The Brothers’ War: Ranking ALL Commanders from the set

Magic: the Gathering


The Brothers’ War: Ranking ALL Commanders from the set

11/26/22 Comment regular icon0 comments

In today’s article we rank ALL 45 potential Commanders and their supplementing products! Come check out who is worth ignoring and who deserves special attention!

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translated by Joey Sticks

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revised by Tabata Marques

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In today’s article we rank ALL The Brothers' Warlink outside website Commanders and their supplementing products! Come check out who are worth ignoring and who deserve special attention!


Once The Brothers’ War release hype is passed, the minds and pockets of Commander players start fizzling: which deck shall I craft next? It isn’t uncommon for players to desire crafting not only one, but many decks.

To help them, today’s article brings the megalomaniac proposal of ranking ALL potential commanders from the newest set and their supplementing products, that is, besides Standard’s valid set, we will rank also the legendary creatures of Commander decks and of the Transformerslink outside website that may come in booster sets and The Brothers’ War collector boosters, summing up 45 potential new commanders for the format! As a bonus, the top 5 come with a decklist!


Keep in mind that I bring the Commander’s competitive perspective, the cEDH. For all those good and old “for fun” players, don’t forget: have fun with whatever you find coolest and don’t stick to our concepts of best and worst commanders!

Besides that, this ranking builds this analysis considering their use just as commanders and not just one card in 99. Because of that, some orders might change when compared to our previous top 10 articlelink outside website, in addition to the detail that I might just have matured my perception of some of them.

And finally, don’t forget this is my subjective opinion and not an absolute truth. It can be very different from yours, and that not necessarily will make it better or worse. Having said that, let’s cut to the chase!

Ranking of All Commanders in the set

45º - Hajar, Loyal Bodyguard

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In the last position, Hajar, Loyal Bodyguard. Though its low cost, it has but a small impact in the game, besides forcing deckbuilding to an ineffective direction: Gruul legendary tribal with a commander that only provides protection once.

44º - Liberator, Urza’s Battlethopter

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Colorless decks give up the effectiveness provided by colors and here we don’t have a counterpoint to a powerful card such as Kozilek, the Great Distortion.

Liberator, Urza’s Battlethopter brings a Shimmer Myr which can grow in the command zone, and playing colorless in instant speed is nice, however it’s very little to not have any color.

43º - Feldon, Ronom Excavator

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Feldon, Ronom Excavator has a nice cost and promotes card advantage… But it is extremely conditional. To create value it’s necessary to deal damage to a creature with only 2 resistance.

That means, for it to be effective there needs to be ways to deal damage and increase its resistance for continuous use. In the end, a series of mediocre cards for a mediocre effect.

42º - Starscream, Power Hungry

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An okay cost in its jet form and allows you to give the title of Monarch for the one who is damaged. That means, you will extract its value only after your opponents.

And only then are you able to use the amazing ability of making ONE opponent lose 2 points of health (if you are the Monarch, of course). Poor Starscream, Power Hungry will keep seeking power without ever having seen it in reality.

41º - Harbin, Vanguard Aviator

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In a competitive atmosphere, Harbin, Vanguard Aviator brings absolutely no advantage beyond its low cost. Maybe a Control approach, loaded with annulments, card advantage and spot removal, with a pinch of effects that create soldiers to initiate an aggressive game plan, as the ones created by Myrel, Shield of Argive, Brimaz, King of Oreskos, Lena, Selfless Champion, Recruit the Worthy and Protect the Negotiators. It is bad, so be warned.


40º - Cyclonus, the Saboteur

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Both sides of Cyclonus, the Saboteur don’t converse with each other and demand that the robot side grow in power so it can start to convert itself and have in practice an additional initial phase each 2 turns.

It demands a high mana and tempo investment and the value return is very slow. That all without counting the possibility of getting a removal and resetting the whole hard invested progress.

39º - Blaster, Combat DJ

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An honest cost in the form of a small radio to try converting and giving you access to shenanigans with the ability of Modular on the face of Blaster, Combat DJ.

It isn’t an amazing strategy, but at least it can be cohesive by having access to cards such as Arcbound Ravager, Steel Overseer, Hardened Scales, Hangarback Walker and Walking Ballista.

