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Wolverine, Best There Is
RGGruulLegendary Creature — Mutant Berserker Hero

Wolverine, Best There Is

Mana value3Rank#7,599
BuildCard details

The Commander

Unrivaled Lethality — Double all damage Wolverine would deal.

At the beginning of each end step, if Wolverine dealt damage to another creature this turn, put a +1/+1 counter on him.

{1}{G}: Regenerate Wolverine. (The next time he would be destroyed this turn, instead tap him, remove him from combat, and heal all damage on him.)

Guide

Gameplan

Wolverine is a Gruul Voltron beater that snowballs out of control: double all his combat damage, smash face, and pile on +1/+1 counters whenever he bloodies a creature. You ramp early, suit him up with trample and fight/ping effects to trigger his end-step growth, and kill the table with doubled commander-damage swings while regeneration keeps him alive through removal-by-damage and blocks.

Strengths

  • Damage doubling makes every pump spell, fight effect, and trample swing twice as good, accelerating 21-commander-damage kills
  • Built-in regeneration ({1}{G}) protects him from board wipes and combat that deal damage, and from fight spells gone wrong
  • Self-growing engine: any turn he damages a creature he gets permanently bigger, so even small pings compound
  • Cheap 3-mana commander means fast deployment and easy recasts after a kill
  • Gruul has the best ramp, fight effects, and trample enablers to support an aggressive single-creature plan

Weaknesses

  • Classic Voltron fragility: exile, -X/-X, edicts, and bounce sidestep his regeneration entirely
  • Regeneration does nothing against 'can't be regenerated' wipes or sacrifice effects
  • Hyper-reliant on the commander connecting; if he's chump-blocked or stuck under stax he does little
  • No card advantage in the command zone, so grindy or controlling tables can out-resource you
  • Vulnerable to fog effects and damage prevention that blank his doubled hits

Key Cards

  • Rancor — Repeatable trample that keeps coming back, ensuring doubled damage gets through and connects for commander damage.
  • Fireshrieker — Double strike effectively quadruples his damage with the doubling, and guarantees a creature-damage trigger every combat.
  • Embercleave — Cheap to cast in aggressive Gruul, granting double strike and a huge buff for an explosive doubled-damage kill.
  • Berserk — Doubles power and forces lethal trample swings; with Wolverine's doubling it deals absurd damage and regeneration ignores the end-of-turn destruction.
  • Stinging Study — Card draw tied to his ever-growing mana value/power so the counter snowball refills your hand.
  • Domri, Anarch of Bolas — Repeatable fight gives a guaranteed creature-damage trigger each turn for the +1/+1 counter while removing blockers.

Upgrade Path

Lean harder into low-curve protection (Heroic Intervention, Lightning Greaves, Swiftfoot Boots) so a single removal spell doesn't reset your investment, and add double strike plus trample staples (Fireshrieker, Embercleave, Rancor) to maximize the damage doubling. Tighten the ramp suite (Sol Ring, Birds of Paradise, Cultivate) to deploy and re-arm Wolverine fast, and include extra-combat or haste enablers like Aggravated Assault and Fervor for explosive, hard-to-interact-with kills.

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

  • ▸Commander damage: 21 doubled-damage from a suited-up Wolverine arrives in two or three swings
  • ▸Doubled trample over chump blockers via Rancor/Embercleave for lethal
  • ▸Repeatable fight effects to clear blockers, then connect for a huge doubled hit
  • ▸Big one-shot with Berserk or double strike for a single overwhelming swing

Archetypes

  • Voltron — He wants equipment, auras, and trample to deliver doubled commander damage quickly.
  • +1/+1 Counters — His end-step trigger naturally builds counters, rewarding proliferate and counter-synergy support.
  • Fight Tribal — Fight and bite spells trigger his growth, double their damage, and double as removal.
  • Stompy Aggro — Gruul ramp into a fast, doubled-damage threat that races the table.

Combos

No combos found for this commander on Commander Spellbook.

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