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Legends in Their Own Right

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There are around eighty legendary noncreature permanents. What if you could make one of them your commander? As I review them with that idea in mind, see if any of them might work for you or your group.

How Would This Work?

Serra's Sanctum
Each legendary permanent is cast—or played if it’s a land—from the command zone just like a creature commander. They also cost 2 more every time they come back out, including lands. (Lands still won’t be cast; the mana payment’s like the cost to roll a planar die.) If they become creatures, they can deal commander combat damage. Legendary permanents with no color in their color identity, such as most of the artifacts on here and some of the lands, can be commanders for any color deck; the rest are bound by their color identities.

Why you would want to do this? Well, maybe you want to try something different. Maybe everyone keeps targeting your commander, whether a Voltron-style commander or a combo piece, and doing something out of the box would help you realign your reputation within the group. Maybe you’re tired of having your commander tucked and want one that isn’t going to be Condemned (a legendary land won’t even be Hindered). Maybe you like a weird legendary permanent on this list because it lets you build with a whole range of cards that don’t have a creature commander that makes any sense with them.

The drawback? It’s a biggie: You are highly unlikely to deal commander damage. A legendary permanent that is nigh-incapable of ending the game needs a lot going for it to overcome the drawback. There are several permanents that I think overcome it, but you’ll need to increase your deck’s damage output above normal considerations if your most frequently accessed card is an enchantment or a land.

But if that’s not putting you off the idea, let’s delve into some awesome possibilities. Taking out legends that either don’t make sense in the format or just aren’t quite powerful enough,1 we have three enchantments, fourteen artifacts, and thirteen lands. Starting in color-wheel order for the permanents with a color identity, here goes.

White

Day of Destiny
Day of Destiny When you play a fast trample deck, you want Stonebrow, Krosan Hero to show up. When you play a fast artifact deck, you want Tempered Steel to show up. Are there enough legendary creatures to the point that you’d want this in your command zone? Probably, as white has a variety of legends along the curve to pump up, from Isamaru, Hound of Konda to Reya Dawnbringer. If Captain Sisay brings a toolbox of legends, Day of Destiny gives all legends a chance to smash more face. Smashing more face isn’t a traditionally white concept, so Day of Destiny seems like it could be fun.

Serra's Sanctum Perhaps a commander to port Luminarch Ascension/Sigil of the Empty Throne shenanigans from sixty-card decks? Not that I like those decks, but Serra's Sanctum seems to be a strong build-around card if in the command zone. White control is often built around enchantments; Ghostly Prison, Prison Term, Rule of Law, and Faith's Fetters are all fine plays in Commander. Why not reward yourself with some mana about it? Go on; you deserve it.

Blue

Meishin, the Mind Cage Costing 4uuu without the ability to deal commander damage is probably too limiting, but I love this card in the Owling Mine kind of decks, and a lot of decks find it hard to beat for a while. You can be nastier with cards such as Noetic Scales to make it difficult for anyone to kill with creature combat, and at that point, blue has it made. You know from reading the card whether it’s for you, and I suspect many of you would like to try it.

Academy Ruins (and also Mindslaver) – The two cards go together like peas and pods. (It’s unknown whether there are birthing peas to go with Birthing Pods.) Some metagames are already divided into the people willing to run this combo and the people fighting those people. As a commander, Academy Ruins (there are few reasons to run Mindslaver as a commander over Academy Ruins other than color access) sets up all manner of recursion scenarios, from fair (Mycosynth Wellspring) to versatile (Phyrexian Metamorph) to possibly oppressive (Mindslaver). You’re probably a target initially regardless, but you can build around Academy Ruins to any point of cutthroatitude.

Black

Withegar Unbound
Elbrus, the Binding Blade I would love to see this be a commander. The night side, Withengar Unbound, has the stats and the triggered ability—13 +1/+1 counters when a player loses—to make it extremely frightening. It’s weird that you have to make up a format for a card to make sense, but there’s rarely been a better match than this. Elbrus could lead a black evasion-plus-Equipment style deck, the type that wants Dauthi Slayer and Phylactery Lich and Sword of Vengeance—all cards I definitely like. Of the cards on this list, Elbrus is one that calls to me pretty strongly.

