plus, the only board wipes are "},{"insert":{"card-link":"Cloudkill"}},{"insert":" and "},{"insert":{"card-link":"Slash the Ranks"}},{"insert":". Once someone else picks up proper momentum, we can help cooperate to take them down, but can rarely take someone down from a good position all on our own. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Best Moves"},{"insert":"\n"},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" gives +4/+4 to Tana's team of tokens when both commanders are in play. GG!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexilus Praetor"}},{"insert":" and "},{"insert":{"card-link":"Guardian Augmenter"}},{"insert":" protect the most important cards in play: the commanders. Without them in play, the entire deck shuts off. Lieutenants, Backgrounds, Familiars, free spells, all shut off without them, so protection is "},{"attributes":{"italic":true},"insert":"clutch "},{"insert":"here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Astarion's Thirst"}},{"insert":" is gross with Tana's natural trample. They block, you exile their creature before damage, absorb that power onto Tana, and then the trample means all that damage now goes directly to the face, making tons of Saproling tokens. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hardy Outlander"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"WILD. "},{"insert":"It checks upon resolution, so here's the play: Attack to trigger both commanders. Tana's resolves first, pumping Tymna. Then, Tymna resolves, conferring her new total power as a bonus back to Tana. If either or both of them already have a pump on them, this could mean buffing for +6 on one and +12 on the other. That's an enormous surprise boost. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skull Storm"}},{"insert":" and the entire cycle of these cards is just so, so amazing with 2 commanders. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why aren't you playing...?"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Colorless utility lands like "},{"attributes":{"italic":true},"insert":{"card-link":"Command Beacon"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Witch's Clinic"}},{"attributes":{"italic":true},"insert":"? Don't they meet the theme?"},{"insert":" Yes, they do! Unfortunately, the color fixing in this 4-color deck is so bad, because of the theme restriction, so a colorless land is a huge detriment :("},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Freerunning spells? They meet the restriction, right? "},{"insert":"I'm undecided on these, let me know if you think they should count! I've gone back and forth on them a lot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":"? Cuz I'm trying to keep it Bracket 2 :) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEnjoy the list!\n"}]}

Commander

Qty: 2 Price: $36.98
Tana, the Bloodsower
Trample
Whenever Tana deals combat damage to a player, create that many 1/1 green Saproling creature tokens.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Elf Druid
Tana, the Bloodsower (c16) 45
Tymna the Weaver
Lifelink
At the beginning of each of your postcombat main phases, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Human Cleric
Tymna the Weaver (c16) 48

Commander

(CTRL to add secondary)

Artifact

Qty: 3 Price: $5.77
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (clb) 298
Commander's Sphere
: Add one mana of any color in your commander's color identity.
Sacrifice this artifact: Draw a card.
Artifact
Commander's Sphere (cmr) 306
Tome of Legends
This artifact enters with a page counter on it.
Whenever your commander enters or attacks, put a page counter on this artifact.
,
, Remove a page counter from this artifact: Draw a card.
Artifact - Book
Tome of Legends (eld) 332

Artifact

(CTRL to add secondary)

