
Alliance — Whenever another creature you control enters, Wingnut gains your choice of flying, menace, or haste until end of turn.
Whenever Wingnut attacks, each other attacking creature gets +1/+0 until end of turn.
Flood the board with cheap creatures and tokens, trigger Wingnut's Alliance to give it evasion and haste, then swing wide with the team where every attacker gets +1/+0. You're a low-curve mono-red aggro/tokens deck that wants to deploy multiple creatures per turn, attack early, and close before the table stabilizes.
Lean into the fastest token engines (Krenko, Hordeling Outburst, Dragon Fodder) and cheap haste enablers so you can attack the turn creatures arrive. Add red staples like Skullclamp and Reckless Fireweaver for card advantage and burn, plus protection like Heroic Intervention's red analog (Bloodmark Mentor is weak—prefer Boros Charm-style indestructibility if you splash, otherwise run Brash Taunter and Soul-Scar Mage). Tighten the mana with Goblin Bombardment, Skullclamp, and fast rocks to ensure you out-tempo greedier tables before a wipe lands.
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.