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Masumaro, First to Live
GGreenLegendary Creature — Spirit

Masumaro, First to Live

Mana value6Rank#20,005
BuildCard details

The Commander

Masumaro's power and toughness are each equal to twice the number of cards in your hand.

Guide

Gameplan

Masumaro is a green Voltron/beatdown commander whose stats balloon with your hand size, so you hoard cards via draw and lands-matter ramp, then swing for lethal commander damage. You play out the early game ramping and drawing, keep your hand full, then suit Masumaro up with trample and protection to one-shot opponents. Because hand size also fuels group-hug payoffs, you can pivot into Kynaios-style symmetrical card advantage while staying ahead.

Strengths

  • Cheap, repeatable threat that can become a 20+ power one-shot the turn it lands
  • Mono-green gives access to the best ramp and card-draw-via-creatures in the format
  • Hand-size synergy pairs naturally with reach/forced-draw effects already strong in green
  • Low color requirements make the mana base trivially consistent

Weaknesses

  • Holding a big hand makes you vulnerable to discard and Windfall/wheel effects that empty it
  • Removal resets Masumaro to a weak commander and demands you re-stock your hand
  • Mono-green lacks interaction, counterspells, and reliable removal for problem permanents
  • Voltron strategy is soft to single blockers, fog, and edicts if you over-commit

Key Cards

  • Soul's Majesty — Drawing equal to Masumaro's power refills your hand and immediately makes him even bigger.
  • The Great Henge — Cheap once Masumaro is huge, it ramps, gains life, and draws to keep your hand stocked.
  • Rancor — Recurring trample turns Masumaro's massive power into unblockable commander-damage kills.
  • Heroic Intervention — Protects your hand-fueled threat from board wipes and targeted removal for two mana.
  • Garruk, Primal Hunter — His ultimate and -3 both leverage and refill hand size for explosive draw.

Upgrade Path

Add protection and evasion (Snakeskin Veil, Berserk, Shizo-style trample enablers) so a single removal spell or blocker doesn't blank your plan. Lean into draw-and-keep engines like Sylvan Library, Beast Whisperer, and The Great Henge while adding fast mana (Sol Ring, Mana Crypt, Carpet of Flowers) to one-shot earlier. Finally, include Triumph of the Hordes or Craterhoof Behemoth as redundant finishers for the turns Masumaro alone isn't enough.

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

  • ▸One-shot commander damage with a trampling, hand-fueled Masumaro
  • ▸Overrun/Craterhoof-style alpha strike backed by a wide green board
  • ▸Grinding card advantage into oversized creatures opponents can't profitably block

Archetypes

  • Voltron — Twice-your-hand power lets Masumaro deliver lethal commander damage with minimal buffs.
  • Group Hug — Symmetric draw effects keep your hand huge while pretending to be friendly.
  • Card Advantage Midrange — Green's creature-based draw engines snowball Masumaro's size and your overall resources.
  • Stompy Ramp — Fast mana plus big green threats let you race to a one-shot Masumaro swing.

Combos

No combos found for this commander on Commander Spellbook.

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