Creature

Qty: 19 Price: $97.51
Ainok Strike Leader
Whenever you attack with this creature and/or your commander, for each opponent, create a 1/1 red Goblin creature token that's tapped and attacking that player.
Sacrifice this creature: Creature tokens you control gain indestructible until end of turn.
Creature - Warrior Dog
Ainok Strike Leader (tdc) 11
Bastion Protector
Commander creatures you control get +2/+2 and have indestructible.
Creature - Human Soldier
Bastion Protector (mic) 80
Biowaste Blob
Oozes you control get +1/+1.
At the beginning of your upkeep, if you control a commander, create a token that's a copy of this creature.
Creature - Ooze
Biowaste Blob (cmr) 219
Bloodsworn Steward
Flying
Commander creatures you control get +2/+2 and have haste.
Creature - Knight Vampire
Bloodsworn Steward (c17) 22
Falthis, Shadowcat Familiar
Commanders you control have menace and deathtouch.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Cat Nightmare
Falthis, Shadowcat Familiar (cmr) 564
Guardian Augmenter
Flash
Commander creatures you control get +2/+2.
Commanders you control have hexproof.
Creature - Wizard Troll
Guardian Augmenter (c21) 62
Hellkite Courser
Flying
When this creature enters, you may put a commander you own from the command zone onto the battlefield. It gains haste. Return it to the command zone at the beginning of the next end step.
Creature - Dragon
Hellkite Courser (cmr) 183
Jirina Kudro
When Jirina Kudro enters, create a 1/1 white Human Soldier creature token for each time you've cast a commander from the command zone this game.
Other Humans you control get +2/+0.
Legendary Creature - Human Soldier
Jirina Kudro (c20) 8
Kediss, Emberclaw Familiar
Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Elemental Lizard
Kediss, Emberclaw Familiar (cmr) 573
Keleth, Sunmane Familiar
Whenever a commander you control attacks, put a +1/+1 counter on it.
Partner (You can have two commanders if both have partner.)
Legendary Creature - Horse
Keleth, Sunmane Familiar (cmr) 550
Loyal Apprentice
Haste
Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Creature - Human Artificer
Loyal Apprentice (afc) 132
Loyal Guardian
Trample
Lieutenant — At the beginning of combat on your turn, if you control your commander, put a +1/+1 counter on each creature you control.
Creature - Rhino
Loyal Guardian (nec) 121
Loyal Unicorn
Vigilance
Lieutenant — At the beginning of combat on your turn, if you control your commander, prevent all combat damage that would be dealt to creatures you control this turn. Other creatures you control gain vigilance until end of turn.
Creature - Unicorn
Loyal Unicorn (c18) 4
Neriv, Crackling Vanguard
Flying, deathtouch
When Neriv enters, create two 1/1 red Goblin creature tokens.
Whenever Neriv attacks, exile a number of cards from the top of your library equal to the number of differently named tokens you control. During any turn you attacked with a commander, you may play those cards.
Legendary Creature - Dragon Spirit
Neriv, Crackling Vanguard (tdc) 6
Siege-Gang Lieutenant
Lieutenant — At the beginning of combat on your turn, if you control your commander, create two 1/1 red Goblin creature tokens. Those tokens gain haste until end of turn.
, Sacrifice a Goblin: This creature deals 1 damage to any target.
Creature - Goblin
Siege-Gang Lieutenant (m3c) 61
Skyhunter Strike Force
Flying
Melee (Whenever this creature attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Lieutenant — As long as you control your commander, other creatures you control have melee.
Creature - Knight Cat
Skyhunter Strike Force (onc) 31
Thunderfoot Baloth
Trample
Lieutenant — As long as you control your commander, this creature gets +2/+2 and other creatures you control get +2/+2 and have trample.
Creature - Beast
Thunderfoot Baloth (c14) 49
Tyrant's Familiar
Flying, haste
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature attacks, it deals 7 damage to target creature defending player controls."
Creature - Dragon
Tyrant's Familiar (cm2) 125
Vexilus Praetor
Flash
Vigilance
Aegis of the Emperor — Commanders you control have protection from everything.
Creature - Warrior Custodes
Vexilus Praetor (40k) 19

Creature

(CTRL to add secondary)

