
Mana Value
5
Popularity
#2,344
of 3,381 commanders · via EDHREC
Legendary Creature — Human Ally
When General Tazri enters, you may search your library for an Ally creature card, reveal it, put it into your hand, then shuffle.
{W}{U}{B}{R}{G}: Ally creatures you control get +X/+X until end of turn, where X is the number of colors among those creatures.
3/4
Midrange · Steady · Minimal interaction · Wins by combat
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.
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.
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.
Spellslinger decks are for players who want each instant and sorcery to advance the board, refill the hand, or pressure life totals. This strategy wants to cast cheap spells across every turn cycle, using spellslinger commanders, magecraft payoffs, and copy effects, to win through accumulated damage, spell-made tokens, or card advantage. Unlike Storm, it does not need one huge chain turn, and unlike Combo it is not waiting for specific pieces to end the game at once. The best instants and sorceries decks reward steady sequencing and careful use of interaction.
| # | 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% |