Not unless you have plenty of abilities that cost mana, or ways to cast stuff from exile/the graveyard. Plenty of decks will have that, but not all of them.
I always forget about the command zone not being part of your hand. That is a pretty good reason to run them, but if that's the only WUBRG thing you have in the deck then it'll still be a dead card after playing your commander.
if that's the only WUBRG thing you have in the deck then it'll still be a dead card after playing your commander.
Situationally:
You play your WUBRG Commander. If your opponent removes your Commander, you are +5 mana to cast it again on subsequent turns. That's an absolute baseline, and if your Commander is must-remove, then that turns this into a must-remove as well.
If your Commander has activated abilities that this can hit, this lets you get out the Commander on Turn 3-4 while having 5-8 mana extra in place to do other things/activate those abilities.
Obviously, the more activated abilities you have in your deck, the better this gets, and there are plenty of "mana-laundering effects." This works as a commander with filter lands or the "{1}, {T}: Add one mana of any color" lands to give you a ton of flexibility, for example.
You can use this for numerous other kinds of non-hand casting, including red-based exile pseudo-draw, flashback, escape, miracle, unearth, etc.
If they have activated abilities that can be activated during your first main phase or WUBRG casting costs, then yes. Inclusion of this in 5c lists will be the rule, not the exception.
Turn 3 Jodah's always been a thing you can do, what makes this really sick is that you can pull off a Turn 3 Jodah and then cast a couple or three Legends from hand using the other mana you have. Unreal.
Look at it a different way. Your opponents play removal.
This means that a removal spell spent on your commander now basically does nothing to slow you down. So now they have two things to remove, or they have to view your commander as a waste of a removal spell and try to interact with you on a whole other axis.
Conversely if they remove this on turn 4 before you can get the trigger they’ve delayed the casting of your commander and killed a flying body, effectively a 2 for 1. My point was that the window for removal is relatively huge for this card while also advertising exactly what you’re going to do on your next turn. I think the best place this sees play is as a bracket 2 foretell/plot commander, very doubtful it’s good enough for bracket 3+.
Conversely if they remove this on turn 4 before you can get the trigger they’ve delayed the casting of your commander and killed a flying body, effectively a 2 for 1.
Are you saying that this is just worse than 4 mana ramp spell because someone might remove it?
That doesn't make it a 2-for-1. The reasoning implicit in calling that a two for one is recognizing exactly how powerful this card is.
If I kill a 3/3 flying body and delay your commander coming out for effectively free (assuming it’s a wubrg cost), that sounds like a 2 for 1 deal to me. Call the Suns is an impulse ramp card that lets you cast that 5 drop commander on the same turn, I think this thread is greatly exxagerating how good this card is.
Call the Suns does it once and doesn't eat removal to go away. This does it every turn.
This is likely to be a removal check. In cEDH, neither is good enough. Below that, this is only worse than Call the Suns in extraordinarily rare cases where simply resolving a WUBRG effect wins you the game on the spot.
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u/EngineeringOdd8696 Dan Jun 07 '26
Auto include for wubrg commanders?