Brigid, Clachan's Heart // Brigid, Doun's Mind
Brigid, Clachan's Heart // Brigid, Doun's Mind (back)

Brigid, Clachan's Heart // Brigid, Doun's Mind

Color Identity

G mana
W mana

Details

Mana Value

3

Popularity

#1,124

of 3,381 commanders · via EDHREC

Card Text

Legendary Creature — Kithkin Warrior // Legendary Creature — Kithkin Soldier

Whenever this creature enters or transforms into Brigid, Clachan's Heart, create a 1/1 green and white Kithkin creature token.

At the beginning of your first main phase, you may pay {G}. If you do, transform Brigid.

//

{T}: Add X {G} or X {W}, where X is the number of other creatures you control.

At the beginning of your first main phase, you may pay {W}. If you do, transform Brigid.

3/2

Playstyle

Midrange · Steady · Minimal interaction · Wins by engines

Aggression
3 of 5
Speed
2 of 5
Interaction
1 of 5
Combat
3 of 5
Engine
4 of 5
Complexity
2 of 5

Card Price

€0.53CardMarket
as of 2026-08-17

Strategy Guides

Tokens Strategy Guide

Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.

Learn more about tokens strategies

Combo Strategy Guide

Combo decks are for players who enjoy finding a narrow line, protecting it, and ending the game with specific cards working together. This strategy wants to assemble combo commanders, tutors, draw, and compact two-card or three-card packages, using infinite combos or deterministic loops, to win in one decisive moment. Unlike Spellslinger it is not paid for every spell cast, unlike Storm it does not need a long chain turn, and unlike Big Mana it does not rely on casting one enormous payoff. The best combo decks EDH players build balance speed with enough interaction to survive the table's disruption.

Learn more about combo strategies

Ramp Strategy Guide

Ramp decks are for players who want to spend the early game accelerating so later turns happen ahead of schedule. This strategy wants to build more mana than the table, using mana ramp EDH staples, extra land drops, dorks, and rocks, to win through earlier threats, large spells, or a resource lead opponents must answer. Ramp is different from Landfall because acceleration is the point, and different from Big Mana because it is the engine rather than the payoff. The best ramp commanders reward extra mana sources while still giving you something meaningful to cast.

Learn more about ramp strategies

+1/+1 Counters Strategy Guide

+1/+1 counter decks are for players who want small creature upgrades to become permanent pressure across the board. This strategy wants to grow creatures over several turns, using +1/+1 counter commanders, counter doublers, and counter payoffs, to win through combat damage from creatures that keep getting larger. Unlike Tokens, Counters grows creatures over time instead of making many bodies, and unlike Voltron it spreads power beyond one attacker; unlike Proliferate, it focuses on +1/+1 growth rather than every counter type, while Infect is a separate poison plan. Counters matter decks reward pilots who sequence early creatures, multipliers, and protection so each trigger converts into lasting board presence.

Learn more about +1/+1 counters strategies

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