Lord of TresserhornLord of Tresserhorn | Art by Anson Maddocks
Greetings and salutations everyone, and welcome to Branching Out, where I try to find fun and fairly unplayed brews for each two- and three-color combinations.
After taking care of Mardu and Jeskai, it's time to move to another exciting batch of merriment, experiment, and predicament: Grixis . But first...
HAPPY NEW YEAR!
May 2026 be filled with weird ideas, spectacular plays, and fantastic playgroups.
So, Grixis. Let's begin with the usual tour of the most popular commanders in these colors:
- Sauron, the Dark LordSauron, the Dark Lord: 30,437 decks, with the most popular themes being Zombies (4.2K decks), Reanimator (925), and Amass (594).
- Nekusar, the MindrazerNekusar, the Mindrazer: 26,316 decks, with the most popular themes being Wheels (9.6K decks), Group Slug (786), and Card Draw (623).
- Obeka, Splitter of SecondsObeka, Splitter of Seconds: 18,330 decks, with the most popular themes being Monarch (711 decks), Voltron (342), and Extra Upkeeps (283).
- Kefka, Court MageKefka, Court Mage: 18,075 decks, with the most popular themes being Discard (1K decks), Combo (497), and Control (390).
- Fire Lord AzulaFire Lord Azula: 17,499 decks, with the most popular themes being Spellslinger (728 decks), Aggro (286) and Combo (268).
I'll be perfectly honest, this is probably the color combination I've tinkered with the least. But there are a couple of insights I can already individuate here.
First, and perhaps the most obvious one, the themes are in line with what likes to do best: blast the table while controlling it like a true puppet master.
Second, I'm rather puzzled at seeing Extra Upkeeps for Obeka getting only 283 brews. This commander is made to use and abuse upkeeps.
Next, let's take a look at the most popular themes:
- Treasures: 12,093 decks.
- Wheels: 11,684 decks.
- Pirates: 10,163 decks.
- Spellslinger: 8,178 decks.
- Artifacts: 7,495 decks.
A significant resurgence of artifact-centric strategies. I'm a bit surprised that Sacrifice decks come way further down the line, with only 2,501 decks, given the sheer number of commanders that care about getting rid of stuff.
With all of this in mind, let's dive in. I've identified three potential commanders that are somewhat underplayed – all are below the 700th rank – and that have huge potential.
Ashnod the UncaringAshnod the Uncaring
I have fond memories of Ashnod. While not the nicest person to have ever treaded Dominaria, she was nonetheless there since almost the very beginning, with Ashnod's AltarAshnod's Altar or Ashnod's TransmograntAshnod's Transmogrant bringing back fond memories of high school days.
I truly believe this commander is an underdog, one that could have gained much, much more love if it hadn't been eclipsed by the face commander of the precon she came in. Nevertheless, she's capable of creating an avalanche of value.
With Ashnod on the field, Sai, Master ThopteristSai, Master Thopterist draws two cards a pop, Burnished HartBurnished Hart grabs four basic lands, Kuldotha ForgemasterKuldotha Forgemaster fetches two artifacts, Priest of Forgotten GodsPriest of Forgotten Gods ramps you and nets you two cards while getting rid of two creatures on each board... A few examples of the aforementioned value this commander is capable of.
This is also a rather versatile one to build around, as the combo potential is quite high. There are currently 31 combos on Commander's Spellbook with effects of varying efficiency. Most of these have in common their wackiness, as they usually require at least four cards to work, if not more. I'm especially fond of the Ashnod + Snake BasketSnake Basket + Salvager of RuinSalvager of Ruin + Ashnod's AltarAshnod's Altar one, but there are plenty more to draw from.
If you're into building a convoluted Rube Goldberg machine that could work in Bracket 2, this could very well be the answer.
To make this work, you'll need:
- Sacrifice fodder: Since this deck revolves around sacrificing stuff to get more effects, you need a decent amount of fuel. Artifact creature token generators are excellent here, as they'll fit the bill for both sacrifice outlets requiring either types.
