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: Regenerate target creature.
Ragnar is a Bant goodstuff commander whose actual ability (paying GWU to regenerate a creature) is almost irrelevant, so you build around the color identity rather than the card. You play a value-driven midrange or counters/blink shell, ramp into powerful creatures and engines, and grind opponents out with card advantage before closing with a built-around finisher.
Since the commander is a weak engine, consider whether Ragnar should be the deck's focus at all—most builds gain power by treating him as a backup body and loading up on standalone engines. Add fast mana (Sol Ring, Arcane Signet, Birds of Paradise), top-tier card advantage (Rhystic Study, Mystic Remora), and a tight win package like an infinite combo or Craterhoof Behemoth finish. Tuning the mana base with Bant fetch/dual lands and adding stax or protection pieces will sharpen consistency well beyond the regeneration plan.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GUW), by popularity.