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Eight-and-a-Half-Tails
WWhiteLegendary Creature — Fox Cleric

Eight-and-a-Half-Tails

Mana value2Rank#7,803
BuildCard details

The Commander

{1}{W}: Target permanent you control gains protection from white until end of turn.

{1}: Target spell or permanent becomes white until end of turn.

Guide

Gameplan

Eight-and-a-Half-Tails is a mono-white voltron/control commander that exploits a two-card engine: turn any permanent white, then give it protection from white. Use this to make your blockers, lands, or attackers unkillable, push through unblockable Voltron damage, and even color-shift opponents' permanents to blow up their entire board with white-specific removal. You grind out incremental advantage, protect key pieces, and close with an enchanted, untouchable attacker.

Strengths

  • Two activated abilities make your threats nearly impossible to remove via targeted spells or color-based effects
  • Can turn opponents' permanents white to enable one-sided board wipes and removal
  • Cheap two-mana commander that comes down early and provides repeatable protection
  • Mono-white consistency with strong tutor and aura support for Voltron
  • Doubles as a defensive piece, protecting lands from destruction or blockers from removal

Weaknesses

  • Abilities are mana-intensive and you can be taxed out of protecting your board
  • Vulnerable to non-targeted, non-white removal and board wipes that don't care about color (sacrifice, -X/-X, exile)
  • Mono-white struggles with raw card advantage and ramp
  • Protection from white doesn't stop blue/black/red/green/colorless interaction
  • Telegraphs your gameplan; savvy opponents hold up non-white answers

Key Cards

  • Shadowspear — Grants trample so your protected, evasive Voltron threat connects through chump blockers.
  • Spirit Mantle — Pseudo-unblockable aura, but pairing protection from white with Eight-and-a-Half-Tails lets you also dodge white removal.
  • Wrath of God — Turn opponents' creatures white-irrelevant, but more crucially you protect your own attacker from your own wraths and white removal.
  • Mother of Runes — Stacks redundant protection effects, letting you defend two permanents per turn cycle.
  • Swords to Plowshares — Premier white removal that you can aim at color-shifted threats since you can turn any permanent white.
  • Smothering Tithe — Critical mono-white ramp to fuel the constant {1}{W} and {1} activations.

Upgrade Path

Add fast mana and ramp (Sol Ring, Smothering Tithe, Land Tax) so you can hold up protection while developing threats. Lean into tutors like Enlightened Tutor and Steelshaper's Gift to find the right aura/equipment package, and include trample/evasion enablers so protection actually translates to damage. Round out with efficient white removal and a couple of board wipes you can survive thanks to your protection engine.

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

  • ▸Suit up a single creature with auras/equipment and swing for lethal commander or trample damage while it's unblockable and protected
  • ▸Color-shift enemy permanents white and sweep with one-sided wraths, then grind out a board advantage
  • ▸Protect a combat-damage or infect-style finisher every turn until opponents have no answers

Archetypes

  • Voltron — Protection from white plus auras and equipment makes a single attacker unblockable and removal-proof.
  • Control — Color-shifting opponents' permanents white turns your white removal and wraths into flexible, one-sided answers.
  • Stax — Protect your own lock pieces and lands from white-based destruction while taxing opponents out of interaction.

Combos

No combos found for this commander on Commander Spellbook.

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