
When Lord of Tresserhorn enters, you lose 2 life, you sacrifice two creatures, and target opponent draws two cards.
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Target opponent loses the game
→ Target opponent loses the game
→ Target opponent loses the game
→ Target opponent loses the game
→ Target opponent loses the game
Combos via Commander Spellbook.
Same color identity (BRU), by popularity.