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Gregor, Shrewd Magistrate
WUAzoriusLegendary Creature — Human Advisor

Gregor, Shrewd Magistrate

Mana value3Rank#12,305
BuildCard details

The Commander

Skulk (This creature can't be blocked by creatures with greater power.)

Whenever Gregor, Shrewd Magistrate deals combat damage to a player, draw cards equal to its power.

Guide

Gameplan

Suit up Gregor with auras, equipment, and counter pumps so his combat damage refills your hand each turn, while skulk keeps him hard to block. Use the cards you draw to deploy protection and control elements, eventually closing through an oversized evasive Gregor or with the resources you accumulate. You're playing a value-Voltron deck that snowballs card advantage into an unstoppable board state.

Strengths

  • Repeatable, scaling card draw that outpaces every opponent's hand size
  • Skulk makes him naturally evasive against go-wide and small-creature boards
  • Cheap 3-mana commander, so he's easy to redeploy after removal
  • UW gives premium protection and counterspells to keep him alive

Weaknesses

  • Highly commander-dependent; removal-heavy tables can grind you out
  • Skulk fails against decks with large blockers or fliers/reach you can't outsize
  • Pumping power too high can make skulk worse, requiring evasion instead
  • No built-in board wipe protection beyond what you draw

Key Cards

  • Rogue's Passage — Guarantees Gregor connects for a massive draw even through big blockers.
  • Swiftfoot Boots — Hexproof and haste protect your engine and let Gregor attack the turn he's recast.
  • Shadowspear — Trample plus a small pump pushes damage and draws through chump blockers.
  • Battle Mastery — Double strike effectively doubles your combat-damage card draw.
  • Teferi's Protection — The premier safety valve to survive wraths and combo turns while keeping Gregor online.
  • Inspiring Statuary — Improvise lets you convert your overflowing hand and artifacts into explosive turns.

Upgrade Path

Add more unblockable enablers (Aqueous Form, Whispersilk Cloak) and protection (Lightning Greaves, Heroic Intervention-style UW pieces) so Gregor reliably connects and survives. Lean on cheap fast mana (Sol Ring, Arcane Signet, Mana Crypt) to redeploy and protect in one turn, and consider a clean combo finish like Approach of the Second Sun or Thassa's Oracle to convert excess cards into a win before you deck yourself.

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

  • ▸Connecting with a buffed Gregor for repeated draws, then closing with overwhelming resources
  • ▸Commander damage from a sufficiently pumped, evasive Gregor
  • ▸Casting a finisher (Approach of the Second Sun, big X-spell) enabled by massive card advantage
  • ▸Drawing into and protecting a two-card combo

Archetypes

  • Voltron — Equipment and auras pump Gregor's power to draw more and threaten lethal commander damage.
  • Control — UW counters and removal protect Gregor while card draw fuels reactive play.
  • Blink/Value — Flickering Gregor and ETB creatures recurs protection and resets while drawing each combat.
  • Spellslinger — The card flood feeds cantrip and instant/sorcery payoffs in azorius.

Combos

No combos found for this commander on Commander Spellbook.

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