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Thriss, Nantuko Primus
GGreenLegendary Creature — Insect Druid

Thriss, Nantuko Primus

Mana value7Rank#23,956
BuildCard details

The Commander

{G}, {T}: Target creature gets +5/+5 until end of turn.

Guide

Gameplan

Thriss is a mono-green +1/+1 counters and big-creature commander whose own ability gives a creature +5/+5 each turn, but the real plan is to ramp hard, flood the board with stompy threats, and turn one creature into a one-shot kill. You accelerate into Thriss, then use its pump plus trample/double strike enablers to push lethal commander damage or alpha strikes.

Strengths

  • Repeatable, color-cost-free +5/+5 buff that turns any creature into a threat
  • Lives in mono-green, the best color for ramp and big creatures
  • Pairs explosively with trample, double strike, and combat tricks for one-shot kills
  • Pump can be used defensively to ambush attackers or save a creature

Weaknesses

  • Seven mana for a commander that does nothing the turn it lands without untapping
  • Tap ability is slow, one target per turn, and easily disrupted by removal
  • Mono-green lacks interaction, card draw consistency, and answers to fliers/control
  • Heavily creature-reliant, so board wipes set the whole deck back

Key Cards

  • Berserk — Doubles power and forces a trample-heavy attacker through for an instant kill alongside Thriss's pump.
  • Rishkar's Expertise — Refills your hand based on a Thriss-buffed creature's huge power.
  • Pathbreaker Ibex — Converts your biggest creature's power into a board-wide overrun for lethal alpha strikes.
  • Shifting Ceratops — A resilient, hexproof beater that loves the +5/+5 and dodges blue interaction.
  • Heroic Intervention — Protects your board from wipes and removal in a color starved for interaction.
  • Seedborn Muse — Untaps Thriss every turn so you can buff a blocker or attacker on each opponent's turn.

Upgrade Path

Add fast green ramp (Sol Ring, Nature's Lotus, Carpet of Flowers) to deploy Thriss ahead of schedule, and consistent untappers like Seedborn Muse and Wirewood Lodge to use the ability every turn cycle. Lean into one-shot payoffs—Berserk, Craterhoof Behemoth, and trample/double strike granters—plus protection (Heroic Intervention, Vines of Vastwood) so a single buffed creature reliably closes the game.

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

  • ▸One-shot commander or combat damage via trample/double strike plus +5/+5
  • ▸Overrun-style alpha strikes with Pathbreaker Ibex or Craterhoof Behemoth
  • ▸Grinding out the board with oversized creatures and repeated pumps

Archetypes

  • Stompy / Big Creatures — Thriss makes already-large green creatures lethal in a single swing.
  • +1/+1 Counters — Mono-green counter synergies stack with Thriss's pump for explosive, permanent growth.
  • Voltron — Repeatedly pumping a single evasive creature delivers fast commander or combat damage.
  • Ramp — Green's mana acceleration lets you cast the seven-drop early and keep Thriss's mana cost fed.

Combos

No combos found for this commander on Commander Spellbook.

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