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Themberchaud

Themberchaud

Legendary Creature — Dragon

Themberchaud wants a deck that plays sturdy creatures that also deal with opponents' cards. It also suits a deck that answers everything its opponents play, then wins late.

  • Mana cost4 genericredredred
  • Red ()
  • Power / toughness5 / 5
  • RarityRare

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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Themes

Cards That Fit Themberchaud

Picked for what they do in Themberchaud's deck. When two cards do the same job, the one with the lower comes first. All of them fit Themberchaud'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

Similar Commanders

Commanders that share the most with Themberchaud, 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.MidrangeMidrange decks play solid creatures that also deal with opponents' cards, attacking when it is safe and defending when it is not. They sit in the middle: slower than an all-out attacking deck, sturdier than a deck built to answer everything.Open the Midrange pageMass BurnDeals damage to everything, or to every opponent at once, rather than to a single target. In a four player game the same card hits three people, so small repeated amounts add up quickly. Blasphemous Act, Impact TremorsOpen the Mass Burn pageValue CreatureA creature that does two jobs: it deals with an opponent's card when it arrives, then stays as a real attacker. Its enter the battlefield ability destroys, damages, counters or bounces something, and it has 3 or more power or an ability like flying that makes it hard to block. Answering your opponent and pressuring them with the same card is what a Midrange deck is built on. Shriekmaw, Meteor GolemOpen the Value Creature pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageBoard WipeA spell that destroys, exiles, or otherwise removes all creatures at once. Also called a sweeper or a wrath, after Wrath of God. One that deals damage or gives -X/-X counts only at 7 or more, enough to kill almost every creature people play, like Blasphemous Act. A smaller one is a Mini Sweeper.Open the Board Wipe pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageControlControl decks answer what everyone else plays, stopping spells and removing dangerous cards, then win slowly once they are in charge. Expect lots of removal, spells that cancel other spells, and extra card draw.Open the Control pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn page