TEMUR (GUR) · 28 COMMANDERS
Temur (GUR) Commanders
Temur — green, blue, and red together — is the color identity of overwhelming scale. It ramps harder than any two-color combination can match, draws cards to find its threats, and closes games through sheer size, speed, or combinatorial chaos. What it trades away is targeted removal and lifegain; Temur solves problems by ending the game before they matter.
The commanders in this identity reflect three distinct strategic modes. The first is pure power multiplication: Miirym, Sentinel Wyrm and Animar, Soul of Elements both reduce or duplicate the cost of playing large things, letting the deck snowball faster than opponents can answer. Miirym copies every nontoken dragon that enters, turning one threat into two; Animar taxes opponents' creatures out of relevance while making your own free. These are engines that reward going bigger than the table.
The second mode is spell-based mayhem. Kalamax, the Stormsire doubles the first instant cast each turn and grows permanently; Xyris, the Writhing Storm generates snake tokens whenever opponents draw cards, punishing the card-draw spells Temur loves to cast. Magus Lucea Kane extends into X-spell territory, copying and funding the kind of spells that end games in one activation. These decks are less about board state and more about finding the right sequence of spells at the right moment.
The third mode is chaotic cascade. Maelstrom Wanderer has defined this wedge for years — cascade twice, hit two free spells, and give everything haste. It's still one of the highest-variance commanders in the format, capable of winning out of nowhere or whiffing completely. Flubs, the Fool and Storm, Force of Nature occupy similar territory: high-power, high-randomness, high-ceiling.
What ties all of this together is green's ramp infrastructure. Temur decks reliably hit five, six, seven mana while other tables are still on four. That headstart is the wedge's defining advantage. Blue provides the card selection to find threats and the counterspells to protect them at the decisive moment. Red adds speed and the kind of direct damage or token pressure that closes games once the engine is running.
The identity's ceiling is genuinely high. Animar combo decks can win on turn three. Miirym decks can put twelve power on the board in a single turn. But Temur's floor is also its weakness — without removal, a single problematic permanent can stall the whole plan. The best Temur decks respect that gap and build interaction accordingly.
28 commanders
- Miirym, Sentinel Wyrm
- Flubs, the Fool
- Animar, Soul of Elements
- Xyris, the Writhing Storm
- Ureni of the Unwritten
- Storm, Force of Nature
- Magus Lucea Kane
- Eshki, Temur's Roar
- Iroh, Grand Lotus
- Saheeli, Radiant Creator
- Kalamax, the Stormsire
- Maelstrom Wanderer
- Riku of Many Paths
- Eshki Dragonclaw
- Averna, the Chaos Bloom
- Loot, the Pathfinder
- Riku of Two Reflections
- Loot, the Key to Everything
- Rashmi and Ragavan
- Illuna, Apex of Wishes
- Omnath, Locus of the Roil
- Beluna Grandsquall
- Lara Croft, Tomb Raider
- Gimbal, Gremlin Prodigy
- The Swarmlord
- Me, the Immortal
- Ureni, the Song Unending
- Surrak Dragonclaw
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