HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Six
GGreenLegendary Creature — Treefolk

Six

Mana value3Rank#551
BuildCard details

The Commander

Reach

Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.

During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)

Guide

Gameplan

Six fills your graveyard via combat mills and discard outlets, then grinds out endless value by recasting nonland permanents from the yard with retrace—paying an extra discarded land each time. You leverage lands as a resource engine, replaying creatures, enchantments, and artifacts repeatedly while attacking to refuel and tutor lands back to hand. The deck wins through inevitability: out-valuing opponents until your board snowballs out of control.

Strengths

  • Generates relentless card advantage by recasting permanents from the graveyard every turn
  • Mono-green ramp lets you cast big payoffs and pay repeated retrace costs without running dry
  • Self-mill and combat mills feed the engine while drawing lands back into hand
  • Hard to grind out—removal on your permanents just feeds the retrace machine
  • Cheap, evasive-ish commander with Reach that attacks safely into most boards

Weaknesses

  • Graveyard hate (Bojuka Bog, Rest in Peace) shuts the whole engine down
  • Retrace only works during your turn, limiting instant-speed flexibility
  • Heavily land-hungry—needs a steady land flow to fuel both retrace and ramp
  • Mono-green lacks interaction; struggles against fast combo and control
  • Six attacking into removal can leave the engine slower if it dies repeatedly

Key Cards

  • Splendid Reclamation — Returns all milled lands to the battlefield at once, exploding your mana and fueling endless retrace.
  • Ramunap Excavator — Lets you replay lands from the graveyard, offsetting the land discard cost of retrace.
  • Crucible of Worlds — Recurs sacrificed and fetched lands so you always have fuel for retrace and ramp.
  • World Shaper — Synergizes with self-mill to dump lands into the yard and return them to the battlefield on death.
  • Tireless Tracker — Turns the constant land replays from fetches and retrace into Clue tokens and card draw.
  • Field of the Dead — Rewards the land-heavy plan with an army of Zombie tokens as you flood the battlefield.

Upgrade Path

Add more self-mill and land recursion (Life from the Loam, Splendid Reclamation, Ramunap Excavator) to make retrace effectively free, plus untapped-mana ramp like Carpet of Flowers and mana doublers to chain casts. Include cheap protection and a graveyard-hate answer of your own, and lean into a decisive finisher such as Craterhoof Behemoth or Finale of Devastation so the value engine actually closes games. Tighten the land base with utility lands (Field of the Dead, Boseiju, Yavimaya) that benefit from being replayed.

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

  • ▸Overwhelm with recurring beaters and token armies via repeated retrace value
  • ▸Field of the Dead or landfall payoffs flooding the board with creatures
  • ▸Craterhoof Behemoth or End-Raze Forerunners alpha strike off a wide board
  • ▸Inevitability—out-grinding opponents until you cast a game-ending haymaker

Archetypes

  • Lands / Graveyard Value — Six treats lands as discardable fuel while recurring permanents, turning the graveyard into a second hand.
  • Self-Mill Midrange — Mill effects stock the yard with permanents to retrace, accelerating Six's grind plan.
  • Stompy Ramp — Mono-green ramp deploys huge threats and pays repeated retrace costs to overwhelm.
  • Tokens / Go-Wide — Recurring token-makers and landfall payoffs build a board too big to handle.

Combos

  • Esix, Fractal Bloom + Biovisionary + Avenger of Zendikar

    → Win the game

  • Esix, Fractal Bloom + Biovisionary + Hornet Queen

    → Win the game

  • Six + Life from the Loam + Lion's Eye Diamond

    → Infinite self-mill, Near-infinite storm count, Near-infinite self-discard triggers

  • Esix, Fractal Bloom + Biovisionary + Deep Forest Hermit

    → Win the game

  • Esix, Fractal Bloom + Biovisionary + Myr Battlesphere

    → Win the game

Combos via Commander Spellbook.

Related Commanders

Same color identity (G), by popularity.

G

Azusa, Lost but Seeking

Rank #305

G

Toski, Bearer of Secrets

Rank #381

G

Selvala, Heart of the Wilds

Rank #447

G

Ghalta, Primal Hunger

Rank #474

G

Goreclaw, Terror of Qal Sisma

Rank #673

G

Peregrin Took

Rank #777

G

Ashaya, Soul of the Wild

Rank #803

G

Rishkar, Peema Renegade

Rank #805

G

Kodama of the West Tree

Rank #818

G

Jaheira, Friend of the Forest

Rank #876

G

Old Gnawbone

Rank #889

G

Bristly Bill, Spine Sower

Rank #894

Discussion (0)