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Immard, the Stormcleaver
WURJeskaiLegendary Creature — Human Soldier

Immard, the Stormcleaver

Mana value4Rank#17,525
BuildCard details

The Commander

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.

Guide

Gameplan

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.

Strengths

  • Self-protecting commander that gains indestructible on demand, dodging most removal and combat math.
  • Built-in repeatable removal/reach—4 damage to any target whenever you bank then spend a counter.
  • Lifelink mode stabilizes against aggro and fuels race-style games.
  • Jeskai colors give access to the best counter-doubling, blink, and extra-combat support.

Weaknesses

  • Slow to come online without counter doublers—one trigger per enter/attack means choosing damage OR protection, not both immediately.
  • Doesn't generate card advantage on its own; it's a value engine that needs support pieces.
  • Vulnerable to exile, bounce, and -X/-X effects that ignore indestructible.
  • Three colors with no inherent ramp or fixing makes mana base demanding.

Key Cards

  • Strionic Resonator — Copies the enter/attack trigger so you can add a counter and immediately remove one for both effects in a turn.
  • Doubling Season — Doubles charge counters placed, letting you stockpile firepower far faster.
  • Aggravated Assault — Extra combat phases mean extra attack triggers, multiplying counter manipulation and 4-damage shots.
  • Restoration Angel — Blinks Immard to re-trigger its enter ability and reset value at instant speed.
  • Power Conduit — Moves and stockpiles charge counters at will, turning Immard into a reliable damage cannon.
  • Skullclamp — Provides the card draw Immard's go-wide-adjacent shell badly needs to keep gas flowing.

Upgrade Path

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.

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

  • ▸Beating down with an indestructible, lifelinking Immard across multiple combat phases.
  • ▸Picking off creatures and planeswalkers, then redirecting 4-damage shots at players to drain them out.
  • ▸Comboing extra combats with counter doublers for repeated removal and overwhelming attacks.
  • ▸Voltron kill with auras/equipment on an effectively unkillable Immard.

Archetypes

  • Aggro/Voltron — Indestructible lifelink lets Immard attack profitably every turn while the damage mode clears blockers.
  • Counter Manipulation — Charge-counter payoffs and proliferate/doublers let you spend counters for repeated 4-damage bursts.
  • Blink — Flicker effects re-trigger the enter ability for extra counters and removal.
  • Spellslinger Midrange — Jeskai's burn and tempo spells pair with Immard's reach to control the board and close games.

Combos

No combos found for this commander on Commander Spellbook.

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