
Whenever Immard, the Stormcleaver enters or attacks, put a charge counter on it or remove one from it. When you remove a counter this way, choose one —
• Immard deals 4 damage to any target.
• Immard gains lifelink and indestructible until end of turn.
Immard is a Jeskai aggro/midrange commander that pings the board and protects itself by toggling charge counters on enter/attack. You bank counters over a few turns, then spend them to throw 4 damage at threats (or faces) and turn Immard into an unkillable lifelinking attacker. Support it with extra combats, blink, and counter manipulation to repeatedly drain opponents and clear blockers.
Lean into counter doublers (Doubling Season, Vorinclex, Branching Evolution) and trigger-copiers (Strionic Resonator, Lithoform Engine) so each combat both protects and burns. Add extra-combat engines (Aggravated Assault, Combat Celebrant) plus blink for explosive turns, and fix the mana with fast lands, Triomes, and signets/Talismans. Top it off with proliferate (Flux Channeler, Evolution Sage) and card draw (Skullclamp, Esper Sentinel) to keep the engine fueled.
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 (RUW), by popularity.