
Mana Value
4
Popularity
#1,394
of 3,381 commanders · via EDHREC
Legendary Creature — Elf Ooze Wizard
At the beginning of combat on your turn, choose one —
• Cloak a card from your hand. (Put it onto the battlefield face down as a 2/2 creature with ward {2}. Turn it face up any time for its mana cost if it's a creature card.)
• Put a +1/+1 counter on each colorless creature you control.
3/4
Midrange · Steady · Minimal interaction · Wins by combat
Blink decks are for players who want every creature to matter more than once. This strategy wants to exile and return creatures with enter-the-battlefield effects, using blink commanders, flicker spells, and repeatable engines, to win through compounding value, protected threats, or trigger loops. Unlike Control, Blink handles the game through reusable creature triggers instead of mostly counterspells, and unlike Tokens it may make bodies incidentally rather than going wide first. The best blink commanders make modest creatures convert into cards, removal, ramp, and rebuilt boards over several turns.
+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.
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.
Aggro decks are for players who want to commit threats early, attack often, and make combat math matter every turn. This strategy wants to pressure all opponents with efficient attackers, using anthems, haste, attack triggers, extra combats, and aggro commanders, to win through repeated combat damage before slower engines stabilize. In Commander that still means pushing through 120 total damage, so go-wide aggro EDH decks need refueling and scaling damage rather than only fast starts. Aggro differs from Tokens because it focuses on attacking with the bodies, from Voltron because it spreads pressure across many creatures, and from Infect because it deals life-total damage instead of poison.
| # | 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% |