
Noyan Dar, Roil Shaper
Color Identity
Details
Mana Value
5
Popularity
#2,866
of 3,381 commanders · via EDHREC
Card Text
Legendary Creature — Merfolk Ally
Whenever you cast an instant or sorcery spell, you may put three +1/+1 counters on target land you control. If you do, that land becomes a 0/0 Elemental creature with haste that's still a land.
4/4
Playstyle
Control · Steady · Heavy interaction · Wins by combat
- Aggression
- 2 of 5
- Speed
- 2 of 5
- Interaction
- 4 of 5
- Combat
- 4 of 5
- Engine
- 4 of 5
- Complexity
- 3 of 5
Card Price
Tags
Strategy Guides
Spellslinger Strategy Guide
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.
+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.
Control Strategy Guide
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.
Appears in These Collections
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| # | Commander | Identity | Strategy | Price |
|---|---|---|---|---|
| 01 | Mill | $1.08 | ||
| 02 | Extra Combats | $0.51 | ||
| 03 | Treasure | $42.29 | ||
| 04 | Aristocrats | $4.82 | ||
| 05 | Lands Matter | $12.79 | ||
| 06 | Group Hug | $5.62 | ||
| 07 | Equipment | $7.87 | ||
| 08 | +1/+1 Counters | $3.48 |