Enchantment

Qty: 16 Price: $18.36
Agent of the Iron Throne
Commander creatures you own have "Whenever an artifact or creature you control is put into a graveyard from the battlefield, each opponent loses 1 life."
Legendary Enchantment - Background
Agent of the Iron Throne (clb) 492
Agent of the Shadow Thieves
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, put a +1/+1 counter on this creature. It gains deathtouch and indestructible until end of turn."
Legendary Enchantment - Background
Agent of the Shadow Thieves (clb) 493
Commander's Insignia
Creatures you control get +1/+1 for each time you've cast your commander from the command zone this game.
Enchantment
Commander's Insignia (c19) 2
Cultist of the Absolute
Commander creatures you own get +3/+3 and have flying, deathtouch, "Ward—Pay 3 life," and "At the beginning of your upkeep, sacrifice a creature."
Legendary Enchantment - Background
Cultist of the Absolute (clb) 495
Flaming Fist
Commander creatures you own have "Whenever this creature attacks, it gains double strike until end of turn."
Legendary Enchantment - Background
Flaming Fist (clb) 474
Guild Artisan
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, you create two Treasure tokens." (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Legendary Enchantment - Background
Guild Artisan (clb) 505
Hardy Outlander
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, another target creature you control gets +X/+X until end of turn, where X is this creature's power."
Legendary Enchantment - Background
Hardy Outlander (clb) 517
Inspiring Leader
Commander creatures you own have "Creature tokens you control get +2/+2."
Legendary Enchantment - Background
Inspiring Leader (clb) 475
Master Chef
Commander creatures you own have "This creature enters with an additional +1/+1 counter on it" and "Other creatures you control enter with an additional +1/+1 counter on them."
Legendary Enchantment - Background
Master Chef (clb) 519
Noble Heritage
Commander creatures you own have "When this creature enters and at the beginning of your upkeep, each player may put two +1/+1 counters on a creature they control. For each opponent who does, you gain protection from that player until your next turn." (You can't be targeted, dealt damage, or enchanted by anything controlled by that player.)
Legendary Enchantment - Background
Noble Heritage (clb) 478
Raised by Giants
Commander creatures you own have base power and toughness 10/10 and are Giants in addition to their other types.
Legendary Enchantment - Background
Raised by Giants (clb) 520
Scion of Halaster
Commander creatures you own have "The first time you would draw a card each turn, instead look at the top two cards of your library. Put one of them into your graveyard and the other back on top of your library. Then draw a card."
Legendary Enchantment - Background
Scion of Halaster (clb) 498
SOLDIER Military Program
At the beginning of combat on your turn, choose one. If you control a commander, you may choose both instead.
• Create a 1/1 white Soldier creature token.
• Put a +1/+1 counter on each of up to two Soldiers you control.
Enchantment
SOLDIER Military Program (fic) 25
Tavern Brawler
Commander creatures you own have "At the beginning of your upkeep, exile the top card of your library. This creature gets +X/+0 until end of turn, where X is that card's mana value. You may play that card this turn."
Legendary Enchantment - Background
Tavern Brawler (clb) 511
Timely Ward
You may cast this spell as though it had flash if it targets a commander.
Enchant creature
Enchanted creature has indestructible.
Enchantment - Aura
Timely Ward (cmr) 363
Veteran Soldier
Commander creatures you own have "Whenever this creature attacks a player, if no opponent has more life than that player, for each opponent, create a 1/1 white Soldier creature token that's tapped and attacking that opponent."
Legendary Enchantment - Background
Veteran Soldier (clb) 480

Enchantment

(CTRL to add secondary)

