MTG > Metagame Commander > deck Saruman, the White Hand
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Amass Orcs X, then Goblins and Orcs you control gain double strike and haste until end of turn. (To amass Orcs X, put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Vigilance When Rangers of Ithilien enters the battlefield, gain control of up to one target creature with lesser power for as long as you control Rangers of Ithilien. Then the Ring tempts you.
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Whenever Elvish Mariner attacks, scry 1. Whenever you scry, tap up to X target nonland permanents, where X is the number of cards looked at while scrying this way.
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When Ringwraiths enters the battlefield, target creature an opponent controls gets -3/-3 until end of turn. If that creature is legendary, its controller loses 3 life. When the Ring tempts you, return Ringwraiths from your graveyard to your hand.
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When Spiteful Banditry enters the battlefield, it deals X damage to each creature. Whenever one or more creatures your opponents control die, you create a Treasure token. This ability triggers only once each turn.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of up to one target artifact for as long as you control Scroll of Isildur. The Ring tempts you. II — Tap up to two target creatures. Put a stun counter on each of them. III — Draw a card for each tapped creature target opponent controls.
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{T}: Move a counter of each kind not on Goldberry, River-Daughter from another target permanent you control onto Goldberry. {U}, {T}: Move one or more counters from Goldberry onto another target permanent you control. If you do, draw a card.
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Return up to two target creatures to their owners' hands. Scry 1. The Ring tempts you.
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At the beginning of your end step, put an influence counter on Palantír of Orthanc and scry 2. Then target opponent may have you draw a card. If that player doesn't, you mill X cards, where X is the number of influence counters on Palantír of Orthanc, and that player loses life equal to the total mana value of those cards.
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Return target spell or nonland permanent an opponent controls to its owner's hand. You may cast an instant or sorcery spell with equal or lesser mana value from your hand without paying its mana cost.
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You may cast spells this turn as though they had flash. Draw a card.
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Enchant creature Enchanted creature gets -3/-0 and has "At the beginning of your upkeep, exile this creature unless you pay 2 life."
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This spell can't be copied. Copy any number of target instant and/or sorcery spells. You may choose new targets for the copies.
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(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Up to one target creature can't block for as long as you control There and Back Again. The Ring tempts you. II — Search your library for a Mountain card, put it onto the battlefield, then shuffle. III — Create Smaug, a legendary 6/6 red Dragon creature token with flying, haste, and "When this creature dies, create fourteen Treasure tokens."
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{T}: Untap another target permanent. {T}: Untap two other target legendary creatures.
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Menace Other Orcs and Goblins you control have menace. At the beginning of combat on your turn, amass Orcs 2. (Put two +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.)
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Return target creature card from your graveyard to your hand. The Ring tempts you.
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Tap target creature. Scry 1. Draw a card.
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Return target nontoken creature to its owner's hand. The Ring tempts you.
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Whenever a creature an opponent controls is dealt excess noncombat damage, amass Orcs X, where X is that excess damage. (Put X +1/+1 counters on an Army you control. It's also an Orc. If you don't control an Army, create a 0/0 black Orc Army creature token first.) {7}{R}: Fall of Cair Andros deals 7 damage to target creature.
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Ward {3} Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)
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Creatures you control have haste. Legendary creatures you control get +1/+0.
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Haste Whenever one or more other attacking legendary creatures you control die, untap all creatures you control. After this phase, there is an additional combat phase. This ability triggers only once each turn.
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Flying Whenever Witch-king, Bringer of Ruin attacks, defending player sacrifices a creature with the least power among creatures they control.
Main Deck cards Saruman, the White Hand
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8.0 in 100% of decks
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8.0 in 100% of decks
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8.0 in 100% of decks
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7.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
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1.0 in 100% of decks
Strategy
Ah, the "Saruman, the White Hand" Commander deck, what an intriguing concept! This deck have a strong theme around the characters and elements from The Lord of the Rings. The strategy appears to revolve around controlling the board with powerful spells and creatures, while also utilizing cards that reference key locations and characters from the lore. Some of the good points of this deck could be the flavorful synergies between the cards, such as using Treason of Isengard to steal opponent's creatures or using Sauron, Lord of the Rings as a powerful finisher. Cards like Reanimate and Feed the Swarm provide great utility and removal options. The mana base seems well-rounded with a mix of basic lands and dual lands to ensure consistent mana production. On the downside, the deck might struggle with being a bit slow to set up if it doesn't draw the right cards early on. Some of the cards, while flavorful, may not be as efficient or powerful in a competitive Commander environment. Additionally, the deck lack a bit of card draw or card advantage, which could be a weakness in longer games against decks with more card advantage engines. Overall, the "Saruman, the White Hand" Commander deck seems like a fun and thematic deck to play, with plenty of room for strategic plays and memorable moments on the battlefield. It definitely has the potential to surprise and delight both players and fans of The Lord of the Rings universe!
Example deck with Saruman, the White Hand
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