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Jenara, Asura of War
WUGBantLegendary Creature — Angel

Jenara, Asura of War

Mana value3Rank#18,039
BuildCard details

The Commander

Flying

{1}{W}: Put a +1/+1 counter on Jenara.

Guide

Gameplan

Jenara is a cheap, evasive 3/3 flyer that can pump herself into a one-card kill while you back her with Bant's best protection and ramp. Drop her on turn three, hold up mana to grow her each turn, and protect/equip her until she connects for lethal commander damage. Between attacks you can pivot the leftover white mana into a slow but inevitable clock.

Strengths

  • Self-contained win condition with built-in flying evasion and a repeatable pump that needs no support cards
  • Bant has the best protection suite (counterspells, hexproof, fogs, removal) to keep your threat alive
  • Cheap mana value means easy recasts after removal and fast deployment turn three
  • Excellent equipment/aura carrier thanks to evasion and the ability to grow her toughness too

Weaknesses

  • Extremely commander-dependent; without protection she gets blown out by spot removal and you spend mana inefficiently
  • The {1}{W} pump is slow and mana-hungry, so an unprotected Jenara dies before she matters
  • Vulnerable to board wipes, edicts, and pillowfort/fog effects that blank a single attacker
  • No card advantage or game-plan in the command zone beyond beating down, so stalled boards hurt

Key Cards

  • Swiftfoot Boots — Hexproof plus haste lets Jenara attack the turn she lands and dodges targeted removal.
  • Lightning Greaves — Shroud and haste make her an immediate, protected threat for two mana.
  • Finest Hour — Extra combat with exalted turns a pumped Jenara into a one-turn commander-damage kill.
  • Rite of the Raging Storm — Forces opponents' creatures to attack each other while you swing freely with your flyer.
  • Heroic Intervention — Cheap blanket protection saves your investment from wraths and targeted removal.
  • Sword of Fire and Ice — Adds protection, card draw, and damage to an already evasive carrier.

Upgrade Path

Lean harder into protection and acceleration: add Mana Crypt, Sol Ring, and fast rocks to deploy and pump faster, plus Teferi's Protection and Heroic Intervention to survive wraths. Pack counter-doublers (Doubling Season, Branching Evolution) and proliferate to shorten the clock, and consider Aurelia's Fury or Berserk-style finishers for surprise kills. Tighten the equipment package to the Swords and Shadowspear, and run instant-speed protection over slow value cards to make her a reliable turn-five kill.

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

  • ▸21 commander damage from a pumped, evasive Jenara
  • ▸Voltron one-shots via Sword/double-strike effects like Finest Hour
  • ▸Proliferate and counter-doublers (Doubling Season, Hardened Scales) explode her power
  • ▸Grinding out the table with Bant control while Jenara provides the inevitable clock

Archetypes

  • Voltron — A cheap evasive creature with a self-pump ability is the ideal target for equipment, auras, and protection.
  • Bant Midrange/Control — Use Jenara as a clock while countering and removing threats and grinding value.
  • Counters Matter — Her built-in +1/+1 counter ability synergizes with proliferate and counter-doubling effects.
  • Stax/Pillowfort — Lock the board with taxes and protection while a single evasive threat closes the game.

Combos

No combos found for this commander on Commander Spellbook.

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