
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.)
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.
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.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Win the game
→ Win the game
→ Infinite self-mill, Near-infinite storm count, Near-infinite self-discard triggers
→ Win the game
→ Win the game
Combos via Commander Spellbook.
Same color identity (G), by popularity.