Skip to content
  1. Commander Nexus
  2. Commanders
  3. Erkenbrand, Lord of Westfold

Command zone

Erkenbrand, Lord of Westfold

Erkenbrand, Lord of Westfold

Legendary Creature — Human Soldier

Erkenbrand wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.

  • Mana cost3 genericred
  • Red ()
  • Power / toughness3 / 3
  • RarityUncommon

Whenever Erkenbrand or another Human you control enters, creatures you control get +1/+0 until end of turn.

Build a deck with Erkenbrand Find it in the app

Themes

Cards That Fit Erkenbrand, Lord of Westfold

Picked for what they do in Erkenbrand's deck. When two cards do the same job, the one with the lower comes first. All of them fit Erkenbrand's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

plan6

The 6 Cards

Humans plan6

The 6 Cards

Rulings for Erkenbrand, Lord of Westfold

explain how Erkenbrand works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 16 Jun 2023

Erkenbrand, Lord of Westfold's triggered ability affects only creatures you control at the time it resolves. Any creatures that come under your control later in the turn won't be affected.

1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Erkenbrand, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryRPlayers write colors as letters: R for red.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageTypal PayoffRewards you for playing lots of one kind of creature. That includes "lords" that make every other Goblin or Merfolk you control bigger, and cards that ask you to choose a creature type and then pay you off for it. A creature type is the word on the middle line of the card, like Goblin, Elf or Zombie.Open the Typal Payoff pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageTypal/KindredTypal decks are built around one creature type, like Elves, Dragons or Zombies, with cards that make that type stronger. The type is printed after the dash on the card's type line, and the strategy is also called kindred or tribal.Open the Typal/Kindred page