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Telim'Tor
RRedLegendary Creature — Human Knight

Telim'Tor

Mana value5Rank#28,437
BuildCard details

The Commander

Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)

Whenever Telim'Tor attacks, all attacking creatures with flanking get +1/+1 until end of turn.

Guide

Gameplan

Telim'Tor leads a mono-red Knights/aggro deck built around flanking creatures that get pumped on the attack. You flood the board with evasive, flanking-heavy bodies in the early turns, then swing wide with Telim'Tor to give every flanking attacker +1/+1 while their blockers shrivel under flanking. The deck closes games fast with combat damage before opponents stabilize.

Strengths

  • Anthem-like attack trigger that snowballs board-wide damage with a wide flanking team
  • Flanking discourages chump blocks, letting smaller creatures push through profitably
  • Mono-red gives access to cheap, efficient aggro and reliable land/curve consistency
  • Cheap creatures rebuild quickly after wraths thanks to red's low curve

Weaknesses

  • The flanking payoff is a narrow tribe with few strong modern flanking creatures
  • Board wipes and mass removal hit the go-wide plan hard
  • No card advantage engine inherent to the commander; can run out of gas
  • Telim'Tor's buff only triggers on attack, so a stalled board does nothing
  • Mono-red struggles with enchantment/flyer removal and lifegain matchups

Key Cards

  • Akroma's Memorial — Gives the whole team evasion and protection, turning a wide flanking board into an unblockable kill squad.
  • Coat of Arms — Knights/flanking anthem that exponentially pumps a wide tribal board.
  • Hellrider — Converts your wide flanking army into direct damage that ignores blockers entirely.
  • Goblin Bombardment — A sacrifice outlet that closes games and turns dying attackers into reach.
  • Dolmen Gate — Lets you attack with everything risk-free since your flanking creatures take no combat damage.
  • Skullclamp — Solves mono-red's card-advantage problem by drawing off your cheap, expendable creatures.

Upgrade Path

Lean into payoffs over the literal flanking tribe by adding anthems (Coat of Arms, Shared Animosity) and evasion granters (Akroma's Memorial). Add card advantage like Skullclamp and Outpost Siege so you don't run dry, plus haste enablers and extra-combat spells (Aggravated Assault, Combat Celebrant) to turn the attack trigger into a finisher. Tighten the mana with fast rocks and reduce dead flanking creatures in favor of efficient red aggro and burn reach.

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

  • ▸Swing wide with a pumped flanking team for lethal combat damage
  • ▸Hellrider/Goblin Bombardment-style direct damage from a large board
  • ▸Voltron Telim'Tor with equipment and evasion for commander damage

Archetypes

  • Aggro/Go-Wide — The attack trigger and flanking reward swinging with a board full of creatures.
  • Knight Tribal — Telim'Tor is a Knight and many flanking creatures and lords support a tribal build.
  • Voltron — With evasion and equipment you can funnel flanking buffs into a single threatening attacker.

Combos

No combos found for this commander on Commander Spellbook.

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