38º - Ashnod, Flesh Mechanist

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Incredible cost, bad ability. Ashnod, Flesh Mechanist swapping a creature for a tapped Powerstone token can be reasonable depending on the value created by the death of that creature. But it triggers only in combat, with a pseudo-evasion (Deathtouch), which limits its use.

And its second ability for the context of Commander isn’t relevant. A pity, as many expected a lot from Ashnod’s first representation.

37º - Jetfire, Ingenious Scientist

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Potentially you can get a Flying 6/7 for the bargain of 7 mana in 2 smooth parcels of Magic Symbol 3Magic Symbol U and Magic Symbol UMagic Symbol UMagic Symbol U.

Sometimes you will be able to use these markers to do big plays, even in ways as to help another player, like providing mana for a possible answer. This includes other artifacts, which might open up spaces for strategies that use proliferate such as Flux Channeler and Thrummingbird or that provide +1/+1 with ease, such as Steel Overseer and Arcbound Ravager.

Honestly, I don’t see much potential to Jetfire, Ingenious Scientist, but he isn’t completely invisible.

36º - Blitzwing, Cruel Tormentor

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As the bigger part of Transformers, most of this time this will come into play as a vehicle and only then it will reach the part that interests us the most here, which is Blitzwing, Cruel Tormentor.

Dealing damage equal to health lost to an opponent at end step opens up the possibility of ejecting a player with cards that force them to lose half their health, such as Virtus the Veiled, Ebonblade Reaper, Blood Tribute, Quietus Spike, Scourge of the Skyclaves, Torgaar, Famine Incarnate and, why not, Peer into the Abyss.

The problem? You will only take out one player at a time, it is extremely choreographed, and the cards for that in general are bad.

35º - Gwenna, Eyes of Gaea


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This makes the 4194th generic Mono Green Commander. A big dork that doesn’t add more than 2 mana already makes it unplayable for most typical combos of this color, like the ones that use Umbral Mantle or Kogla, the Titan Ape + Hyrax Tower Scout. At least it is still possible to use Ashaya, Soul of the Wild + Quirion Ranger as the commander for infinite mana, but still having the need for a mana sink.

It’s worth noting, however, that the triggered effect of Gwenna, Eyes of Gaea at least is interesting, though no ways to abuse it have come to my mind yet. For now, this card will probably play for fun with a hint of Big Aggro.

34º - Ultra Magnus, Tactician

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It is a very honest Naya Commander, nothing “wow” about it. The most common will be to bring him like a Ultra Magnus, Armored Carrier, with a board that can reach enough power to get Formidable and provide Indestructible for your creatures. From that, a Jokulhaups or a well placed Devastation can practically end the game.

With Ultra Magnus, Tactician, the most dishonest plays are with Platinum Angel, Platinum Emperion and mostly Blightsteel Colossus.

33º - Mishra, Excavation Prodigy

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Mishra, Excavation Prodigy seems to me inferior to many other Mono Red commanders such as Birgi, God of Storytelling, Magda, Brazen Outlaw, Godo, Bandit Warlord and even dark horses such as Neheb, Dreadhorde Champion, Daretti, Scrap Savant and Zada, Hedron Grinder.

Its triggered ability limiting itself to once per turn practically castrated its options to combo, making it nothing more than a looting tool spending Magic Symbol 1 which can create Magic Symbol RMagic Symbol R. Some lines that make use of Krark-Clan Ironworks and the like might be possible, but even still it would be at best a competitive commander at the limit of reasonable, being quite optimistic.

32º - Tawnos, the Toymaker

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The cost of Tawnos, the Toymaker is so heavy, and though it is in powerful color combination and creating copies is at least a very interesting ability, the most favored types are very far from being very relevant.

Maybe in an approach with fewer Beasts and Birds and focusing more on extracting value out of good creatures when changing their type through Arcane Adaptation, Xenograft or hacking Tawnos with Artificial Evolution. By making this change we can create mana and infinite tokens with Palinchron, for instance. Jumping through hoops fiesta.

31º - Loran, Disciple of History

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Very interesting ability. My nose for combo goes to Hope of Ghirapur, Lion’s Eye Diamond and sac outlets. But there’s still something missing to become truly something palpable.

Maybe with future launches, perhaps? Loran, Disciple of History is a card to keep in our memories in every spoiler season’s early days.