- Sacrifice outlets: Don't be skimpy on these. They're the meat and bones of the deck, the enablers that allow your board to reach for the stars. I'm especially fond of spells that have several abilities. Fain, the BrokerFain, the Broker and Trading PostTrading Post are both excellent examples of this.
- Draw, draw, draw: This will be a card-hungry deck, and you need the gas to keep up. Conjurer's BaubleConjurer's Bauble, Courier's CapsuleCourier's Capsule/Mnemonic SphereMnemonic Sphere, or Culling DaisCulling Dais all work well in that regard, especially if you think to pack...
- Recursion: Getting more cards is good; using the graveyard as your second hand is even better. Emry, Lurker of the LochEmry, Lurker of the Loch works wonders, as do Myr RetrieverMyr Retriever or Junk DiverJunk Diver.
- Pingers: Toying around with stuff is all well and good, but you need ways to close the game. Ingenious ArtilleristIngenious Artillerist, Marionette ApprenticeMarionette Apprentice, and all the usual Aristocrats cards are right at home here.
You will like this deck if:
- You like playing around with toys, breaking them, and rebuilding them anew.
- You enjoy doing stuff that leads to this and then that and then...
- You believe the board is here to serve a purpose, and too bad if it gets wrecked in the process.
- You're looking for an emblematic yet obscure figure of times past.
You won't like this deck if:
- You're not at ease with how the stack works.
- You don't like tokens.
- You don't enjoy turns that potentially take a long time.
- You care about people.
Sakashima of a Thousand Faces & Vial Smasher the Fierce
Vial Smasher is infamous for wrecking faces around tables since its inception back in Commander 2016. It's a fun partner commander that introduces some controlled chaos.
And then comes Commander Legends. What if you could have more Vial Smashers? What if instead of playing around a single one, you had two, five, ten? Suddenly each and every spell cascades into a Burning Cinder Fury of Crimson Fire. Suddenly every first spell you cast becomes a Russian Roulette where there can be no winners.
Suddenly Goblins smash more vials than a drunk D&D cleric in a potions store.
You've guessed it by now, this deck is going to be all about clones. It's clunky; it's glass-cannony; and it will seldom go all the way through. But it's also something that could spin tales on its own.
I remember playing a game, back when I still had this deck, where I had four Vial Smashers on the field, and decided it would be a fun idea to cast Tempt with ReflectionsTempt with Reflections, with the table all accepting gladly their own copies. What ensued was a bloodbath of epic proportions.
It's a silly deck that's all about getting as many triggers as you can, and then seeing what happens.
To make this work, you'll need:
- Clones, clones, and then some and more: The more WotC releases new sets, the more cheap clones we get. A few years ago, these used to cost four or five mana in the best case scenario. Now you can find several that cost two or three mana with little to no downsides. So knock yourselves out.
- Free or reduced instants: Since Vial Smasher cares about the first spell cast each turn, you might as well take advantage of cheap card advantage outlets. Dig Through TimeDig Through Time, Octavia, Living ThesisOctavia, Living Thesis, or Murderous CutMurderous Cut will seriously harm your opponents for little to no cost.
- Some protection: As soon as your opponents catch wind of what's going on, you can bet your last cent they will try to get rid of as many Vial Smashers as quickly as they can. Counterspells are your best friend here, especially since they'll incidentally trigger said Smashers in the process.
- Flash enablers: These are somewhat optional, but they'll definitely help you out dealing more damage over time.
You will like this deck if:
- You enjoy a cheap laugh.
- You like decks that are as challenging to build as they are to pilot.
- You like playing during other players' turns.
- You're tired of seeing Krenko being the go-to Goblin by default.
You won't like this deck if:
- You wish to prioritize efficiency over wackiness.
- You like having a variety of creatures on the field.
