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Wingnut, Bat on the Belfry
RRedLegendary Creature — Bat Mutant

Wingnut, Bat on the Belfry

Mana value2Rank#23,119
BuildCard details

The Commander

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.

Guide

Gameplan

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.

Strengths

  • Cheap two-mana commander that comes down early and rewards a creature-dense board
  • Alliance makes Wingnut hard to block (flying/menace) and lets it attack the turn it deploys via haste
  • Anthem-on-attack effect scales hard in go-wide and token strategies
  • Mono-red gives access to the best aggressive curve, impulse draw, and reliable mana

Weaknesses

  • Single-color means no access to protection, recursion outside red, or off-color removal
  • Vulnerable to board wipes that erase your wide board and reset tempo
  • Anthem only triggers on attack and only gives +1/+0, doing nothing on defense or toughness
  • Can run out of gas against control decks that survive the early rush

Key Cards

  • Krenko, Mob Boss — Generates a swarm of Goblin tokens, each of which triggers Alliance and boosts the attack-step anthem.
  • Purphoros, God of the Forge — Punishes your token-heavy enters-the-battlefield triggers with direct damage as a second wincon.
  • Impact Tremors — Turns every creature entering for Alliance into incremental reach that closes games you can't push through combat.
  • Goblin Bombardment — A sac outlet that converts your wide board into damage and protects it from wipes.
  • Hellrider — Stacks with Wingnut so each attacking creature deals extra direct damage on a wide swing.
  • Dolmen Gate — Lets you attack with everything every turn without losing attackers to blocks.

Upgrade Path

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.

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

  • ▸Wide alpha strike where every attacker is pumped and Wingnut is unblockable
  • ▸Death-by-triggers via Impact Tremors and Purphoros off mass token entries
  • ▸Goblin/token swarm with Hellrider or Krenko overwhelming blockers

Archetypes

  • Tokens — Token producers spam Alliance triggers and maximize the attack-step team pump.
  • Aggro — Low curve plus evasion and a built-in anthem makes Wingnut a fast go-wide beater.
  • Spellslinger Goblins — Goblin token engines feed both Alliance and Wingnut's combat anthem repeatedly.

Combos

No combos found for this commander on Commander Spellbook.

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