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Lord of Tresserhorn
UBRGrixisLegendary Creature — Zombie

Lord of Tresserhorn

Mana value4Rank#20,880
BuildCard details

The Commander

When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.

{B}: Regenerate Lord of Tresserhorn.

Guide

Gameplan

Lord of Tresserhorn is a 10/4 regenerating beater for four mana that demands sacrifice fodder on entry. Build around the downsides: have two expendable tokens ready, then ride the body with evasion and protection to crack opponents quickly, or pivot into a Grixis aristocrats/reanimator shell that turns the sacrifices into value. Regenerate with B to grind through combat and removal.

Strengths

  • Massive 10/4 stat line for only four mana, one of the cheapest huge bodies in the format
  • Built-in regeneration makes it resilient to combat damage and most non-exile removal
  • Access to Grixis (BRU) gives premium removal, card draw, tutors, and reanimation
  • Sacrifice and life-loss clauses synergize naturally with aristocrats and group-slug shells

Weaknesses

  • The ETB forces you to sacrifice two creatures and gives an opponent two cards—pure downside if unprepared
  • Only 4 toughness means it dies to most sweepers and X/4-killing burn despite regeneration
  • No evasion or trample built in, so a single chump blocker stonewalls a 10-power attacker
  • Regeneration doesn't stop exile, -X/-X, or sacrifice effects
  • Giving an opponent card advantage can accelerate the wrong player

Key Cards

  • Bitterblossom — Generates a steady stream of expendable tokens to feed the sacrifice ETB and aristocrats engines.
  • Rogue's Passage — Pushes the 10/4 through blockers for huge unblockable chunks of commander damage.
  • Blade of Selves — Myriad copies turn the brutal ETB into board-wide pressure and multiply attack triggers.
  • Phyrexian Altar — Turns the sacrificed creatures into mana and fuels repeated recasts and combos.
  • Notion Thief — Steals the opponent's forced two-card draw, flipping the downside into your own advantage.
  • Reconnaissance — Lets you attack freely and remove the Lord from combat to dodge blockers and preserve it.

Upgrade Path

Lean into making the ETB free value: add token producers (Bitterblossom, Ophiomancy) and steal the forced draw with Notion Thief or Narset, Parter of Veils. Tighten the manabase with fetch/dual lands and add evasion enablers (Rogue's Passage, Whispersilk Cloak) plus protection (Lightning Greaves) to make the beatdown reliable, and include sacrifice payoffs like Mayhem Devil and Pitiless Plunderer to convert downsides into engine fuel.

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

  • ▸Connect repeatedly with the unblockable/evasive 10/4 for lethal commander damage
  • ▸Aristocrats drain via Blood Artist, Zulaport Cutthroat, and repeated sacrifices
  • ▸Reanimate and beat down with an army of recurring fatties
  • ▸Grixis combo finishers like Sanguine Bond effects or extort/drain engines

Archetypes

  • Voltron — A cheap 10-power body with regeneration just needs evasion and protection to deal lethal commander damage fast.
  • Aristocrats — The mandatory sacrifice of two creatures pairs perfectly with death-trigger payoffs and token generators.
  • Reanimator — Grixis colors and the sacrifice clause let you dump big creatures, then bring them back for value.
  • Control — Grixis removal and counters protect a fast clock while the regenerating beater closes the game.

Combos

  • Lord of Tresserhorn + Tainted Strike

    → Target opponent loses the game

  • Lord of Tresserhorn + Phyresis

    → Target opponent loses the game

  • Lord of Tresserhorn + Grafted Exoskeleton

    → Target opponent loses the game

  • Lord of Tresserhorn + Glistening Oil

    → Target opponent loses the game

  • Lord of Tresserhorn + Corrupted Conscience

    → Target opponent loses the game

Combos via Commander Spellbook.

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