Instant

Qty: 13 Price: $234.67
Akroma's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Creatures you control gain flying, vigilance, and double strike until end of turn.
• Creatures you control gain lifelink, indestructible, and protection from each color until end of turn.
Instant
Akroma's Will (cmr) 3
Astarion's Thirst
Exile target creature. Put X +1/+1 counters on a commander creature you control, where X is the power of the creature exiled this way.
Instant
Astarion's Thirst (clb) 114
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (c20) 42
Deflecting Swat
If you control a commander, you may cast this spell without paying its mana cost.
You may choose new targets for target spell or ability.
Instant
Deflecting Swat (c20) 50
Flawless Maneuver
If you control a commander, you may cast this spell without paying its mana cost.
Creatures you control gain indestructible until end of turn.
Instant
Flawless Maneuver (c20) 26
Fury Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies.
Copy target instant or sorcery spell. You may choose new targets for the copy.
Instant
Fury Storm (c18) 22
Judgment of Alexander
Prevent all damage that would be dealt to you this turn by sources your opponents control. Whenever damage from a creature is prevented this way, each commander creature you control deals damage equal to its power to that creature.
Instant
Judgment of Alexander (fic) 455
Kamahl's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Until end of turn, any number of target lands you control become 1/1 Elemental creatures with vigilance, indestructible, and haste. They're still lands.
• Choose target creature you don't control. Each creature you control deals damage equal to its power to that creature.
Instant
Kamahl's Will (cmr) 238
Klauth's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Breathe Flame — Klauth's Will deals X damage to each creature without flying.
• Smash Relics — Destroy up to X target artifacts and/or enchantments.
Instant
Klauth's Will (afc) 51
Obscuring Haze
If you control a commander, you may cast this spell without paying its mana cost.
Prevent all damage that would be dealt this turn by creatures your opponents control.
Instant
Obscuring Haze (c20) 61
Stinging Study
You draw X cards and you lose X life, where X is the mana value of a commander you own on the battlefield or in the command zone.
Instant
Stinging Study (c21) 44
Szat's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each opponent sacrifices a creature they control with the greatest power.
• Exile all opponents' graveyards, then create X 0/1 black Thrull creature tokens, where X is the greatest power among creature cards exiled this way.
Instant
Szat's Will (cmr) 152
Will of the Mardu
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Create a number of 1/1 red Warrior creature tokens equal to the number of creatures target player controls.
• Will of the Mardu deals damage to target creature equal to the number of creatures you control.
Instant
Will of the Mardu (tdc) 57

Instant

(CTRL to add secondary)

Land

Qty: 39 Price: $31.77
Cactus Preserve
This land enters tapped.
: Add one mana of any type that a land you control could produce.
: Until end of turn, this land becomes an X/X green Plant creature with reach, where X is the greatest mana value among your commanders. It's still a land.
Land - Desert
Cactus Preserve (otc) 40
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (clb) 351
Forest
(
: Add
.)
Basic Land - Forest
Forest (cmr) 510
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (c19) 297
Opal Palace
: Add
.
,
: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Land
Opal Palace (cmr) 352
Path of Ancestry
This land enters tapped.
: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Land
Path of Ancestry (plg21) C3
Plains
(
: Add
.)
Basic Land - Plains
Plains (c19) 288
Study Hall
: Add
.
,
: Add one mana of any color. When you spend this mana to cast your commander, scry X, where X is the number of times it's been cast from the command zone this game.
Land
Study Hall (c21) 80
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (c16) 343

Land

(CTRL to add secondary)

Sorcery

Qty: 8 Price: $18.88
Cloudkill
All creatures get -X/-X until end of turn, where X is the greatest mana value of a commander you own on the battlefield or in the command zone.
Sorcery
Cloudkill (clb) 121
Empyrial Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Create a 4/4 white Angel creature token with flying.
Sorcery
Empyrial Storm (c18) 2
Genesis Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Reveal cards from the top of your library until you reveal a nonland permanent card. You may put that card onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield on the bottom of your library in a random order.
Sorcery
Genesis Storm (c18) 30
Skull Storm
When you cast this spell, copy it for each time you've cast your commander from the command zone this game.
Each opponent sacrifices a creature of their choice. Each opponent who can't loses half their life, rounded up.
Sorcery
Skull Storm (c18) 18
Slash the Ranks
Destroy all creatures and planeswalkers except for commanders.
Sorcery
Slash the Ranks (cmr) 47
Visions of Dominance
Put a +1/+1 counter on target creature, then double the number of +1/+1 counters on it.
Flashback
. This spell costs
less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Visions of Dominance (mic) 75
Will of the Abzan
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Any number of target opponents each sacrifice a creature with the greatest power among creatures that player controls and lose 3 life.
• Return target creature card from your graveyard to the battlefield.
Sorcery
Will of the Abzan (tdc) 71
Will of the Sultai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Target player mills three cards. Return all land cards from your graveyard to the battlefield tapped.
• Put X +1/+1 counters on target creature, where X is the number of lands you control. It gains trample until end of turn.
Sorcery
Will of the Sultai (tdc) 49

