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Themberchaud

Themberchaud

Legendary Creature — Dragon · {4}{R}{R}{R} · Red commander

Trample When Themberchaud enters, he deals X damage to each other creature without flying and each player, where X is the number of Mountains you control. You may exert Themberchaud as he attacks. When you do, he gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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What Themberchaud actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What a Themberchaud deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Themberchaud

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.

Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch

  1. Secret Tunnel0 mana
  2. Dragon Tempest2 mana
  3. Crash Through1 mana
  4. Archetype of Aggression3 mana
  5. Rhonas's Monument3 mana
  6. Glaring Spotlight1 mana
  7. Legion Loyalist1 mana
  8. Frantic Confrontation1 mana

Exile a permanent you control and return it — the button a value-ETB deck presses

  1. Eternal Acrobat Toast0 mana
  2. Conjurer's Closet5 mana
  3. Eldrazi Confluence4 mana

A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one

  1. Combat Celebrant3 mana
  2. Battlefield Scavenger2 mana
  3. Clockwork Droid2 mana
  4. Nef-Crop Entangler2 mana
  5. Ahn-Crop Crasher3 mana
  6. Anep, Vizier of Hazoret3 mana
  7. Fervent Paincaster3 mana
  8. Khenra Scrapper3 mana

A permanent whose value is in its enter-the-battlefield trigger — the payload a blink deck reuses

  1. Chrome Mox0 mana
  2. Cabaretti Courtyard0 mana
  3. Lotus Field0 mana
  4. Riveteers Overlook0 mana
  5. Talon Gates of Madara0 mana
  6. Impact Tremors2 mana
  7. Mithril Coat3 mana
  8. Adventurer's Inn0 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Wild Magic Surge2 mana
  2. Crush1 mana
  3. Umezawa's Jitte2 mana
  4. Titan's Presence3 mana
  5. Abrade2 mana
  6. Untimely Malfunction2 mana
  7. Chaos Warp3 mana
  8. Kozilek's Command2 mana

Answer a whole board at once

  1. Blasphemous Act9 mana
  2. Breaking Point3 mana
  3. Crack the Earth1 mana
  4. Kozilek's Return3 mana
  5. Akki Blizzard-Herder2 mana
  6. Devastating Dreams2 mana
  7. Tectonic Break2 mana
  8. Tremble2 mana

Find the exact card the plan needs

  1. Goblin Recruiter2 mana
  2. Imperial Recruiter3 mana
  3. Dragon's Approach3 mana
  4. Flamekin Harbinger1 mana
  5. Goblin Matron3 mana
  6. Sarkhan's Triumph3 mana
  7. Dwarven Recruiter3 mana
  8. Myr Kinsmith4 mana

Refill your hand

  1. Skullclamp1 mana
  2. The One Ring4 mana
  3. Pip-Boy 30001 mana
  4. Sticky Fingers1 mana
  5. Vexing Bauble1 mana
  6. Artist's Talent2 mana
  7. Fear of Missing Out2 mana
  8. Key to the City2 mana

Keep a permanent you control alive through removal

  1. Hexing Squelcher2 mana
  2. Cryptothrall4 mana
  3. Lightning Greaves2 mana
  4. Swiftfoot Boots2 mana
  5. Eldrazi Monument5 mana
  6. Commander's Plate1 mana
  7. Mithril Coat3 mana
  8. Akroma's Memorial7 mana

Build this deck in the Arcane Forge →

Arcane Foundry is free to join and every tool is included: the Arcane Forge deck builder, the ARCANE Analyzer that scores a deck by simulating games rather than counting staples, a card scanner, a collection vault, and live webcam Commander tables. Read the guide · Browse all commanders · Pricing