Arcane Foundry › Commanders › Namora, the Sea Queen
Namora, the Sea Queen
Legendary Creature — Mutant Merfolk Hero · {2}{U} · Blue commander
Flying
Power-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens. (Activate each power-up ability only once. Reduce the cost by her mana cost if she entered this turn.)
Build a Namora, the Sea Queen deck →
What Namora, the Sea Queen actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated abilityPower-up — {5}{U}: Put a +1/+1 counter on Namora. Create two 1/1 blue Merfolk creature tokens.
- Keyword · flyingflying
- Keyword · power-uppower-up
What a Namora, the Sea Queen deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 16× A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- 10× Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- 4× A team pump that actually pumps tokens
- 14× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 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
Best cards for Namora, the Sea Queen
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 creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one
- Aerial Doombot1 mana
- Stature, Size Shifter1 mana
- Bold Biochemist2 mana
- Namora, the Sea Queen3 mana
- Ultron Drone3 mana
- Viv Vision, Teen Synthezoid3 mana
- Immortus, Master of Eternity4 mana
- Kang the Conqueror4 mana
Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- Everflowing Chalice0 mana
- Mana Vault1 mana
- Sol Ring1 mana
- Sol Talisman0 mana
- Mind Stone2 mana
- Thought Vessel2 mana
- Cryptic Trilobite0 mana
- Grim Monolith2 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
- Agatha's Soul Cauldron2 mana
- Cyberman Patrol2 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Ripples of Potential2 mana
- Thrummingbird2 mana
- Contagion Clasp2 mana
- Contentious Plan2 mana
- Experimental Augury2 mana
- Tezzeret's Gambit4 mana
- Dreamtide Whale3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Chasm Skulker3 mana
- Kozilek's Unsealing3 mana
- Trendy Circus Pirate0 mana
- Myr Battlesphere7 mana
- Andúril, Flame of the West3 mana
- Invasion of Segovia // Caetus, Sea Tyrant of Segovia3 mana
- Field of the Dead0 mana
- Spawnbed Protector7 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