Mana Value
2
Popularity
#2,006
of 3,381 commanders · via EDHREC
Legendary Creature — Human Advisor // Legendary Enchantment
{T}: Draw a card, then exile a card from your hand face down. You may look at that card for as long as it remains exiled. You may pay {4}{U}{U}. If you do, transform Jacob Hauken.
//
At the beginning of your upkeep, exile the top card of your library face down. You may look at that card for as long as it remains exiled.
Once during each of your turns, you may play a land or cast a spell from among the cards exiled with this permanent without paying its mana cost.
0/2
Control · Steady · Minimal interaction · Wins by engines
Big Mana decks are for players who want the game to build toward casting one spell that changes every resource count at once. This strategy wants to accelerate beyond normal mana development, using land ramp, mana rocks, doublers, and big mana commanders, to win through X spells, huge spells EDH tables have to answer, or haymakers like Torment of Hailfire and Expropriate. In the Ramp, Landfall, and Big Mana overlap, Ramp is acceleration, Landfall turns land drops into triggers, and Big Mana is the payoff plan for spending all that mana. Unlike Storm, it usually casts fewer spells in a turn and asks each one to matter on resolution.
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.
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.
| # | 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% |