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The Most Dangerous Gamer
BGGolgariLegendary Creature — Human Gamer Guest

The Most Dangerous Gamer

Mana value4Rank#16,040
BuildCard details

The Commander

Deathtouch

Whenever The Most Dangerous Gamer enters or attacks, open an Attraction.

Whenever you open an Attraction, put a +1/+1 counter on The Most Dangerous Gamer.

Whenever you claim the prize of an Attraction, destroy target permanent.

Guide

Gameplan

You build and grind an Attraction deck (minimum 10 Attractions) and abuse The Most Dangerous Gamer as a recurring +1/+1 counter and removal engine. Every time he enters or attacks you open an Attraction, growing him into a deathtouch beater, and every successful prize claim blows up a target permanent. The plan is to flicker/recast him, attack repeatedly, and chain Attraction openings into a stream of free removal and a lethal, hard-to-block deathtoucher.

Strengths

  • Deathtouch on an ever-growing body makes him a great attacker and a brutal blocker that trades up against anything.
  • Built-in repeatable spot removal via 'claim the prize, destroy target permanent' — uncommon for a green/black voltron piece.
  • Self-snowballing: opening Attractions grows him AND opening triggers stack from other sources, so he scales fast.
  • BG gives access to elite recursion, ramp, and removal to keep the engine running and rebuild after wipes.

Weaknesses

  • Requires the Attraction subgame, so games must allow stickers/Attractions — pure tournament metas won't permit it.
  • Prize claims depend on rolling open numbers, so removal output is variable and luck-dependent.
  • Commander-centric: if he's repeatedly killed or exiled, your engine and counters disappear.
  • Single large attacker is vulnerable to edicts, chump blocks, and 'can't attack' effects without evasion support.

Key Cards

  • Trigger Happy — Lets you open an Attraction at will, fueling counters and prize attempts outside of combat.
  • Comet, Stellar Pup — A premier dice-roll engine and ramp/value planeswalker that synergizes with the Attraction die-rolling subgame.
  • Krark's Other Thumb — Doubles your die-roll attempts so you claim prizes far more reliably for repeated permanent destruction.
  • Conspiracy Theorist — A cheap source of die-rolling and card advantage that meshes with the visit/claim mechanic.
  • Swiftfoot Boots — Haste and hexproof protect the commander so he can attack and open an Attraction the turn he lands.
  • Skullclamp — Premium card draw in BG to refill while you grind, keeping the Attraction engine and removal flowing.

Upgrade Path

Lean harder into die-rolling enablers (Krark's Other Thumb, Comet Stellar Pup, Pixie Guide) so prize claims become near-automatic removal. Add evasion and protection (trample, hexproof, Lightning Greaves) plus blink effects to re-trigger his ETB, and round out with BG's best ramp, draw, and recursion (Eternal Witness, Phyrexian Reclamation) to keep the commander on the table after removal.

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

  • ▸Connect with a huge deathtouch commander, ideally with trample or extra combats, for commander damage kills.
  • ▸Grind opponents out by repeatedly destroying their permanents on prize claims until the board collapses.
  • ▸Go wide on Attractions and counters, then finish with an overrun-style or evasion-granting effect.

Archetypes

  • Voltron — He accumulates +1/+1 counters every time you open an Attraction and has deathtouch, making him a self-growing finisher.
  • Stax/Control — Repeatable 'destroy target permanent' on prize claims lets you grind down opponents' boards and key pieces.
  • Dice/Attraction Synergy — The whole deck can lean into Attractions and die-rolling payoffs to maximize openings and prize claims.
  • Blink — Flickering him re-triggers 'enters, open an Attraction' for extra counters and removal fuel.

Combos

No combos found for this commander on Commander Spellbook.

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