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Sir Shandlar of Eberyn
WGSelesnyaLegendary Creature — Human Knight

Sir Shandlar of Eberyn

Mana value6Rank#26,780
BuildCard details

The Commander

Guide

Gameplan

Sir Shandlar is a vanilla 5/5 for six, so the deck doesn't lean on its abilities at all—instead use the GW color identity to build a creature-heavy go-wide or stompy strategy and treat Shandlar as a sturdy body to suit up or anthem alongside. Ramp into threats, flood the board, then overrun with combat damage or buff Shandlar into a Voltron beater with auras and equipment.

Strengths

  • GW gives access to the best ramp, lifegain, and token-making in the format
  • A 5/5 for 6 with no drawbacks is hard to chump-block and survives most board wipes' edge cases
  • Flexible: can support tokens, +1/+1 counters, or Voltron without being locked into a gimmick
  • Strong access to enchantment/artifact and creature recursion to grind through removal

Weaknesses

  • The commander itself provides zero card advantage or built-in protection
  • No evasion, so a single big blocker or removal spell stalls the plan
  • GW lacks card draw and interaction compared to blue/black decks
  • Vanilla commander means the deck must generate all its value from the 99

Key Cards

  • Smothering Tithe — Premier white ramp that helps a color-light deck keep pace with stronger archetypes.
  • Sigarda's Aid — Lets you flash in equipment and attach for free, turning Shandlar into a surprise Voltron threat.
  • Craterhoof Behemoth — The classic GW finisher that converts a wide board into a one-shot kill.
  • Swiftfoot Boots — Cheap protection that compensates for Shandlar's total lack of built-in resilience.
  • Esper Sentinel — Rare repeatable card advantage in white to offset GW's draw weakness.

Upgrade Path

Lean into one focused plan—Voltron protection suites or token swarm with overrun—rather than splitting resources. Add the best GW ramp (Smothering Tithe, Sol Ring, Three Visits) and efficient interaction (Swords to Plowshares, Beast Within, Heliod's Intervention) to cover the color pair's weaknesses. Since the commander does nothing on its own, prioritize a redundant engine like Tireless Tracker, Esper Sentinel, or token producers so you never run out of gas.

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

  • ▸Overrun the table with a wide board plus Craterhoof Behemoth or Overwhelming Stampede
  • ▸Suit up Shandlar with equipment/auras for lethal commander damage
  • ▸Grind incremental value and out-size opponents in combat with anthems and counters

Archetypes

  • Voltron — A naturally large 5/5 body is an efficient base for auras and equipment to push commander damage.
  • Tokens — GW excels at flooding the board and pairing those tokens with anthems and overrun effects.
  • +1/+1 Counters — Selesnya counter synergies let Shandlar grow alongside a developing board.
  • Stompy/Ramp — Ramp into oversized creatures and beat down with raw power and combat tricks.

Combos

No combos found for this commander on Commander Spellbook.

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