- You think direct damage is the mark of a coward.
- You don't want to keep track of commander taxes over and over.
Lord of TresserhornLord of Tresserhorn
Let's end this week's entry with the antithesis of a value commander. At first glance, Lord of Tresserhorn is absolutely terrible. It costs you life – not a big deal – but also two creatures – ouch – and gives an opponent two cards – double ouch.
Actually, this is a deceptively fun Voltron build to tinker with. Allow me to elaborate.
First, the stats. Granted, the ETB is steep. But for a puny you get a 10/4 that can regenerate. That's almost half lethal commander damage, and exactly what you need to poison someone in one fell swoop.
Second, there are ways to mitigate the drawback. Torpor OrbTorpor Orb is sadly the only go-to in these colors – all the others are in white – but even without that, you can simply spew a couple of Zombies or any other tokens, and leverage the card draw to curry someone's favor.
Or, if you're feeling sneaky, you can always steal creatures on the board to then sacrifice them to your commander. And Grave PactGrave Pact effects will ensure you're not the only one suffering here. DamnDamn, this is getting nastier by the sentence...
Third, it's bound to make people look twice when you drop the card in the command zone. Alliances isn't getting any younger, and this commander in particular embodies how bad legendary creatures were back then. While not as terrible as the vanilla ones from Legends, it will still make heads turn and have people wondering how in the Blind Eternities you expect to pull this off.
Don't get me wrong, building something decent is going to be a challenging task. But it will also a fun one, especially if you're sick and tired of all the new commanders that basically hand you a strategy on a silver plate.
Lord of Tressherhorn will make you pay in brass and bone, steel and sinewbrass and bone, steel and sinew.
To make this work you'll need:
- Cheap token makers: The commander requires a hefty sacrifice, so make sure you have the required fodder for it to feast upon its entry. Diregraf ColossusDiregraf Colossus, Headless RiderHeadless Rider, NecrodualityNecroduality or Ghoulcaller GisaGhoulcaller Gisa are all excellent options.
- Sacrifice enablers: Since you're already going to kill your own stuff, you might as well make the most of it. Think Undead AugurUndead Augur, Liliana, Dreadhorde GeneralLiliana, Dreadhorde General or Zul Ashur, Lich LordZul Ashur, Lich Lord.
- Evasion: The Lord of Tresserhorn is down to the ground, so make sure you can give him the means to soar the skies with Mask of GriselbrandMask of Griselbrand (a criminally underplayed outlet in my opinion), strike fear in hearts through Shizo, Death's StorehouseShizo, Death's Storehouse, or go unseen with Aqueous FormAqueous Form.
- Pumps: While impressive, your commander will need some help to go the final mile. FireshriekerFireshrieker, EmbercleaveEmbercleave and the like will give it the extra oomph it requires.
You will like this deck if:
- You like a challenge.
- You're nostalgic for old cards and their crazy restrictions.
- You like turning a drawback into an asset.
- You like drawing incredulous stares around the table.
You won't like this deck if:
- You believe Magic is already hard enough a game not to hinder yourself on purpose.
- You don't like the idea of playing Voltron in Grixis.
- You anger easily when your commander gets removed repeatedly.
- You don't wish to overcommit.
Conclusion
I hope you enjoyed this journey in the reaches of the darkest of all color combinations. Truth to be told, this has been harder than the previous two iterations.
I'm looking forward to hearing from you now. Are there any other Grixis commanders you hold dear to your heart? Anything I blatantly missed?
Let me know in the comments below, and I'll see you in two weeks with another wedge!
Arnaud Gompertz
Arnaud Gompertz has been playing Magic since 4th Edition, back in 1995. He's been an assiduous EDH enthusiast since 2012, with a soft spot for unusual and casual Commanders. He'll always favour spectacular plays against a boring path to victory. Aside from mistreating cardboard, he's a dedicated board games player, loves a challenging video game and occasionally tries to sing with his choir.
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