
Locke can't be blocked by creatures with greater power.
Mug — Whenever Locke attacks, each player mills a card. If a land card was milled this way, create a Treasure token. Until end of turn, you may cast a spell from among those cards.
Suit up Locke and connect every turn: his Mug trigger mills each player, generates Treasure off milled lands, and lets you steal a spell from the pile, snowballing card and mana advantage. Use Treasures to ramp into bigger threats while grinding opponents with theft and aggression. Win by going wide or going tall on Locke himself, fueled by the mana and free spells he provides.
Lean into a clear plan: add evasion/protection (Rogue's Passage, Whispersilk Cloak, Swiftfoot Boots) and Treasure payoffs (Goldspan Dragon, Xorn, Reckless Fireweaver) to convert his triggers into wins faster. Tighten the curve so milled spells you steal are reliably castable, and add doublers like Dockside-style value and extra-combat effects (Aggravated Assault, Combat Celebrant) to fire Mug multiple times. Top-end ramp targets and a backup win like Revel in Riches keep the deck from fizzling when Locke is removed.
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 (BR), by popularity.