30º - Sanwell, Avenger Ace

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Sanwell, Avenger Ace has a very strong synergy with artifact creatures and vehicles, being capable of digging deep in your deck to look for key-pieces for combos. With tap mechanics (Vehicles such as Clown Car, Unlicensed Hearse and Smuggler's Copter) and untap (Thousand-Year Elixir, Clock of Omens, Gauntlets of Light, Unwinding Clock, Drumbellower, Djeru's Resolve, Burst of Energy, etc) it might be capable of very explosive turns.

My bet here would be in decks based on Krark-Clan Ironworks and creatures such as Myr Retriever, but I don’t see why simply not play better commanders for this proposal, such as Teshar, Ancestor’s Apostle and Oswald Fiddlebender.

29º - Myrel, Shield of Argive

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Myrel, Shield of Argive allows for two possible approaches here (both mid to bad): forcing a fast combo deck and that is protected by the effect equivalent to a Grand Abolisher, though inconsistent as the commander doesn’t help with this plan at all.

Or a Mono White Hatebears that has an additional clock on Commander Zone by gradually increasing your board for aggression. Both are possible, but I don’t recommend it.

28º - Prowl, Stoic Strategist

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You already know it, right? Is it Mono White? Put a Stax in it! Playing with a reasonable amount of creatures you make the car huge and as turns pass it can become quite annoying with Prowl, Stoic Strategist removing temporarily creatures that are important pieces for your opponents.

It will be cute, provide a few cop car jokes, but nothing beyond that.

27º - Goldbug, Humanity’s Ally

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Yellow Beetle! Yes, in the story, Goldbug, Humanity’s Ally is basically Bumblebee reconstructed and enhanced. By a small margin it didn’t become a very interesting Azorius option, but as this form as it comes to us, mere mortals, ends up being quite reasonable, as it allows keeping an additional draw flow like Goldbug, Scrappy Scout if you have Humans to attack, but, for that, 2 magics per turn are necessary to transform each turn.

Ohhh, if the draw wasn’t on its robot side, how great it would be to create a Rule of Law. But unfortunately it isn’t so, which makes it inferior even when compared to obscure commanders of this combination such as Dragonlord Ojutai and Glenn, the Voice of Calm. And that is saying a lot.

26º - Arcee, Sharpshooter

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A very cool card design for Arcee, Sharpshooter, but very honest. With a good cost and able to perform a decent amount of board control. Here the most viable would be a game plan based on Modular cards.

However, a deck commanded by this Autobot would probably have difficulties when closing a match, maybe betting on combos such as Walking Ballista + Heliod, Sun-Crowned. If its damage could go to any target, it would be viable. Pity.


25º - Titania, Nature’s Force

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A very heavy cost card, though from the moment Titania, Nature’s Force is on board, it can get out of hand very fast by using effects that place a lot of lands at once such as Awaken the Woods and Scapeshift, this way settling itself as a very aggressive Aggro that as a bonus allows to use cards such as Greater Good and Life’s Legacy really well.

It’s worth remembering that it combos with Ashaya, Soul of the Wild... However it is an infinite loop that can go to a draw in case you don’t have anything to disrupt it like Altar of Dementia and Altar of the Brood. It sounds to me like a great high power deck, but not at a competitive level.

24º - Megatron, Tyrant

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Coming in as Megatron, Destructive Force, the leader of the Decepticons can control the board by sacrificing artifacts. Transforming it into Megatron, Tyrant, by dealing some damage, it is possible to create enormous amounts of colorless mana, which makes it possible to cast heavy game-defining magics, such as Blightsteel Colossus, God-Pharaoh's Statue, Torment of Hailfire, Ugin, the Spirit Dragon and Peer into the Abyss.

I don’t believe it reaches cEDH level, but it also comes in the high power decks category, probably as a power level 8 deck.

23º - Mishra, Eminent One

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Because of its Grixis color identity, Mishra, Eminent One already starts ahead of many commanders, unfortunately, as it counts with many card options such as Ad Nauseam, Thassa’s Oracle and Underworld Breach.

Its ability can help put pressure on health points while it tries to extract value out of artifacts such as Ichor Wellspring, Prized Statue, Nautiloid Ship, Imposter Mech, etc, however, a deck dedicated to him exclusively should not perform well.

