Skip to content
  1. Commander Nexus
  2. Commanders
  3. Venom, Evil Unleashed

Command zone

Venom, Evil Unleashed

Venom, Evil Unleashed

Legendary Creature — Symbiote Villain

Venom, Evil Unleashed wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Symbiotes or Villains.

  • Mana cost4 genericblack
  • Black ()
  • Power / toughness4 / 5
  • RarityCommon

Deathtouch

2 genericblack, Exile this card from your graveyard: Put two +1/+1 counters on target creature. It gains deathtouch until end of turn. Activate only as a sorcery.

Build a deck with Venom Find it in the app

Archetypes
Themes

Cards That Fit Venom, Evil Unleashed

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

Does what Venom, Evil Unleashed does6

The 6 Cards

Similar Commanders

Commanders that share the most with Venom, 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 glossaryBPlayers write colors as letters: B for black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters 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 pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal page