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Oriss, Samite Guardian
WWhiteLegendary Creature — Human Cleric

Oriss, Samite Guardian

Mana value3Rank#24,126
BuildCard details

The Commander

{T}: Prevent all damage that would be dealt to target creature this turn.

Grandeur — Discard another card named Oriss, Samite Guardian: Target player can't cast spells this turn, and creatures that player controls can't attack this turn.

Guide

Gameplan

Oriss is a mono-white control/pillow-fort commander that taxes and locks out attackers while you grind value and assemble a slow win. Her tap ability fogs a single creature each turn for defense, but the real draw is the color identity and the soft Time Walk-style lockdown her Grandeur offers when you can recur copies. Most turns you defend, build mana and card advantage, and eventually pivot to a dedicated wincon.

Strengths

  • Cheap white legend that fits any mono-white shell as a commander you mostly ignore
  • Repeatable single-target damage prevention discourages combat and protects key creatures
  • Grandeur can stop a problem player's spells and attacks for a full turn
  • Mono-white access to strong tax, taxes, and stax pieces

Weaknesses

  • Grandeur requires a second copy in hand, which is hard to enable consistently
  • Tap ability only stops damage to one creature and does nothing against noncombat threats
  • Mono-white struggles with raw card draw and ramp
  • Commander itself does little to actually win the game

Key Cards

  • Grand Abolisher — Locks opponents out of interaction on your turn, protecting your engine and combos.
  • Smothering Tithe — Best mono-white ramp and the backbone of any white control deck.
  • Land Tax — Fixes and fuels card advantage to offset white's weakness.
  • Approach of the Second Sun — A self-contained two-card wincon perfect for a slow defensive shell.
  • Heliod, Sun-Crowned — Pairs with lifegain to grind and offers a combo finish with Walking Ballista.
  • Archaeomancer's Map — Provides much-needed ramp and land advantage in mono-white.

Upgrade Path

Lean into mono-white's best ramp and lock pieces—Smothering Tithe, Land Tax, Archaeomancer's Map, and stax like Thalia, Heretic Cathar and Aven Mindcensor—to control the game tightly. Add a clean, protectable wincon such as Heliod + Walking Ballista or Approach of the Second Sun backed by Grand Abolisher and Teferi's Protection. Round out with efficient board wipes (Cleansing Nova, Farewell) and tutors like Enlightened Tutor to find your engine fast.

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

  • ▸Approach of the Second Sun casting it a second time
  • ▸Heliod, Sun-Crowned plus Walking Ballista or Ballista loops
  • ▸Aetherflux Reservoir burst with lifegain
  • ▸Grinding the table out with stax and a single resilient threat

Archetypes

  • Pillow Fort / Stax — Damage prevention plus white tax pieces keeps you safe while you slow the table.
  • Control — White removal, board wipes, and taxes let Oriss decks dictate the pace.
  • Lifegain — Defensive posture synergizes with lifegain payoffs like Heliod and Aetherflux Reservoir.
  • Combo — Grand Abolisher protection supports compact two-card finishers.

Combos

No combos found for this commander on Commander Spellbook.

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