Sorcery

(CTRL to add secondary)

Maybeboard

Qty: 33 Price: $215.79
Anara, Wolvid Familiar
During your turn, commanders you control have indestructible. (Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.)
Partner (You can have two commanders if both have partner.)
Legendary Creature - Beast Wolf
Anara, Wolvid Familiar (cmr) 577
Angelic Field Marshal
Flying
Lieutenant — As long as you control your commander, this creature gets +2/+2 and creatures you control have vigilance.
Creature - Angel
Angelic Field Marshal (c14) 2
Campfire
,
: You gain 2 life.
,
, Exile this artifact: Put all commanders you own from the command zone and from your graveyard into your hand. Then shuffle your graveyard into your library.
Artifact
Campfire (clb) 304
Chain Assassination
Freerunning
(You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Destroy target creature. If another creature died this turn, draw a card.
Instant
Chain Assassination (acr) 23
Cloakwood Hermit
Commander creatures you own have "At the beginning of your end step, if a creature card was put into your graveyard from anywhere this turn, create two tapped 1/1 green Squirrel creature tokens."
Legendary Enchantment - Background
Cloakwood Hermit (clb) 514
Command Beacon
: Add
.
, Sacrifice this land: Put your commander into your hand from the command zone.
Land
Command Beacon (cmr) 349
Criminal Past
Commander creatures you own have menace and "This creature gets +X/+0, where X is the number of creature cards in your graveyard." (A creature with menace can't be blocked except by two or more creatures.)
Legendary Enchantment - Background
Criminal Past (clb) 494
Crimson Honor Guard
Trample
At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
Creature - Knight Vampire
Crimson Honor Guard (voc) 145
Dancer's Chakrams
Job select (When this Equipment enters, create a 1/1 colorless Hero creature token, then attach this to it.)
Equipped creature gets +2/+2, has lifelink and "Other commanders you control get +2/+2 and have lifelink," and is a Performer in addition to its other types.
Krishna — Equip
Artifact - Equipment
Dancer's Chakrams (fic) 17
Demon of Wailing Agonies
Flying
Lieutenant — As long as you control your commander, this creature gets +2/+2 and has "Whenever this creature deals combat damage to a player, that player sacrifices a creature of their choice."
Creature - Demon
Demon of Wailing Agonies (c14) 21
Dragon Cultist
Commander creatures you own have "At the beginning of your end step, if a source you controlled dealt 5 or more damage this turn, create a 4/4 red Dragon creature token with flying."
Legendary Enchantment - Background
Dragon Cultist (clb) 503
Far Traveler
Commander creatures you own have "At the beginning of your end step, exile up to one target tapped creature you control, then return it to the battlefield under its owner's control."
Legendary Enchantment - Background
Far Traveler (clb) 473
Flamekin Herald
Commander spells you cast have cascade. (Whenever you cast a commander, exile cards from the top of your library until you exile a nonland card with lesser mana value. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Creature - Wizard Elemental
Flamekin Herald (cmr) 179
Forge of Heroes
: Add
.
: Choose target commander that entered this turn. Put a +1/+1 counter on it if it's a creature and a loyalty counter on it if it's a planeswalker.
Land
Forge of Heroes (c18) 58
Geode Golem
Trample
Whenever this creature deals combat damage to a player, you may cast your commander from the command zone without paying its mana cost. (You still pay any additional costs.)
Creature Artifact - Golem
Geode Golem (clb) 316
Haunted One
Commander creatures you own have "Whenever this creature becomes tapped, it and other creatures you control that share a creature type with it each get +2/+0 and gain undying until end of turn." (When a creature with undying dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Legendary Enchantment - Background
Haunted One (clb) 654
Imposing Grandeur
