
Mana Value
4
Popularity
#3,000
of 3,381 commanders · via EDHREC
Legendary Creature — Zombie
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.
{B}: Regenerate Lord of Tresserhorn.
10/4
Aggro · Fast · Minimal interaction · Wins by combat
Voltron decks are for players who want the game to revolve around one protected attacker and the timing of each combat step. This strategy wants to build one creature, usually a commander, using equipment and auras for power, evasion, and protection, to win through 21 commander damage on each opponent. Unlike Tokens or Aggro, Voltron does not spread pressure across many bodies, and unlike broad Equipment decks the gear is focused on one threat rather than a wider artifact engine. The best Voltron commanders make commander damage decks feel like a resource puzzle: suit up, connect, protect the threat, then rebuild if the table answers it.
Infect decks are for players who want life totals to matter less than reaching ten poison on each opponent. This strategy wants to connect with infect and toxic creatures, using pump spells, evasion, protection, and infect commanders, to win through poison counter decks EDH opponents have to answer early. In the Counters, Proliferate, and Infect overlap, Counters grows creatures, Proliferate multiplies many counter types, and Infect is the poison win condition that proliferate can accelerate. The social cost is real: once poison appears, the table often treats you as the first threat, and some pods restrict the mechanic before deck selection.
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.
Aristocrats decks are for players who enjoy turning expendable creatures into cards, Treasure, damage, and life drain whenever they die. This strategy wants to make cheap bodies, use sacrifice commanders and free outlets, and convert each death trigger into value to win through drain effects or recursive sacrifice loops. Unlike Tokens, it cares less about attacking with many bodies, and unlike broad Sacrifice decks it is specifically built around death trigger payoffs. The best aristocrats commanders let you grind from small pieces while the table decides whether removing your board helps you or hurts them.
| # | Commander | Identity | Strategy | Price | Price Trend |
|---|---|---|---|---|---|
| 01 | Mill | $1.06 | ▲ 76.7% | ||
| 02 | Extra Combats | $0.51 | ▲ 6.3% | ||
| 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% |