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Questing Beast
GGreenLegendary Creature — Beast

Questing Beast

Mana value4Rank#2,704
BuildCard details

The Commander

Vigilance, deathtouch, haste

Questing Beast can't be blocked by creatures with power 2 or less.

Combat damage that would be dealt by creatures you control can't be prevented.

Whenever Questing Beast deals combat damage to an opponent, it deals that much damage to target planeswalker that player controls.

Guide

Gameplan

Questing Beast is a mono-green aggro/Voltron beater that comes down on turn four and immediately attacks thanks to haste. Suit it up with auras and equipment to push lethal commander damage, leveraging its evasion against small blockers, vigilance to keep attacking while defending, and deathtouch to trade up. The game plan is fast, relentless creature damage backed by ramp and protection.

Strengths

  • Immediate haste threat that demands answers the turn it lands
  • Hard to block profitably (evades power-2-or-less, deathtouch, damage can't be prevented)
  • Vigilance lets it pressure and defend simultaneously
  • Mono-green gives access to the best ramp and the cheapest commander in the format

Weaknesses

  • Mono-green struggles to interact with the stack and remove enemy threats
  • Highly reliant on the commander; vulnerable to repeated removal and tax
  • Single-target Voltron is slow against combo and go-wide decks
  • Limited card advantage and no built-in evasion past blockers larger than 2 power

Key Cards

  • Swiftfoot Boots — Hexproof keeps your sole threat safe from targeted removal while it's already hasty on its own.
  • Rancor — Recurring +2/+0 and trample that returns to hand whenever Questing Beast dies, pushing through and surviving wipes.
  • Shizo, Death's Storehouse — Grants fear/menace-like evasion to push commander damage through wide boards.
  • Three Visits — Cheap ramp that fixes and accelerates you into an early, protected beatdown.
  • Garruk, Primal Hunter — Refuels your hand and makes blockers, addressing green's card-advantage problem.

Upgrade Path

Lean into protection and evasion: add Lightning Greaves, Snakeskin Veil, and Heroic Intervention so your threat survives interaction, then increase trample sources (Loxodon Warhammer, Bear Umbra) to guarantee damage gets through. Tighten the ramp suite with Sol Ring, mana dorks, and fast lands to deploy and re-cast the commander ahead of curve, and add Berserk or Embercleave-style finishers to convert hits into lethal blows faster.

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

  • ▸Repeated commander damage from a buffed Questing Beast (21 to one player)
  • ▸Going wide/big with stompy creatures and trampling over the table
  • ▸Equipment-fueled Voltron swings closing multiple opponents quickly

Archetypes

  • Voltron — Its evasion, deathtouch, and unpreventable damage make it an ideal carrier for auras and equipment to one-shot opponents.
  • Mono-Green Stompy — Cheap, hasty, and aggressive, it anchors a beatdown shell of big creatures and ramp.
  • Planeswalker Removal/Superfriends Hate — Its triggered ability lets it nuke an opponent's planeswalker for the same combat damage it dealt.

Combos

No combos found for this commander on Commander Spellbook.

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