22º - Titania, Voice of Gaea

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Titania, Voice of Gaea has an honest cost and nothing else, absolutely no relevant ability by itself. Things only get interesting from the moment you can bring out Argoth, Sanctum of Nature to the board (which isn’t hard in Mono Green) and reach the necessary conditions to build Titania, Gaea Incarnate.

In this version, Titania in matters of brute force is a rough creature, with an activated ability that can help her transform a possible flood into pressure into her opponent’s health points. She reaches an even bigger potential when you realize she is an infinite mana sink, as your lands will become infinite/infinite with Haste.

Is it good? Quite far from that, but it is a very interesting aggro deck, though it is dependent on a specific land for that, and sometimes it might combo with a bad sink. I don’t recommend it, but it’s there for the ones who want to try it.

21º Ratchet, Field Medic


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As a combo piece, Ratchet, Field Medic has some potential for combos, but at the moment I can’t see any line compact enough to make it worth it. Maybe in the future it will become relevant with the release of cards that can do this part.

For now, a Hatebears or a Midrange with a solid artifact base can be the options to make it viable. It’s an if, very hard if, which tends to no.

20º - Mishra, Claimed by Gix

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Mishra, Claimed by Gix allows for a more aggressive approach, with good token generators like Goblin Rabblemaster, Legion Warboss, Loyal Apprentice, Bitterblossom to add volume to attacks and drain your opponents quite well.

At the same time, it allows for an approach that can delay their development, by using these generators for effects such as Contamination or Goblin Bombardment. But the true beauty here lies in Mishra, Lost to Phyrexia, easily reaching for a nice Entomb or Unmarked Grave for Phyrexian Dragon Engine. This way, Mishra can completely dominate the battlefield.

I don’t believe it will perform well in more competitive tables, but in high power ground or by piggyback riding on Stax decks it might do very well.

19º - Tawnos, Solemn Survivor

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Nice cost and strong color identity? Check! Extremely conditional abilities? Also check.

To extract some consistent value out it is necessary to have good artifacts and be able to create tokens from it, investing time and mana in this process, which from my view makes a little on the bad side.

However, its salvation is to ignore completely this artifact idea and focus on making infinite mana with Isochron Scepter + Dramatic Reversal, and afterwards grind your own deck, placing Narcomoeba and Fatestitcher during the process, sacrificing 3 creatures for Dread Return and winning with Thassa’s Oracle. It isn’t good, but it’s playable.

18º - Loran of the Third Path

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Another potential commander for Mono White Hatebears decks. Loran of the Third Path is a removal in the Command Zone and that may have good synergy with blink effects for recurrent removals, such as Far Traveler, Teleportation Circle, Ephemerate and Eldrazi Displacer, however I would use it with moderation as it doesn’t have haste and that turns off its other effect on opponent’s turns.

The draw ability allows you to be political, conquering potential allies in players that are behind in match progression. Besides that, the most important, and an Achilles heel in many strategies of this kind, is that it can transform an “almost” victory through Thassa’s Oracle into a defeat, preventing victory attempts through this method while you make your opponents’ game even harder.

17º - Slicer, Hired Muscle

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A commander easily underestimated and that can take a table by halt through a quick and consistent aggression. It is very easy to conjure it at turn 1 as Slicer, High-Speed Antagonist and start to aggro, already transforming to Slicer, Hired Muscle and start to splash hits all around.

In a full cycle of turns, it’s easily 24 damage dealt. Any increase in power already makes it very dangerous, for example, a Hero’s Blade, makes it 2 attacks and nighty-night for someone. For those who don’t like combos and want to test out something quite different, this is an open option (with all the downsides of an aggro deck).

16º - Drafna, Founder of Lat-Nam

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How about one more commander to annoy your opponents with good Stax artifacts? Drafna, Founder of Lat-Nam can return, in the pass, a Winter Orb, Static Orb or Null Rod to play freely, or constantly change the named cards with Pithing Needle or Sorcerous Spyglass, maybe to create value with Ichor Wellspring and Prized Statue.

But the most cruel to me seems to be Liquimetal Torque turning Stasis into an artifact and it being returned to your hand starting a free turn, free and loose while the others wither in despair. The second ability must be used more conditionally, but sometimes might have its value.

