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Rith, the Awakener
WRGNayaLegendary Creature — Dragon

Rith, the Awakener

Mana value6Rank#14,559
BuildCard details

The Commander

Flying

Whenever Rith deals combat damage to a player, you may pay {2}{G}. If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.

Guide

Gameplan

Rith is a midrange tokens engine that flies in for combat damage, then pays {2}{G} to flood the board with Saprolings keyed off a color's permanents. You ramp into Rith on turns 4-5, connect, name the most common color in play (often green from your own tokens/mana dorks), and snowball into an overwhelming go-wide army. Convert that army into damage with anthems or a single explosive overrun.

Strengths

  • Generates a huge, repeatable token swarm that scales with the board, including everyone's permanents
  • Naturally aligned with green's best ramp, white's anthems, and red's overruns
  • Flying body that dodges most ground blockers to reliably trigger its ability
  • Resilient to single-target removal since the value comes from each combat connection

Weaknesses

  • Requires combat damage to a player, so it folds to fliers, deathtouch blockers, and Fog effects
  • Six-mana commander that does nothing the turn it lands unless it survives to attack
  • Token strategy is vulnerable to board wipes and sweepers like Blasphemous Act
  • No evasion granted to the army you build, so closing can stall against bigger boards
  • Costs an extra {2}{G} each trigger, taxing your mana every turn

Key Cards

  • Doubling Season — Doubles every Saproling Rith makes, turning one connection into a game-ending swarm.
  • Craterhoof Behemoth — Converts your wide Saproling board into immediate lethal trample damage.
  • Parallel Lives — Cheaply doubles token output to push the engine over the top.
  • Skullclamp — Turns expendable 1/1 Saprolings into a relentless card-draw engine.
  • Pir, Imaginative Rascal — Adds an extra token to every Saproling batch and pairs with counter doublers.
  • Beastmaster Ascension — Cheap anthem that quickly makes your token army hit for lethal.

Upgrade Path

Add fast mana and ramp (Sol Ring, Birds of Paradise, Cultivate) to land Rith ahead of curve and pay her trigger reliably. Prioritize token doublers (Doubling Season, Parallel Lives, Anointed Procession) plus payoffs like Craterhoof Behemoth and Skullclamp to convert tokens into wins. Round out with protection and evasion—Rogue's Passage, Lightning Greaves, and Heroic Intervention—so Rith connects and your board survives sweepers.

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

  • ▸Alpha strike with Craterhoof Behemoth or Overrun for one-shot trample kills
  • ▸Grind out incremental damage with anthems like Beastmaster Ascension and a wide Saproling board
  • ▸Aristocrats drain via Blood Artist, Zulaport Cutthroat, and a sacrifice outlet feeding on tokens
  • ▸Combo finish using Skullclamp value to refuel and overwhelm with sheer card advantage

Archetypes

  • Tokens — Rith literally manufactures armies of Saprolings each combat, the core of a go-wide plan.
  • Aristocrats — Endless 1/1 fodder feeds sacrifice outlets, Skullclamp, and drain engines like Blood Artist.
  • +1/+1 Counters — Saproling and counter doublers like Doubling Season and Pir overlap perfectly with a counters subtheme.
  • Voltron — Equipment and evasion can let Rith fight through as a hasty, swing-for-value threat.

Combos

No combos found for this commander on Commander Spellbook.

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