
Mana Value
3
Popularity
#774
of 3,381 commanders · via EDHREC
Legendary Enchantment Creature — God
Indestructible
As long as your devotion to red and green is less than seven, Klothys isn't a creature.
At the beginning of your first main phase, exile target card from a graveyard. If it was a land card, add {R} or {G}. Otherwise, you gain 2 life and Klothys deals 2 damage to each opponent.
4/5
Midrange · Steady · Group influence · Incremental wins
Enchantress decks are for players who want each enchantment cast to replace itself and add another layer to the board. This strategy wants to chain cheap enchantments, using enchantress commanders, draw engines, and protective pieces, to win through constellation triggers, token makers, or an aura-based Voltron line. Unlike general Card Draw decks, Enchantress ties its cards to enchantment casts, and unlike Lifegain it treats life from Sythis-style triggers as support rather than the main engine. The best enchantment decks EDH players build feel incremental: ramp a little, draw a card, protect the engine, then convert the chain into threats.
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.
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.
| # | 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% |