After all, Drafna can be a perfectly viable option for a Stax deck, but it will stumble onto effectiveness when compared to a Mono Blue that occupies a similar niche, but also a very superior one: Urza, Lord High Artificer.

15º - Urza, Prince of Kroog

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Urza, Prince of Kroog’s ability to copy artifacts, though very expensive, opens up good opportunities of abusing it, though I haven’t seen any combo that demands just a few cards.

Some good targets are Heartstone, Forsaken Monument (which besides everything also combos with Basalt Monolith, Ichor Wellspring, Spine of Ish Sah and why not also start to gather Esper Sentinel triggers?). If you are soulless like me, the use of cards such as Tangle Wire, Sphere of Resistance and God-Pharaoh's Statue must be invigorating.

14º - Optimus Prime, Hero

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I can see a deck led by Optimus Prime, Hero based on hatebears such as Drannith Magistrate, Aven Mindcensor and Lavinia, Azorius Renegade. The most viable is for it to come down as Optimus Prime, Autobot Leader for 5 mana and transform it in the same round.

Bolster 2’s ability should be especially good with Esper Sentinel, might I say in passing. In its robot form, I believe the match can unrail pretty fast in favor of the Autobot Leader, as it will trigger Bolster 1 at each end step (including in the opponents’ end step). Aside from being extremely hard to get rid of this commander due to the ability of returning transformed when it dies.

13º - Ashnod the Uncaring


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Grixis identity? Check, which already guarantees high positions in our ranking. Ashnod the Uncaring doesn’t have such clear combo lines, but allows for very high value plays, such as activating Goblin Engineer and return 2 artifacts with only one activation, or sacrificing two artifacts with Sai, Master Thopterist to draw 4 cards.

Cards that allow token creation can become really effective when they allow paying 2 generic mana to draw 2 cards. The biggest disloyalty must be activating Razaketh, the Foulblooded with it in play. In the end, Ashnod is a commander that must, and deserves, be better explored sometime soon, so a good refined list can be crafted and reach optimization focused around the best synergies. There’s real potential here for a non-orthodox cEDH deck.

12º - Urza, Powerstone Prodigy

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Without much mystery, Urza, Powerstone Prodigy is a typical Mono Blue Scepter, based on Isochron Scepter + Dramatic Reversal. Its advantage in this strategy is that it naturally helps create the mana rocks necessary to reach the minimal condition for this combo when creating Powerstones.

At the same time, it digs through the deck searching for key cards or interactions for a reasonable price. When comboing, we already have access to the payoff in case it isn’t sick, allowing it to go for the game’s finisher. It isn’t incredible, but can’t be disrespected.

11º - The Archimandrite

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The Archimandrite isn’t the best Jeskai commander, but it can save a few tricks up your sleeve. Just remember some of the Advisors, Artificers and Monks that see play and can help us with draws, which is what matters with this commander: Goblin Engineer, Goblin Welder, Imperial Recruiter, Ledger Shredder and Serra Ascendant.

Monastery Mentor is certainly the highlight here as it creates more Monks. All that alongside cards such as Jeskai Ascendancy and Whirlwind of Thought can make for very explosive turns. And it’s even viable to use the classic Isochron Scepter + Dramatic Reversal.

Like I said, with Jeskai it is still more viable decks such as Elsha of the Infinite, Kykar, Wind's Fury, Jeska, Thrice Reborn & Ishai, Ojutai Dragonspeaker, Malcolm, Keen-Eyed Navigator & Bruse Tarl, Boorish Herder and even Brallin, Skyshark Rider & Shabraz, the Skyshark. Still, if you’re a Jeskai fanatic, it’s worth a try.

10º - Soundwave, Sonic Spy

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One of the few Transformers in which the non-robot side costs more. In this case Soundwave, Superior Captain will still be necessary to be able to create one more token, which is fundamental for the Soundwave, Sonic Spy side, in which there lies the beauty of the card, which is taking advantage of opponents’ resources.

Imagine the satisfaction in using an Ad Nauseam from an opponent that was annulled? A UBx based deck is always a threat in Commander for the danger represented by cards such as the listed Ad Nauseam, but also the feared Thassa’s Oracle + Demonic Consultation. I believe this one is viable in cEDH, but as an unusual option.