Each player may discard their hand and draw cards equal to the greatest mana value of a commander they own on the battlefield or in the command zone.
Sorcery
Imposing Grandeur (voc) 24
Ironwill Forger
Lieutenant — At the beginning of combat on your turn, if you control your commander, target nonlegendary creature you control gains myriad until end of turn. (Whenever it attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Creature - Artificer Orc
Ironwill Forger (tdc) 13
Jeska's Will
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Add
for each card in target opponent's hand.
• Exile the top three cards of your library. You may play them this turn.
Sorcery
Jeska's Will (clb) 799
Jeweled Lotus
, Sacrifice this artifact: Add three mana of any one color. Spend this mana only to cast your commander.
Artifact
Jeweled Lotus (cmr) 319
Loyal Subordinate
Menace (This creature can't be blocked except by two or more creatures.)
Lieutenant — At the beginning of combat on your turn, if you control your commander, each opponent loses 3 life.
Creature - Zombie
Loyal Subordinate (c18) 16
Myth Unbound
Your commander costs
less to cast for each time it's been cast from the command zone this game.
Whenever your commander is put into the command zone from anywhere, draw a card.
Enchantment
Myth Unbound (c18) 32
Norn's Choirmaster
Flying, first strike
Whenever a commander you control enters or attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Creature - Angel Phyrexian
Norn's Choirmaster (onc) 8
Overpowering Attack
Freerunning
(You may cast this spell for its freerunning cost if you dealt combat damage to a player this turn with an Assassin or commander.)
Untap all creatures you control that attacked this turn. If it's your main phase, there is an additional combat phase after this phase, followed by an additional main phase.
Sorcery
Overpowering Attack (acr) 37
Popular Entertainer
Commander creatures you own have "Whenever one or more creatures you control deal combat damage to a player, goad target creature that player controls." (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Legendary Enchantment - Background
Popular Entertainer (clb) 509
Sanctum of Eternity
: Add
.
,
: Return target commander you own from the battlefield to your hand. Activate only during your turn.
Land
Sanctum of Eternity (c19) 59
Street Urchin
Commander creatures you own have "
, Sacrifice another creature or an artifact: This creature deals 1 damage to any target."
Legendary Enchantment - Background
Street Urchin (clb) 510
Visions of Dread
Target opponent puts a creature card of their choice from their graveyard onto the battlefield under your control.
Flashback
. This spell costs
less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Visions of Dread (mic) 72
Visions of Glory
Create a 1/1 white Human creature token for each creature you control.
Flashback
. This spell costs
less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Visions of Glory (mic) 70
Visions of Ruin
Each opponent sacrifices an artifact. For each artifact sacrificed this way, you create a Treasure token.
Flashback
. This spell costs
less to cast this way, where X is the greatest mana value of a commander you own on the battlefield or in the command zone. (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Visions of Ruin (mic) 74
We Ride at Dawn
Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for
or one mana of that creature's color.)
Whenever your commander attacks, create a 1/1 red Mercenary creature token with "
: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery."
Enchantment
We Ride at Dawn (otc) 12
Will of the Jeskai
Choose one. If you control a commander as you cast this spell, you may choose both instead.
• Each player may discard their hand and draw five cards.
• Each instant and sorcery card in your graveyard gains flashback until end of turn. The flashback cost is equal to its mana cost.
Sorcery
Will of the Jeskai (tdc) 80
Witch's Clinic
: Add
.
,
: Target commander gains lifelink until end of turn.
Land
Witch's Clinic (c21) 81

Maybeboard

(CTRL to add secondary)

