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Amarant Coral
RGGruulLegendary Creature — Human Monk

Amarant Coral

Mana value4Rank#16,405
BuildCard details

The Commander

Trample

Amarant Coral attacks each combat if able.

No Mercy — Whenever Amarant Coral deals combat damage to an opponent, it deals that much damage to each other opponent.

Guide

Gameplan

Suit up Amarant Coral and swing every turn: because combat damage to one opponent echoes to every other opponent, a single connecting attack pressures the whole table at once. You ramp into the commander, stack power and evasion-relevant effects (trample is built in), and turn one big hit into lethal life loss across all three opponents simultaneously.

Strengths

  • Effectively triple-strikes the table—every point of combat damage is multiplied across all opponents
  • Trample plus the 'attacks each combat' clause make it a relentless, hard-to-chump beater
  • Green-red gives the best ramp and the deepest pool of cheap power/double-strike pumps
  • Closes games shockingly fast once it's connecting, ending three players on one swing
  • No setup combos required—just attack triggers do the heavy lifting

Weaknesses

  • The forced-attack clause lets opponents bait it into bad blocks or removal
  • Single point of failure: spot removal or a fog stalls your whole plan
  • No evasion beyond trample, so flyers and big walls can blunt it
  • Drawing the wrong half of the deck (all pump, no commander) leaves you with little
  • Paints a target on you—being the multi-opponent threat invites the table to gang up

Key Cards

  • Fireshrieker — Double strike doubles the damage that gets multiplied to every opponent, often instantly lethal.
  • Embercleave — Cheap, flash-in double strike plus +1/+1 turns a single hit into table-wide kills.
  • Berserk — Doubles Amarant's power for a swing, and the echoed damage hits all opponents at the boosted number.
  • Rancor — Recurring cheap pump that adds reach-of-damage and stays even after the creature dies.
  • Swiftfoot Boots — Hexproof and haste protect your single key threat and let it attack the turn it lands.
  • Xenagos, God of Revels — Doubles power and grants haste each combat, perfectly amplifying the multiplied damage.
  • Surrak Dragonclaw — Gives the team haste and uncounterable creatures while padding the board against control.

Upgrade Path

Lean into damage doublers and double strike—Embercleave, Fireshrieker, and effects like Furnace of Rath or Gratuitous Violence make each multiplied hit catastrophic. Add cheap protection (Heroic Intervention, Lightning Greaves) and recursion so removal doesn't reset you, and improve the ramp suite (Sol Ring, signets, Dryad of the Ilysian Grove) to deploy and reload faster. For higher power, add evasion-and-pump in one card like Loxodon Warhammer's lifegain or trample enablers and consider Tainted Strike/Berserk lines to oversize a single decisive swing.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Connect with a double-strike, pumped Amarant to deal lethal life loss to all opponents at once
  • ▸Grind opponents down over a few combats as the multiplied damage erodes everyone's life total
  • ▸Pair a power doubler (Xenagos/Berserk) with trample to push through chump blocks for a one-shot kill

Archetypes

  • Voltron — Loading equipment and auras onto Amarant turns one connection into table-wide damage.
  • Big Mana Beatdown — GR ramp casts and recasts the commander quickly, then funds huge pump spells to push lethal.
  • Aggro/Combat Damage Combo — Double strike plus power doublers create deterministic multi-opponent kills in a single attack step.

Combos

No combos found for this commander on Commander Spellbook.

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