GRIXIS (UBR) · 41 COMMANDERS

Grixis (UBR) Commanders

Grixis — blue, black, and red — is the color identity of control, attrition, and explosive spell-based wins. It trades green's ramp and white's lifegain for something more dangerous: the ability to draw cards aggressively, disrupt opponents at every turn, and close games through combo or damage before anyone stabilizes. The commanders in this space tend to win by grinding opponents out of resources or by assembling a combo line that ends the game on the spot.

The most popular commanders here split into two camps. Nekusar, the Mindrazer is the defining Grixis threat — a punisher that turns every card draw at the table into direct damage, making wheel effects like Windfall and Wheel of Fortune into one-sided wrath spells. Sauron, the Dark Lord and Kefka, Court Mage push the archetype toward token generation and incremental damage, rewarding spell-heavy builds that keep the board in a constant state of flux. Fire Lord Azula represents the controlling extreme — using the command zone to lock opponents out of meaningful turns while assembling an insurmountable advantage.

On the combo side, Inalla, Archmage Ritualist runs Wizard tribal with an eminence ability that generates value without ever casting her, and pairs naturally with the Wanderwine Prophets loop for an infinite turn win. Obeka, Splitter of Seconds enables an entirely different axis — denying end-step triggers and protecting reckless attack-step effects, building decks that exploit timing rules in ways other color identities simply can't. Marchesa, the Black Rose rewards low-power-floor creatures and sacrifice loops, returning anything with a +1/+1 counter from the graveyard and enabling some of the most resilient value engines in Commander.

What Grixis gives up is real. No green means ramp comes from artifacts — Sol Ring, Arcane Signet, Dockside Extortionist — which is faster in some windows but far more vulnerable to removal. No white means no Swords to Plowshares, no Teferi's Protection, no broad enchantment removal. The color identity compensates with the deepest counterspell suite in the game, black's targeted removal and reanimation, and red's direct damage and haste. Grixis decks that lose the early game tend to lose badly; the ones that hit their disruption pieces and land a combo or a Nekusar turn six are among the hardest archetypes in the format to stop.

  • Sauron, the Dark Lord 33,191 decks
  • Fire Lord Azula 29,833 decks
  • Nekusar, the Mindrazer 29,425 decks
  • Kefka, Court Mage 24,942 decks
  • Obeka, Splitter of Seconds 17,387 decks
  • Be'lakor, the Dark Master 14,614 decks
  • Norman Osborn 14,111 decks
  • Edward Kenway 13,203 decks
  • Wick, the Whorled Mind 13,108 decks
  • Inalla, Archmage Ritualist 12,913 decks
  • Marchesa, the Black Rose 12,828 decks
  • Dr. Eggman 10,303 decks
  • Saruman, the White Hand 9,383 decks
  • Nicol Bolas, the Ravager 9,038 decks
  • Goro-Goro and Satoru 8,475 decks
  • Kess, Dissident Mage 8,178 decks
  • Obeka, Brute Chronologist 8,016 decks
  • Mishra, Eminent One 7,656 decks
  • Admiral Brass, Unsinkable 7,554 decks
  • Lynde, Cheerful Tormentor 6,946 decks
  • Don Andres, the Renegade 6,538 decks
  • Marchesa, Dealer of Death 6,537 decks
  • Abaddon the Despoiler 6,306 decks
  • Anhelo, the Painter 6,223 decks
  • Davros, Dalek Creator 5,665 decks
  • Admiral Beckett Brass 4,705 decks
  • Zevlor, Elturel Exile 4,484 decks
  • Sauron, Lord of the Rings 4,404 decks
  • Evelyn, the Covetous 4,003 decks
  • Cormela, Glamour Thief 3,401 decks
  • Lord Xander, the Collector 3,317 decks
  • Edea, Possessed Sorceress 3,011 decks
  • Tetsuo, Imperial Champion 2,932 decks
  • Ashnod the Uncaring 2,930 decks
  • Jeleva, Nephalia's Scourge 2,919 decks
  • Nathan Drake, Treasure Hunter 2,743 decks
  • Missy 2,407 decks
  • Thraximundar 2,359 decks
  • The Rani 2,209 decks
  • Sedris, the Traitor King 2,061 decks
  • Mairsil, the Pretender 2,015 decks

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