Deck Info

Deck stats

25 pips - 22 cards
17 mana - 17 cards
0 pips - 0 cards
0 mana - 8 cards
17 pips - 15 cards
16 mana - 16 cards
19 pips - 14 cards
17 mana - 17 cards
17 pips - 14 cards
16 mana - 16 cards
0 pips - 0 cards
2 mana - 2 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Every card MUST say the word \"Commander\" on it. Not like "},{"insert":{"card-link":"Siege-Gang Commander"}},{"insert":", I mean it must "},{"attributes":{"italic":true},"insert":"refer "},{"insert":"to a commander. This restriction also applies to the mana base! Outside of Basic lands, the mana base "},{"attributes":{"italic":true},"insert":"also "},{"insert":"has to refer to a commander somewhere. That makes for quite a restriction on ramp and color-fixing, but it's worth it for the bit!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why isn't this deck Bracket 1?"},{"insert":"\n Because "},{"insert":{"card-link":"Tana, the Bloodsower"}},{"insert":" and "},{"insert":{"card-link":"Tymna the Weaver"}},{"insert":" are just way too good. Even with a heavy restriction, they still draw cards and make a decent board state, and with the right support, they hit pretty darn hard. Plus, cards like "},{"insert":{"card-link":"Akroma's Will"}},{"insert":" and "},{"insert":{"card-link":"Deadly Rollick"}},{"insert":" don't feel very Bracket 1 energy to me. This deck plays solidly against precon-level, though Bracket 3 decks are very handily going to shut this whole list down. \n\nIn pregame conversations I'm always clear that even despite the theme restriction, this deck slaps! The commanders are still strong and lots of good cards say \"commander\" on them, and we're even getting new ones all the time in precons every year!\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why these partners?"},{"insert":"\nFirst, colors: the inspiration for this deck was the Background enchantments. Those enchantments with TWO commanders really super-charges their potency and makes them extra fun. Two 10/10s from "},{"insert":{"card-link":"Raised by Giants"}},{"insert":"? Two hits from "},{"insert":{"card-link":"Tavern Brawler"}},{"insert":"? Absolute mayhem. I discovered pretty quickly that the blue Backgrounds are hyper-specific compared to the rest; "},{"insert":{"card-link":"Clan Crafter"}},{"insert":" and "},{"insert":{"card-link":"Dungeon Delver"}},{"insert":" won't do much here, y'know? So Blue was quickly ruled out.\n\nAfter that, it became apparent that a lot of the best Backgrounds involve combat in some way. Attack triggers from "},{"insert":{"card-link":"Flaming Fist"}},{"insert":" or "},{"insert":{"card-link":"Agent of the Shadow Thieves"}},{"insert":" informed the commander choices a lot, to get the best bang for their buck. Since Tana & Tymna already like attacking, they fell pretty naturally along color lines and the direction that many of the Backgrounds were already pointing towards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"How Does it Play?"},{"insert":"\nBetter than you'd think! The biggest hurdle is color access. Getting an opening hand with 4 colors is "},{"attributes":{"italic":true},"insert":"tough"},{"insert":", but only having 2 colors means one of the commanders may not even get played all game if you draw poorly. I try to get an opening hand with 3 colors, if possible. That's also why I try to stick to 39 or 40 lands, so that I can increase the odds not just of hitting my lands consistently, but also of having options for which color of lands to play. We only have 2 ramp cards that say \"commander\" on them, so we gotta make up for it with consistency. \n\nIf colors work out, well, Tana and Tymna are just powerful legends, so even with this big restriction, finding ways to let them attack and do their thing just naturally begins to move the gears. Tymna is hyper-valuable as one of the only good ways to get extra card flow, but the real main character here is Tana. Buffing her even just a little bit to help her make contact and start making tokens, will set things up perfectly. The way we're winning is sometimes with commander damage, if Tana gets pumped up enough, but most often through pumping a lot of