
Mana Value
5
Popularity
#1,057
of 3,381 commanders · via EDHREC
Legendary Artifact Creature — Scarecrow
Reach, menace
When Rendmaw enters and whenever you play a card with two or more card types, each player creates a tapped 2/2 black Bird creature token with flying. The tokens are goaded for the rest of the game. (They attack each combat if able and attack a player other than you if able.)
5/5
Midrange · Steady · Group influence · Wins by combat
Token decks are for players who want one card to become many bodies and then decide whether those bodies attack, block, draw cards, or fuel another engine. This strategy wants to flood the battlefield with creatures, using token commanders, repeatable generators, and anthem effects, to win through a go wide attack or by converting the swarm into damage, drain, or mana. Tokens is different from Aristocrats because making bodies comes first, from Counters because it grows wide instead of tall, and from Voltron because it spreads pressure across many creatures. The best token decks EDH players build reward patience against sweepers and careful timing on the finishing turn.
Artifact decks are for players who want cheap permanents, mana rocks, and utility pieces to become one connected engine. This strategy wants to build artifact count and mana density, using artifact commanders, cost reducers, Treasure, recursion, and untap effects, to win through construct armies, loops, or artifact payoffs. Unlike Equipment, it cares about every artifact rather than just weapons, and unlike Ramp it turns the mana rocks themselves into the engine instead of only casting bigger spells. The best artifact decks EDH players build reward careful sequencing because each small piece can convert the next piece into more mana or cards.
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.
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 | $1.08 | ▲ 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% |