
Whenever Imaryll attacks, it gets +X/+X until end of turn, where X is the number of other Elves you control.
You may have Imaryll assign its combat damage as though it weren't blocked.
Imaryll is a mono-green Elf tribal commander that flexes between aggressive go-wide tribal and a Voltron-style beater. Flood the board with cheap Elves, ramp hard, then swing with Imaryll, who grows by the number of other Elves you control and tramples/connects through blockers thanks to its unblockable-damage ability. You close games by either swinging wide with a buffed army or pushing lethal commander damage in a single connecting hit.
Add fast mana and ramp like Sol Ring, Mana Crypt, and Cradle-style payoffs (Gaea's Cradle, Growing Rites) to power out threats earlier. Tighten the curve with the best Elf lords and add Voltron support like Loxodon Warhammer, Rancor, and shroud/hexproof boots; include Triumph of the Hordes and Craterhoof for explosive finishes. Round out with protection (Heroic Intervention, Tyvar's Stand) and a Finale of Devastation as a tutor-plus-finisher.
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 (G), by popularity.