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.
41 commanders
- Sauron, the Dark Lord
- Fire Lord Azula
- Nekusar, the Mindrazer
- Kefka, Court Mage
- Obeka, Splitter of Seconds
- Be'lakor, the Dark Master
- Norman Osborn
- Edward Kenway
- Wick, the Whorled Mind
- Inalla, Archmage Ritualist
- Marchesa, the Black Rose
- Dr. Eggman
- Saruman, the White Hand
- Nicol Bolas, the Ravager
- Goro-Goro and Satoru
- Kess, Dissident Mage
- Obeka, Brute Chronologist
- Mishra, Eminent One
- Admiral Brass, Unsinkable
- Lynde, Cheerful Tormentor
- Don Andres, the Renegade
- Marchesa, Dealer of Death
- Abaddon the Despoiler
- Anhelo, the Painter
- Davros, Dalek Creator
- Admiral Beckett Brass
- Zevlor, Elturel Exile
- Sauron, Lord of the Rings
- Evelyn, the Covetous
- Cormela, Glamour Thief
- Lord Xander, the Collector
- Edea, Possessed Sorceress
- Tetsuo, Imperial Champion
- Ashnod the Uncaring
- Jeleva, Nephalia's Scourge
- Nathan Drake, Treasure Hunter
- Missy
- Thraximundar
- The Rani
- Sedris, the Traitor King
- Mairsil, the Pretender
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