tokens, cuz even with just a couple 1/1s, a "},{"insert":{"card-link":"Commander's Insignia"}},{"insert":" or "},{"insert":{"card-link":"Thunderfoot Baloth"}},{"insert":" or "},{"insert":{"card-link":"Skyhunter Strike Force"}},{"insert":" will make them into proper threats. Plus, bonus: opponents usually enjoy the novelty of these cards a lot, so even if they lose to them, there's often a lot of delight about remembering that oh yeah, those cards "},{"attributes":{"italic":true},"insert":"do "},{"insert":"say \"commander\" on them, don't they! :)\n\nThe biggest weakness is, of course, losing the commanders. No commander in play means the whole deck falls apart. Backgrounds and Lieutenants don't do much without them, y'know? Also, our removal is spotty. There are some funny options! "},{"insert":{"card-link":"Tyrant's Familiar"}},{"insert":" and "},{"insert":{"card-link":"Szat's Will"}},{"insert":" are enjoyable, for instance. But "},{"insert":{"card-link":"Klauth's Will"}},{"insert":" is the only way to snipe artifacts and enchantments under this theme restricton; that's very tough to deal with. Plus, the only board wipes are "},{"insert":{"card-link":"Cloudkill"}},{"insert":" and "},{"insert":{"card-link":"Slash the Ranks"}},{"insert":". Once someone else picks up proper momentum, we can help cooperate to take them down, but can rarely take someone down from a good position all on our own. \n\n"},{"attributes":{"underline":true,"bold":true},"insert":"MVP Cards & Best Moves"},{"insert":"\n"},{"insert":{"card-link":"Inspiring Leader"}},{"insert":" gives +4/+4 to Tana's team of tokens when both commanders are in play. GG!"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Vexilus Praetor"}},{"insert":" and "},{"insert":{"card-link":"Guardian Augmenter"}},{"insert":" protect the most important cards in play: the commanders. Without them in play, the entire deck shuts off. Lieutenants, Backgrounds, Familiars, free spells, all shut off without them, so protection is "},{"attributes":{"italic":true},"insert":"clutch "},{"insert":"here."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Astarion's Thirst"}},{"insert":" is gross with Tana's natural trample. They block, you exile their creature before damage, absorb that power onto Tana, and then the trample means all that damage now goes directly to the face, making tons of Saproling tokens. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Hardy Outlander"}},{"insert":" is "},{"attributes":{"italic":true},"insert":"WILD. "},{"insert":"It checks upon resolution, so here's the play: Attack to trigger both commanders. Tana's resolves first, pumping Tymna. Then, Tymna resolves, conferring her new total power as a bonus back to Tana. If either or both of them already have a pump on them, this could mean buffing for +6 on one and +12 on the other. That's an enormous surprise boost. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Skull Storm"}},{"insert":" and the entire cycle of these cards is just so, so amazing with 2 commanders. "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true,"bold":true},"insert":"Why aren't you playing...?"},{"insert":"\n"},{"attributes":{"italic":true},"insert":"Colorless utility lands like "},{"attributes":{"italic":true},"insert":{"card-link":"Command Beacon"}},{"attributes":{"italic":true},"insert":" and "},{"attributes":{"italic":true},"insert":{"card-link":"Witch's Clinic"}},{"attributes":{"italic":true},"insert":"? Don't they meet the theme?"},{"insert":" Yes, they do! Unfortunately, the color fixing in this 4-color deck is so bad, because of the theme restriction, so a colorless land is a huge detriment :("},{"attributes":{"list":"bullet"},"insert":"\n"},{"attributes":{"italic":true},"insert":"Freerunning spells? They meet the restriction, right? "},{"insert":"I'm undecided on these, let me know if you think they should count! I've gone back and forth on them a lot."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":{"card-link":"Jeska's Will"}},{"insert":"? Cuz I'm trying to keep it Bracket 2 :) "},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nEnjoy the list!\n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards