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The Neutrinos
WRBorosLegendary Creature — Elf Rebel

The Neutrinos

Mana value4Rank#19,954
BuildCard details

The Commander

Flying

Alliance — Whenever another creature you control enters, The Neutrinos get +1/+0 until end of turn.

Whenever The Neutrinos attack, exile up to one target creature you own, then return it to the battlefield under your control tapped and attacking.

Guide

Gameplan

Curve out small creatures to trigger Alliance and beat down through the air with The Neutrinos, then weaponize its attack trigger to blink a high-value creature each combat—reusing ETB effects while adding a free, tapped-and-attacking body. You win through repeatable value engines and a wide go-wide/aggro board that snowballs every turn another creature enters.

Strengths

  • Repeatable blink on attack reuses powerful ETB creatures every combat for value and tempo
  • Alliance rewards token strategies and chains of small creatures, turning the commander into a real evasive clock
  • Naturally aggressive in colors that historically lack card advantage, giving RW a built-in engine
  • The attack trigger sneaks in extra attackers, enabling alpha strikes and combat-step ambushes

Weaknesses

  • The attack trigger only works on creatures you own, not stolen permanents, limiting reach
  • RW lacks ramp and card draw, so a slow opener can stall out
  • Relies on connecting in combat and on the commander surviving—vulnerable to removal and board wipes
  • Without ETB targets the trigger is wasted, so the deck must keep value creatures online

Key Cards

  • Cloudblazer — Blinking it each attack refills your hand, solving RW's card-advantage problem.
  • Solitude — A repeatable Swords to Plowshares on a stick every time The Neutrinos attacks.
  • Restoration Angel — Flash blocker and another evasive body that loves being flickered alongside the commander.
  • Sun Titan — Recurs your best cheap permanents every combat, compounding value as it attacks.
  • Anointed Procession — Doubles your token output, accelerating Alliance triggers and the go-wide plan.
  • Skullclamp — Premier card engine that turns spent or small tokens into a steady stream of cards.

Upgrade Path

Add fast mana (Sol Ring, Smothering Tithe) and efficient blink targets like Solitude, Recruiter of the Guard, and Magus of the Wheel to convert each attack into card and tempo advantage. Tighten the curve toward cheap, impactful ETBs and token producers (Young Pyromancer, Hangarback Walker) so Alliance always triggers, and protect your commander with Swiftfoot Boots and Teferi's Protection. For a combo finish, lean on Aristocrats payoffs (Blood Artist, Bastion of Remembrance) plus reliable sacrifice outlets.

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

  • ▸Evasive commander damage as Alliance pumps The Neutrinos past 21
  • ▸Going wide with tokens and alpha-striking with extra attackers from the trigger
  • ▸Grinding out value via blinked ETB creatures until opponents are buried
  • ▸Aristocrats drain loops from repeatedly flickering and sacrificing creatures

Archetypes

  • Blink — The attack trigger is a free, repeatable flicker that reuses ETB creatures every turn.
  • Aggro/Tokens — Alliance pumps The Neutrinos for each creature that enters, rewarding a wide, fast board.
  • Aristocrats — Blinking and recurring creatures pairs with sacrifice outlets for value and reach.
  • Hatebears — RW disruptive ETB creatures (Solitude, Reflector Mage) get re-triggered each combat.

Combos

No combos found for this commander on Commander Spellbook.

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