
Flying
Whenever you cast an instant or sorcery spell, creatures you control get +1/+0 and gain trample until end of turn.
Flood the board with cheap creatures (especially tokens), then chain instants and sorceries to repeatedly pump your whole team with +1/+0 and trample, swinging for lethal in one explosive turn. Balmor turns even cantrips into combat tricks, so you spend the early game developing and the mid game casting a string of cheap spells to push damage through.
Lower your curve and increase spell density with cantrips and ritual-like card draw so you can chain three or more spells per combat. Add token engines (Young Pyromancer, Talrand, Murmuring Mystic) and protection like Heroic Intervention or Deflecting Swat to safeguard your alpha strike, plus fast mana (Sol Ring, mana rocks) to power explosive turns earlier.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (RU), by popularity.