Phyrexian Tower/Volrath's Stronghold I confuse these cards a lot as it is, but they have similar potential as commanders: heavy combo pieces involving the death and return of many creatures. I’m pretty sure either one results eventually in the blah-blah-blah-GRAVE-PACT-ROXORZ!!! deck. It bores me, but you might like it—especially when a commander land gives you more opportunities to make it happen.

Green

Gaea's Cradle
Gaea's Cradle One of the most important lands for going over the top, it should be very easy to break this in half as a commander. It would play a bit like Radha, Heir to Keld in the early game but scale better late game. Maybe you just play a ton of creatures and win conditions that either come from enough mana to make those creatures (Genesis Wave and Epic Struggle) or from Gaea's Cradle making enough mana off your gazillion creatures to end the game (Helix Pinnacle?) There will be those times when your commander is just a land that taps for no mana, but those times probably will be less often than you being silly with the Cradle.

Blue/Black/Red

Unscythe, Killer of Kings
Unscythe, Killer of Kings Overall, Unscythe isn’t as strong as Thraximundar, but it has some advantages. Since Unscythe loves all types of damage—not just combat damage—this could be your commander if you’re that one player who likes to build the Basilisk Collar-on-a-pinger deck. (Also, if you’re that one player, play it against someone who is not me.) Unscythe also promises creature exile, which is more important than the Zombie it creates for format purposes. Repeatable exile is enough to make Kumano, Master Yamabushi taken seriously at the table, and Unscythe could enter that realm while promising more colors as a commander.

Five-Color

Genju of the Realm
Genju of the Realm Like Elbrus, this one’s begging for the commander lifestyle. Genju is unlikely to deal commander damage on its own, but it effectively gives you an 8/12 trample haste creature every time it comes out, and you’ll rarely cast it from the command zone after the first time. It’s sort of like having a deluxe Fusion Elemental, and that sounds nifty. Most of the five-colored commanders don’t interest me—I’ve played with Karona, False God and played against Sliver Overlord, Cromat, and Child of Alara—but Genju of the Realm seems like fun.

Legacy Weapon It’s slow but definitely powerful—an option for the players who love nothing more than to accumulate mana and win with whatever wants it. Mind you, unless your mana development is superb, you won’t activate your commander enough times in a game of more than three players—repeatable wubrg is difficult to come by in most situations. Chromatic Lantern joins Prismatic Omen as ways to make this work, but that might not be enough. If you think it is, go for it!

Other Artifacts

Akroma's Memorial
Akroma's Memorial This is powerful enough to support just about any creatures you include with it. I suspect it would be a major target as a commander. I’m the type who likes to make Akroma's Memorial a creature—March of the Machines makes the statue larger than the honoree—but you also could have fun with cards such as Shifting Sky to make every creature black or red so you’d have protection from all of them. You’d rarely include those cards in a Commander deck, but if Akroma's Memorial is leading the deck, it could make sense.

Grimoire of the Dead Commander status gives the Grimoire a sort of slow inevitability it otherwise lacks, and that might make it high-quality. It takes a while to tick it back up, but there are only so many times people will be able to point removal at it, and continuing to bring it back from the command zone after removal (or a successful sacrifice) means your earlier work is not in vain. Grimoire of the Dead generally has been an inferior Liliana Vess in the multiplayer world, and fragility coupled with one-time use have brought the Grimoire down. In the command zone, this wouldn’t happen. That makes it intriguing enough to me at least.

Helm of Kaldra/Shield of Kaldra/Sword of Kaldra Because it talks about the creature, I assume Helm’s the part you make the commander, but you’re building the same deck regardless. I guess this would be a Voltron deck by definition, but apart from Fabricate and tutoring, I don’t know what else goes here.

Helvault
Helvault If this is your commander, you must play with tokens, spin-down dice, and achievement cards. It’s repeatable removal for colorless mana, so it might be okay, but even as I like Altar of Shadows, I haven’t considered it something I wanted constant access to. Some people really like using this, though; they’d have better ideas than I have about its use.

Krark's Thumb Please, please, please, somebody out there make this a commander. It ought to be a cheap deck to build if nothing else. And it makes Skyclaw Thrash a total (by which I mean relative) house. Just look up every coin-flip card legal in Commander, and jam them in.

Mirari The obvious build is in U/R, like with Krark's Thumb, but you could build in several directions. Most of what it would change in the abstract is increasing the utility of spot removal relative to other Commander lists. That might be interesting enough to go for a deck. Slave of Bolas, anyone?

