
Trample
At the beginning of combat on your turn, choose one at random —
• Other creatures you control get +3/+0 and gain trample until end of turn.
• Discard your hand, then draw four cards.
• Umaro deals 5 damage to any target.
Umaro is a chaos-flavored mono-red beater whose combat trigger randomly swings games: pumping your board, refilling your hand, or burning a threat. Develop a wide aggressive board early, drop Umaro, and let the random triggers either alpha-strike for trample damage, dig you toward more gas, or pick off blockers and players.
Lean into redundancy: add fast mana (Sol Ring, Jeska's Will, Treasure makers) and haste enablers so Umaro attacks immediately and recurs after wipes. Build a dense token base around Krenko, Impact Tremors, and Purphoros so even off-mode triggers don't stall your damage output, and add extra-combat effects like Aggravated Assault to multiply random triggers.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (R), by popularity.