9º - Urza, Chief Artificer

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Urza, Chief Artificer is an option for the brave hard stax players. It is in a great color combination for some of the most hateful effects and it synergizes well with the pieces that are artifacts. Here it is possible to abuse many hates without being punished for it.

There are options such as Null Rod, Torpor Orb, Cursed Totem, Grafdigger’s Cage, Winter Orb, Trinisphere, Sphere of Resistance, Rule of Law, Ethersworn Canonist, Opposition Agent, etc, etc.

What does Urza do for us in this deck besides identity? Basically it puts a progressive clock on the table, by its aura and its simple aggression using the Constructs that come in every turn. And that can still be used for things such as Contamination. Clearly a deck for people of refined taste.

8º - Farid, Enterprising Salvager

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What Farid, Enterprising Salvager offers us in practice is a seemingly useful artifact with its first ability. But for a sharper reader, three little letters might’ve caught the attention: KCI.

Yes, Scrap’s tokens make loopings with Krark-Clan Ironworks very easy, as in practice it will provide Magic Symbol 2 for each non-token artifact that goes to the graveyard. This means a game state with only the “bad” retrievers such as Junk Diver in the graveyard and Workshop Assistant on board with KCI and the commander, you will effectively make infinite colorless mana.

Alongside any mana rock that creates Magic Symbol R, you will be able to filter the infinite colorless mana in colorful, create infinite Scraps and use Farid’s last option to loot all your deck in search of any finisher. KCI is the marginal strategy in cEDH, but for the aficionados for this kind of strategy, this new Mono Red is a solid option.

7º - Tocasia, Dig Site Mentor

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Among Bant’s commanders, Tocasia, Dig Site Mentor is a commander with unique abilities. What has the most potential here is providing Surveil 1’s ability when tapping a creature, which opens up for great potential to be explored in infinite mana combos which involvetapping and untapping creatures as a self-mill option.

Here the options go from Devoted Druid + Vizier of Remedies/Luxior, Giada's Gift to Freed from the Real + Bloom Tender/Faeburrow Elder/Sanctum Weaver or even any big dork + Ashaya, Soul of the Wild + Quirion Ranger.

There’s the classic self-mill option through Hermit Druid without the deck’s basic lands. From there you can give out Sevinne’s Reclamation’s flashback to a Thassa’s Oracle, for instance, and close the game, or even make intricate loopings from this condition onwards. There’s space for optimization and its use is perfectly acceptable in a cEDH meta.

6º - Flamewar, Brash Veteran

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Flamewar, Streetwise Operative will come in style for 2 mana, exiling cards from the deck and converting to the Flamewar, Brash Veteran form. In Rakdos you will probably have good sources for Treasure Tokens, such as Dockside Extortionist, Professional Face-Breaker, Grim Hireling, etc, which will be sacrifice fodders to convert again into the motorcycle.


Aggroing and alternating turn to turn, you will have access to a good quantity of cards. 2 turns in this cycle are 5 cards exiled, and 3 are 8 cards. This way, Flamewar guarantees a safer mid and late game, which makes it very efficient as a Midrange construction.

The fact that it discards cards isn’t necessarily bad, as some might be targets of effects such as Reanimate or fodder for Underworld Breach. Don’t underestimate our bike, it can surprise you.

5º - Hurkyl, Master Wizard

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Hurkyl, Master Wizard is a card with a very powerful effect, creating continuous card advantage by triggering and selecting cards of its type played in your turn.

Have you played an instant in your turn? Get an annulment to prepare for opponents’ turns. You did a Gitaxian Probe? That Transmute Artifact on top looks promising, or even maybe a Time Warp? Have you played a Mana Crypt? Well, there’s a Isochron Scepter interaction on the top 5.

It sounds to me like a type of deck that can be a good tool in the hands of a skilled player.

As this is the first card on our top 5, I will bring you a decklist!

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4º - Mishra, Tamer of Mak Fawa

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What do you think about all your artifacts being able to come back from the graveyard to the board at least once? It is basically Mishra, Tamer of Mak Fawa’s proposal by providing them Unearth.

