
Trample
Enchantment spells you cast from your hand have cascade. (Whenever you cast an enchantment spell from your hand, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Build an enchantment-dense Gruul deck so that every enchantment you cast from hand triggers cascade for free value, snowballing card advantage and board presence while Wildsear smashes in with trample. You ramp early, deploy cheap-to-midrange enchantments that chain into more spells, and overwhelm the table with a deck that effectively casts two-for-one every turn.
Tighten your enchantment curve so cascade reliably hits relevant nonland spells—cut clunky lands and pad the deck with efficient 2-4 mana enchantments. Add more enchantress draw engines (Argothian Enchantress, Sythis effects via partners aside) and protection like Heroic Intervention to survive board wipes. Push power with fast mana, better tutors (Enlightened Tutor, Idyllic Tutor), and a focused payoff like a game-ending enchantment so each cascade meaningfully advances your win.
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 (GR), by popularity.