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Durnan of the Yawning Portal
GGreenLegendary Creature — Human Warrior

Durnan of the Yawning Portal

Mana value4Rank#10,544
BuildCard details

The Commander

Whenever Durnan attacks, look at the top four cards of your library. You may exile a creature card from among them. Put the rest on the bottom of your library in any order. For as long as that card remains exiled, you may cast it. That spell has undaunted. (It costs {1} less to cast for each opponent.)

Choose a Background (You can have a Background as a second commander.)

Guide

Gameplan

Durnan is a green combat commander who turns attacking into card advantage, digging four deep each swing and letting you cast a discounted creature thanks to undaunted (often free in a four-player pod). Pick a Background to define your second color and gameplan, then build a creature-dense, ramp-heavy deck that snowballs board presence while connecting in combat. You win by overwhelming the table with bodies, value engines, or a Voltron Durnan that keeps refilling your hand.

Strengths

  • Repeatable card advantage tied to combat that costs no extra mana
  • Undaunted makes exiled creatures cheap or free in multiplayer pods
  • Mono-green identity plus a Background lets you splash a second color and theme
  • Cheap four-mana commander that can come down early and start attacking turn 4-5
  • Synergizes beautifully with ramp, big creatures, and recast/blink value

Weaknesses

  • Must connect in combat to get value, so removal and chump blockers shut it off
  • Only exiles creature cards—dead trigger if the top four are spells/lands
  • Undaunted discount shrinks in 1v1 or as opponents are eliminated
  • Mono-green base struggles with interaction, especially against noncreature threats
  • Heavily commander-dependent; repeated removal stunts the whole engine

Key Cards

  • Lightning Greaves — Haste and shroud protect Durnan and let it attack the turn it lands.
  • Rogue's Passage — Guarantees Durnan connects for its attack trigger through blockers.
  • Heroic Intervention — Cheap protection that saves Durnan and your board from wraths and removal.
  • Cultivate — Green ramp fuels casting the big creatures Durnan exiles.
  • Craterhoof Behemoth — A premier topdeck to hit with Durnan and a game-ending finisher off a wide board.
  • Quartzwood Crasher — Trample beater that snowballs huge when paired with Durnan's combat damage.

Upgrade Path

Add more protection and evasion (Swiftfoot Boots, Whispersilk Cloak) so Durnan reliably connects, and lean on top-of-library manipulation like Sylvan Library or Scroll Rack to ensure creatures sit in the top four. Push the curve toward high-impact bombs and overrun effects (Pathbreaker Ibex, Triumph of the Hordes), and choose an aggressive Background such as Raised by Giants or a token-maker to maximize undaunted's discount; upgrade ramp to fast rocks and lands to deploy Durnan and a haste enabler ahead of curve.

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

  • ▸Overrun the table with a wide or tall board backed by trample finishers like Craterhoof Behemoth
  • ▸Voltron Durnan with evasion and pump for commander-damage kills
  • ▸Snowball repeated free creature casts into an insurmountable board advantage

Archetypes

  • Stompy / Big Creatures — Durnan rewards a curve of fatties by casting them at a discount straight off the top.
  • Voltron — Equipment and pump make Durnan a lethal connector that draws cards every swing.
  • Tokens / Go-Wide — Pair with an Aggro Background to flood the board and push damage through.
  • Combat Value Midrange — Steady attacks generate card advantage that grinds out the table over time.

Combos

No combos found for this commander on Commander Spellbook.

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