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Armaggon, Future Shark
BBlackLegendary Creature — Shark Horror Mutant

Armaggon, Future Shark

Mana value8Rank#12,569
BuildCard details

The Commander

Flash

When Armaggon enters, destroy up to three target creatures.

Guide

Gameplan

Slam Armaggon at flash speed to blow up to three creatures away as removal stapled to a fat body, then leverage mono-black's reanimation and blink to recur that ETB every turn until the board is a wasteland. You grind opponents out with removal, recursion, and card draw before closing with a big evasive beater or a mono-black combo finish.

Strengths

  • Flash plus a three-creature wrath ETB makes it a brutal blowout against go-wide and creature combo decks
  • ETB destroy synergizes perfectly with blink and reanimation to repeatedly clear boards
  • Functions as both removal and a beater, so casting your commander is never a wasted turn
  • Mono-black gives access to the format's best tutors, recursion, and card advantage

Weaknesses

  • Eight mana is steep and the body alone won't win without support
  • Useless against decks with few or no creatures (artifacts, enchantments, planeswalkers)
  • Indestructible creatures and hexproof/protection dodge the destroy effect
  • Mono-black struggles with enchantment and artifact removal and lacks ramp outside rocks/rituals

Key Cards

  • Phyrexian Reclamation — Cheaply buys Armaggon back from the graveyard to re-trigger its three-creature wipe.
  • Cabal Coffers — Generates the explosive black mana you need to hard-cast an 8-drop early and repeatedly.
  • Reanimate — Cheats Armaggon into play for one mana, triggering the destroy effect far ahead of curve.
  • Conjurer's Closet — Blinks Armaggon at end of turn to fire another up-to-three destroy each round.
  • Crypt Incursion — Punishes the graveyards your removal fills while keeping your life total healthy.
  • Sheoldred, the Apocalypse — Turns your heavy card draw into a clock while taxing opponents who refill.

Upgrade Path

Add fast mana and ritual effects (Dark Ritual, Jet Medallion, Cabal Coffers + Urborg) to cast or recur Armaggon ahead of schedule. Lean into a reanimation package (Reanimate, Animate Dead, Victimize) so its ETB comes online by turn three or four, and add black tutors (Demonic Tutor, Vampiric Tutor) to find your engine pieces. Top end with a compact combo or drain finisher so removing creatures isn't your only path to victory.

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

  • ▸Beat down with Armaggon and other evasive black threats after stripping the board
  • ▸Grind opponents out of creatures and resources, then win with an unanswered finisher
  • ▸Drain the table with effects like Sheoldred or Gray Merchant of Asphodel
  • ▸Loop Armaggon with blink/reanimation to keep boards empty while a combo assembles

Archetypes

  • Reanimator — Cheating Armaggon in with reanimation spells turns its ETB into an early, repeatable board wipe.
  • Blink/Flicker — Black blink and end-step flicker effects let you destroy up to three creatures every turn cycle.
  • Control — Flash removal on a body plus mono-black disruption lets you hold up answers and grind the game out.
  • Aristocrats — Sacrifice outlets and recursion loop Armaggon back to repeatedly clear and drain the table.

Combos

No combos found for this commander on Commander Spellbook.

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