Oathkeeper, Takeno's Daisho These days, Wizards probably would have made a R/W legendary Samurai so a real Commander deck could exist around it. (With as much Equipment as Samurai like thanks to Godo, Bandit Warlord, Jor Kadeen, the Prevailer is a reasonable option for play if not flavor.) Oathkeeper as commander and no color-identity restriction would deal with the situation pleasantly. Oathkeeper isn’t overpowered—I have it in my sixty-card Samurai deck, and it’s good, not great—but it would enable enough to the point that I’d like to see it in the command zone.

Tatsumasa, the Dragon's Fang
Tatsumasa, the Dragon's Fang Being a commander would enable a slow loop of blue Dragons from putting Tatsumasa in the command zone from its activated ability. Given the ways I’ve died to infinite mana in the format, a combo that only can be done because it abuses the command zone is instantly superior. Then again, the people who like infinite mana tend not to want to abuse it for otherwise slow, expensive loops. I guess I’m just not in that mindset.

Umezawa's Jitte It’s good all the time in every format ever—and even better as a commander I’d wager. You’d probably surround the Jitte with creatures similar to Elbrus’s deck but with more color options than just black. A Boros-fueled, double-strike deck seems perfect.

Other Lands

Boseiju, Who Shelters All
Boseiju, Who Shelters All Probably only for certain metagames or a deck with a bajillion instants and sorceries, but it’s very good for those situations. Like with Academy Ruins/Mindslaver options, I’d probably rather put Boseiju as a land to find in a Mirari deck rather than vice versa, but maybe you like your commander being free the first time.

Dark Depths On the downside, the Marit Lage token isn’t a commander and is the wrong size to deal lethal commander damage anyway. On the upside, a 20/20 flyer still kills in two swings. Having the land as an option in the command zone after the initial sacrifice might give Dark Depths decks a resilience like Grimoire of the Dead’s. The main thing holding it back is that there are few counter-removal cards to work with. Vampire Hexmage is one, and Aether Snap is another (to boot, its effects are already sweet in the format), but it gets thin after that.

Eye of Ugin This is probably the scariest option on this list. Every commander with repeatable tutoring is worth consideration, and when it’s an uncounterable 0-drop, it’s worth a lot of consideration. Were I building a deck around colorless cards, be they Eldrazi or artifact creatures, I’d want as my commander the thing that can tutor for all of them—rather than just one in particular—in the command zone. This should take as long to build into something frightening as it takes to kill people with it. It’s conveniently symmetrical like that.

Hall of the Bandit Lord I’ve known this to see some Commander play. The life payment probably is too much to make it your most-frequently-accessed card, but you might be able to build around that. The main question is whether haste is an ability you want all the time.

Mikokoro, Center of the Sea
Mikokoro, Center of the Sea Kami of the Crescent Moon has a cult following in Commander circles, and this would open you up to other colors while doing about the same amount of combat damage as the 1/3 creature. That said, I’m not positive what nonblue colors bring to the card-draw, group-hug feel, so the gain might be minimal. You could go into the Underworld Dreams/Spiteful Visions line of cards if you wanted.

Miren, the Moaning Well This is for all those times you wanted to port Daru Spiritualist and Nomads en-Kor into Commander. If I’m being completely honest, I’ve probably had that time.

The Tabernacle at Pendrell Vale This is a powerful option and a way to show you have spare cash. Well, had spare cash.

Urborg, Tomb of Yawgmoth Many decks have wanted to make everything Swamps, sometimes for Cabal Coffers and sometimes for other reasons. You could make the all-swampwalk deck. Sheoldred, Whispering One would like unblockability against everyone. I’m sure you really want to kill everybody simultaneously with Stern Judge, though. Forget power; embrace the jank! (If I had needed a column name, Embrace the Jank would have been a solid choice.)

Conclusion

Not every legendary permanent can make the jump to a commander, but that’s true of several existing options. I’d like to see some of these have decks built around them in open-minded playgroups. If anything jumps out at you from this list, comment on it, as I’m sure other people who read this far (or in my case, typed this far) would like to hear the ideas. If you try any of these as commanders, let the world know how it goes. Some of these ought to make for really fun decks, and that’s the whole point, so go be creative, and do cool things like that.




1 These include:

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