Galadriel of Lothlórien

Galadriel of Lothlórien

Color Identity

G mana
U mana

Details

Mana Value

3

Special Set

Universes Beyond

Popularity

#1,235

of 3,466 commanders · via EDHREC

Card Text

Legendary Creature — Elf Noble

Whenever the Ring tempts you, if you chose a creature other than Galadriel as your Ring-bearer, scry 3.

Whenever you scry, you may reveal the top card of your library. If a land card is revealed this way, put it onto the battlefield tapped.

3/3

Playstyle

Control · Steady · Minimal interaction · Wins by engines

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

Card Price

€0.48CardMarket
as of 2026-10-02

Strategy Guides

Landfall Strategy Guide

Landfall decks are for players who want every land drop to become a trigger, not just another mana source. This strategy wants to put lands onto the battlefield repeatedly, using fetch lands, extra land drops, land recursion, and landfall commanders, to win through tokens, counters, damage, cards, or other lands matter decks EDH payoffs. In the Ramp, Landfall, and Big Mana cluster, Ramp accelerates mana, Big Mana spends that mana on huge spells, and Landfall treats the land entering as the engine itself. The deck feels like turning the most reliable game action into a chain of visible rewards.

Learn more about landfall 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

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

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