Artifact combos gain a lot of value with this commander, which as a bonus punishes removal attempts. Feeding the graveyard is relatively easy in this color combination, be it by effects such as Wheel of Fortune, Entomb or self-mill like Stitcher’s Supplier or Grinding Station.

There are powerful artifacts to bypass costs or annulments, such as Bolas’s Citadel or Cloudstone Curio. It’s worth noting that this last one combos with Dockside Extortionist and Stitcher’s Supplier for instance, creating infinite mana and grinding your whole deck in the process, making Mishra shine after that by reanimating something like Trazyn the Infinite with Walking Ballista’s ability.

The decklist that follows was created by the player Matt Quibao with the help of figureheads such as Leonardo Folha and Louis “Baguette”.

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3º - Queen Kayla bin-Kroog

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Queen Kayla bin-Kroog almost tells us to stop playing magics from hand and keep them to activate its strong ability.

Basically you trade out the cards in your hand, fill up your graveyard and can place up to 3 creatures and artifacts in the game! By the way, it’s worth noting, it’s capable of bypassing Rule of Law effects by in practice “playing” 3 magics in the round, easily breaking symmetry and creating adventure over other players, which makes it ideal for Stax decks.

But that doesn’t limit its use just to this archetype. I can easily see its use in KCI lists also, while you fill the graveyard with pieces which will be tools while you place cards like Myr Retriever and Ashnod’s Altar in game. Powerful and versatile, there’s lots of space for deckbuilding!


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2º - Urza, Lord Protector

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Our silver medal goes to Urza, Lord Protector! Though alongside The Mightstone and Weakstone it can become the really powerful Urza, Planeswalker, its static ability is powerful by itself just by reducing the cost of three of the most powerful types of cards that we have around here, which brings a lot of potential for well-rounded builds based around control sorcery and/or artifacts.

This reduction is especially useful in decks that use artifact looping (Hi, have I said the word KCI today?).

But where it shines the most is in its synergy with Sensei's Divining Top + The Reality Chip / Mystic Forge’s combo, which is relatively easy to be lined up and it will get you to draw your whole deck.

If the stars align and you manage to use The Mightstone and Weakstone (which in practice costs 4 mana in this deck and it’s good on its own) and activate our commander in the form of Urza, Planeswalker, the chance of winning is huge, as you will be able to activate it twice, being able to, for instance, reducing the cost of the 3 types in a more consistent form, create card advantage or remove permanents. I believe Urza, Lord Protector has space to play in a cEDH of good level.

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1º - Gix, Yawgmoth Praetor

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Finally, our gold medal goes to Gix, Yawgmoth Praetor, which I had the pleasure of writing an article about its potential impacts in many formats, that you can check out by clicking herelink outside website!

Gix brings card advantage, which is especially important in decks that may drain the resources in your hand very quickly, as I imagine it will do.

Turbo Nauseam (Fam) strategies with Buried Alive combo layers will set the tone of this deck, filled with small evasive creatures (Hope of Ghirapur, Forsworn Paladin , Cabal Therapist, Dauthi Voidwalker, etc) which might be useful on its own, drawing us cards and serving nefarious purposes such as Culling the Weak, Phyrexian Tower or Diabolic Intent.

Of course, this Gix ability might be a source of draw also to your opponents, but at least it will probably preserve your precious health points for a Ad Nauseam or a Peer into the Abyss, right? And to finish, the cherry on top: Gix can make trading out useless cards in your hand for casting your opponents’ deck cards!

By the way, observe, given a very full hand condition after the combo, you can easily use your buddies’ decks finishers as your own. Considering all that, I believe that Gix will effectively become an integral part of the cEDH hall of decks!

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Final Thoughts

Finally we’ve come to the end! We had quite a few interesting options in this set and I believe now you will be able to make a more assertive choice when choosing your next deck and not be disappointed.


Thank you to all that read so far, from the bottom of my heart (as it was really a lot of work)!

I hope you liked it. Do you agree with this ranking? Disagree? Did you see any potential uses for a commander that I misjudged? Leave your comments down below!

Again, thank you and see you next time!

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Mateus Nogueira

Olá! Sou Mateus Nogueira grande entusiasta do Conquest e cEDH e fundador do cEDH Brasil e Conquest Brasil. Apreciador de midranges sujos, combos degenerados e stax desalmados!

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