Arcane Foundry › Commanders › Shanid, Sleepers' Scourge
Shanid, Sleepers' Scourge
Legendary Creature — Human Knight · {1}{R}{W}{B} · Black/Red/White commander
Menace
Other legendary creatures you control have menace.
Whenever you play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
Build a Shanid, Sleepers' Scourge deck →
What Shanid, Sleepers' Scourge 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 play a legendary land or cast a legendary spell, you draw a card and you lose 1 life.
- Static ability · keyword_grantOther legendary creatures you control have menace.
- Keyword · menacemenace
What a Shanid, Sleepers' Scourge deck needs
Plays as legends. What the commander asks of the other 99 — read from the card and checked by hand.
- legendary spells and legendary lands (each draws a card)
- legendary creatures (they have menace)
The Shanid, Sleepers' Scourge deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 16× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
Best cards for Shanid, Sleepers' Scourge
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.
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Wild Magic Surge2 mana
- Defile1 mana
- Tragic Slip1 mana
- March of Otherworldly Light1 mana
- Infernal Grasp2 mana
- Terminate2 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Day of Judgment4 mana
Refill your hand
- Esper Sentinel1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
- Phyrexian Arena3 mana
- Professional Face-Breaker3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Coppercoat Vanguard2 mana
- General's Enforcer2 mana
- Lightning Greaves2 mana
Get ahead on mana
- Sol Ring1 mana
- Boros Signet2 mana
- Orzhov Signet2 mana
- Rakdos Signet2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Cleric Class1 mana
- Bontu's Monument3 mana
- Mirror Entity3 mana
- Oketra's Monument3 mana
- Vito, Thorn of the Dusk Rose3 mana
- Artist's Talent2 mana
- Goro-Goro, Disciple of Ryusei2 mana