
Trample
If a red source you control would deal an amount of noncombat damage less than Ojer Axonil's power to an opponent, that source deals damage equal to Ojer Axonil's power instead.
When Ojer Axonil dies, return it to the battlefield tapped and transformed under its owner's control.
(Transforms from Ojer Axonil, Deepest Might.)
: Add
.
,
: Transform this land. Activate only if red sources you controlled dealt 4 or more noncombat damage this turn and only as a sorcery.
Ojer Axonil turns every ping of noncombat red damage into a chunk equal to its power (5+), so you build a wide base of repeatable damage sources and pump the God to convert tiny pings into game-ending bursts. Early turns ramp and develop power-boosting effects, then a single 'deal 1 damage' card hits for 5, 6, or more—often to all opponents at once.
Add fast mana (Mana Crypt, Sol Ring, rituals) and tutors (Gamble, Imperial Recruiter) to find your pinger plus pump package faster, and lean into infinite ping combos like Heartless Hidetsugu plus untap effects. Prioritize cheap repeatable noncombat damage sources over one-shot burn, and include power amplifiers (Embercleave, counters, anthem effects) so even your weakest pings hit for huge amounts. Card-advantage engines like Outpost Siege and impulse draw keep the burn flowing in grindy games.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Each opponent loses the game, Near-infinite damage
→ Each opponent loses the game, Near-infinite damage
→ Infinite damage, Infinite death triggers, Infinite ETB
→ Infinite death triggers, Infinite ETB, Infinite LTB
→ Infinite colorless mana, Infinite death triggers, Infinite ETB
Combos via Commander Spellbook.
Same color identity (R), by popularity.