Arcane Foundry › Commanders › Namor the Sub-Mariner
Namor the Sub-Mariner
Legendary Creature — Mutant Merfolk Villain · {1}{U}{U} · Blue commander
Flying
Namor's power is equal to the number of Merfolk you control.
Whenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.
Build a Namor the Sub-Mariner deck →
What Namor the Sub-Mariner actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · cast_spellWhenever you cast a noncreature spell with one or more blue mana symbols in its mana cost, create that many 1/1 blue Merfolk creature tokens.
- Keyword · flyingflying
What a Namor the Sub-Mariner deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 27× A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- 7× A card that is CAST to trigger the commander — reanimating or blinking it does not count
- 5× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 2× Answer a spell or ability before it resolves
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Namor the Sub-Mariner
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
A body of the exact type the commander's trigger requires — the wrong type is worthless here regardless of quality
- Mist-Cloaked Herald1 mana
- Triton Shorestalker1 mana
- Thassa's Oracle2 mana
- Thieving Skydiver2 mana
- Benthic Biomancer1 mana
- Emry, Lurker of the Loch3 mana
- Cosi's Trickster1 mana
- Cursecatcher1 mana
A card that is CAST to trigger the commander — reanimating or blinking it does not count
- Mist-Cloaked Herald1 mana
- Triton Shorestalker1 mana
- Thassa's Oracle2 mana
- Aquitect's Will1 mana
- Benthic Biomancer1 mana
- Thieving Skydiver2 mana
- Emry, Lurker of the Loch3 mana
- Cosi's Trickster1 mana
A team pump that actually pumps tokens
- Nesting Grounds0 mana
- Patchwork Banner3 mana
- Crashing Drawbridge2 mana
- Eldritch Immunity1 mana
- Shore Up1 mana
- Heraldic Banner3 mana
- Cyberman Patrol2 mana
- It That Heralds the End2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Suspend1 mana
- Snap2 mana
- Into the Flood Maw1 mana
- Planar Incision2 mana
Answer a whole board at once
- Displacement Wave2 mana
- Filter Out3 mana
- Aligned Hedron Network4 mana
- Coercive Portal4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Llawan, Cephalid Empress4 mana
- Part the Veil4 mana
Answer a spell or ability before it resolves
- Pact of Negation0 mana
- Counterspell2 mana
- Three Steps Ahead1 mana
- Long River's Pull2 mana
- Force of Will5 mana
- Abjure1 mana
- Archmage's Charm3 mana
- Cancel3 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- The One Ring4 mana
- Combat Research1 mana
Keep a permanent you control alive through removal
- Cryptothrall4 mana
- Tekuthal, Inquiry Dominus4 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Svyelun of Sea and Sky3 mana