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Hansk, Slayer Zealot
RGGruulLegendary Creature — Human Archer

Hansk, Slayer Zealot

Mana value4Rank#12,722
BuildCard details

The Commander

At the beginning of your upkeep, target opponent creates three Walker tokens. (They're 2/2 black Zombie creatures.)

{T}: Hansk, Slayer Zealot deals 2 damage to target creature.

Whenever a Zombie an opponent controls dies, draw a card.

Guide

Gameplan

Hansk turns your opponents' boards into your card engine: each upkeep you force an opponent to make three 2/2 Zombies, then you sweep, ping, or fight those tokens away to draw a card off every Zombie death. Use Hansk's tap ability and cheap repeatable damage to grind a steady stream of cards while building toward a big green-red haymaker finish.

Strengths

  • Turns opponent tokens into a renewable card-advantage engine, fixing green-red's notoriously weak card draw
  • Synergizes with mass and pingable damage—every sweeper that catches Zombies refills your hand
  • Built-in repeatable removal via Hansk's tap ability plus card draw on the kill
  • Punishes any zombie or token strategy at the table and feeds your own go-wide/big-creature plan

Weaknesses

  • You actively give opponents creatures—if you can't reliably kill them, you've made attackers that swing at you
  • Effect targets only one opponent per upkeep, so draw can stall if that player removes their own tokens or is eliminated
  • Color identity lacks strong instant-speed interaction outside of burn and fight
  • Heavily reliant on Hansk sticking; without him the engine and removal both disappear
  • Damage-based sweepers can clip your own small creatures

Key Cards

  • Walking Ballista — Repeatedly snipes Walker tokens at instant speed for one card each, and scales into a finisher.
  • Pestilence — A recurring 1-damage-per-activation sweeper that wipes the 2/2 Walkers and triggers a flood of card draws.
  • Pyrohemia — Same engine as Pestilence in red, repeatedly killing Zombies to bury opponents in your card advantage.
  • Torbran, Thane of Red Fell — Turns every point of red damage into three, letting tiny pings instantly clear Zombies and double as reach.
  • Goblin Bombardment — A free outlet, but more importantly stacks with sacrifice and damage effects; pair with effects that let you eat opposing tokens.
  • Blasphemous Act — Cheap, repeatable-feeling board wipe that mows down a table full of Walkers for a hand-refilling payday.
  • Chandra's Incinerator — Burn-matters payoff that gets cheaper and bigger off all the noncombat damage you're throwing around.

Upgrade Path

Add more repeatable, scalable damage outlets—Walking Ballista, Pestilence/Pyrohemia, Heartless Hidetsugu effects, and Torbran—so you kill Walkers at instant speed every turn rather than relying on one-shot wipes. Improve mana with fast rocks and dorks (Sol Ring, Birds of Paradise, Arcane Signet) to deploy Hansk early and use his tap ability immediately, and add protection like Heroic Intervention and Lightning Greaves to keep the engine online. Finally, lean into a focused finish—either burn payoffs or a couple of haste-enabled big threats—so all that card advantage actually converts to wins.

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

  • ▸Out-card-advantaging the table then overwhelming with large green creatures and trample
  • ▸Burn-matters payoffs (Torbran, Chandra's Incinerator) turning incidental damage into lethal reach
  • ▸Walking Ballista or similar X-creatures pinging players out once the engine has fed your mana
  • ▸Grinding opponents to topdecks while you deploy threat after refilled threat

Archetypes

  • Value Engine / Midrange — Hansk converts forced tokens into consistent card draw, fueling a grindy green-red midrange plan.
  • Spellslinger / Pingers — Repeatable damage sources like Walking Ballista and Pestilence kill Walkers for cards every turn.
  • Stax-lite / Punisher — You can pair damage with effects that make opponents' creatures liabilities while you profit from their deaths.
  • Big-Mana Beatdown — The card flow ramps you into and refuels oversized green threats to close games.

Combos

No combos found for this commander on Commander Spellbook.

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