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Me, the Immortal
URGTemurLegendary Creature — Human Rogue

Me, the Immortal

Mana value5Rank#14,858
BuildCard details

The Commander

At the beginning of combat on your turn, put your choice of a +1/+1, first strike, vigilance, or menace counter on Me.

Counters remain on Me as it moves to any zone other than a player's hand or library.

You may cast this card from your graveyard by discarding two cards in addition to paying its other costs.

Guide

Gameplan

Suit up Me, the Immortal as a resilient Voltron threat that grows a permanent counter every combat and keeps its counters even after it dies, then swing for lethal commander damage. Each turn you attack to bank a +1/+1, first strike, vigilance, or menace counter, recasting from the graveyard for the discard-two surcharge if it gets killed so you never lose progress. Pair the persistent counters with evasion and proliferate to snowball into a one- or two-shot kill.

Strengths

  • Counters persist through any zone except hand/library, so removal barely slows you down
  • Graveyard recast means it dodges the commander tax and stays available all game
  • Self-selecting keyword counters (first strike, vigilance, menace) make it both an attacker and a blocker
  • Temur colors give access to the best ramp, card draw, and proliferate

Weaknesses

  • Needs combat to grow, so it's slow and telegraphed early
  • Hexproof/protection effects and chump blockers can stall the Voltron plan
  • Discarding two cards each recast bleeds card advantage against grindy decks
  • Tuck effects (library) or hand bounce wipe its counters, and it's a one-creature plan vulnerable to edicts

Key Cards

  • Inkmoth Nexus — Turns your persistent counters and proliferate into a poison/infect kill that sidesteps lifegain.
  • Hardened Scales — Doubles the value of every +1/+1 counter you place each combat for explosive growth.
  • Branching Evolution — Multiplies the +1/+1 counters Me accrues, accelerating the commander-damage clock.
  • Rograkh, Son of Rohgahh — Stand-in for cheap evasion enablers; prioritize trample/unblockable so banked counters connect.
  • Shifting Ceratops — Color-relevant beater; more importantly run trample and protection auras to push damage through.
  • Flux Channeler — Proliferates whenever you cast noncreature spells, stacking extra counters between combats.

Upgrade Path

Lean into counter doublers (Hardened Scales, Branching Evolution, Doubling Season) and proliferate engines so each combat banks far more than one counter, then add protection and evasion (Swiftfoot Boots, Snakeskin Veil, Rogue's Passage) to guarantee connects. Add cheap recursion and fast mana (Sol Ring, signets, Cultivate) to recast Me without choking your hand, and consider an infect package as a redundant, lifegain-proof finish. Top-end upgrades include Triumph of the Hordes and Tekuthal/Karn's Bastion for game-ending proliferate turns.

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

  • ▸Commander damage with an evasive, counter-stacked Me, the Immortal
  • ▸Poison/infect kill by proliferating counters onto Inkmoth Nexus or after Triumph of the Hordes
  • ▸Doubler-fueled trample swings that one-shot a table
  • ▸Grinding opponents out with relentless graveyard recasts they can't permanently answer

Archetypes

  • Voltron — Persistent counters plus self-granted evasion make Me a hard-to-stop single-creature kill.
  • +1/+1 Counters — Its native +1/+1 counter choice scales with doublers and proliferate payoffs.
  • Infect/Poison — Counter-matters shell pivots cleanly into proliferating poison via Inkmoth Nexus and Triumph of the Hordes.
  • Reanimator-lite Resilience — Graveyard recast and counters-stay-attached reward a self-mill/recursion engine that keeps rebuilding the threat.

Combos

No combos found for this commander on Commander Spellbook.

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