Clive, Ifrit's Dominant // Ifrit, Warden of Inferno
Clive, Ifrit's Dominant // Ifrit, Warden of Inferno (back)

Clive, Ifrit's Dominant // Ifrit, Warden of Inferno

Color Identity

R mana

Details

Mana Value

6

Special Set

Universes Beyond

Popularity

#496

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Human Noble Warrior // Legendary Enchantment Creature — Saga Demon

When Clive enters, you may discard your hand, then draw cards equal to your devotion to red. (Each {R} in the mana costs of permanents you control counts toward your devotion to red.)

{4}{R}{R}, {T}: Exile Clive, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.

//

(As this Saga enters and after your draw step, add a lore counter.)

I — Lunge — Ifrit fights up to one other target creature.

II, III — Brimstone — Add {R}{R}{R}{R}. If Ifrit has three or more lore counters on it, exile it, then return it to the battlefield (front face up).

5/5

Playstyle

Aggro · Fast · Heavy interaction · Wins by combat

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

Card Price

€3.00CardMarket
as of 2026-10-02

Strategy Guides

Aggro Strategy Guide

Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.

Learn more about aggro 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

Card Draw Strategy Guide

Card Draw decks are for players who want a full hand to be the engine, the protection, and eventually the win condition. This strategy wants to draw extra cards every turn, using card draw commanders, repeatable engines, wheels, and draw payoffs, to win through card advantage EDH plans such as damage triggers, stocked interaction, or superior late-game resources. Unlike Control, it is not only answering threats, and unlike Spellslinger it cares about the draw event more than the spell cast. The best card draw commanders either refill you directly or convert each extra card into pressure.

Learn more about card draw strategies

Popular Commanders

#CommanderIdentityStrategyPrice
01Syr Konrad, the GrimMill$1.76
02Etali, Primal StormExtra Combats$0.66
03Ragavan, Nimble PilfererTreasure$41.73
04Braids, Arisen NightmareAristocrats$4.61
05Azusa, Lost but SeekingLands Matter$13.07
06Loran of the Third PathGroup Hug$7.26
07Toski, Bearer of SecretsEquipment$7.99
08Kutzil, Malamet Exemplar+1/+1 Counters$2.70
SHOWING 8 · RANK: EDHREC · PRICES: TCGPLAYER MARKET · REFRESHED NIGHTLYBROWSE FULL INDEX →