
Mana Value
4
Popularity
#937
of 3,381 commanders · via EDHREC
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to white and blue is less than seven, Ephara isn't a creature.
At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.
6/5
Midrange · Steady · Minimal interaction · Wins by engines
Blink decks are for players who want every creature to matter more than once. This strategy wants to exile and return creatures with enter-the-battlefield effects, using blink commanders, flicker spells, and repeatable engines, to win through compounding value, protected threats, or trigger loops. Unlike Control, Blink handles the game through reusable creature triggers instead of mostly counterspells, and unlike Tokens it may make bodies incidentally rather than going wide first. The best blink commanders make modest creatures convert into cards, removal, ramp, and rebuilt boards over several turns.
Control decks are for players who enjoy deciding which threats matter, spending answers carefully, and winning after the table has slowed down. This strategy wants to stabilize the game, using control commanders, counterspells, removal, sweepers, and card-draw engines, to win through a protected finisher, planeswalker, combo finish, or long-term card advantage. Unlike Stax, Control answers threats on the stack or battlefield instead of locking everyone out of resources. The best control decks EDH players build accept that multiplayer control cannot counter everything, so they lean on sweepers and engines that trade across several opponents.
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.
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.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.08 | ▲ 80.0% | ||
| 02 | Extra Combats | $0.49 | ▲ 2.1% | ||
| 03 | Treasure | $42.33 | ▼ 0.5% | ||
| 04 | Aristocrats | $4.76 | ▲ 6.2% | ||
| 05 | Lands Matter | $12.84 | ▼ 0.7% | ||
| 06 | Group Hug | $5.63 | ▲ 110.1% | ||
| 07 | Equipment | $7.99 | ▲ 238.6% | ||
| 08 | +1/+1 Counters | $3.94 | ▼ 3.7% |