
Jetmir, Nexus of Revels
The Commander
Creatures you control get +1/+0 and have vigilance as long as you control three or more creatures.
Creatures you control also get +1/+0 and have trample as long as you control six or more creatures.
Creatures you control also get +1/+0 and have double strike as long as you control nine or more creatures.
Guide
Gameplan
Flood the board with creatures—usually tokens—then turn the corner with Jetmir's escalating anthems. Hitting three creatures grants vigilance, six adds trample, and nine unlocks double strike to swing for lethal in a single explosive alpha strike. You spend the early game ramping and generating bodies, then drop Jetmir and attack the same turn for a knockout.
Strengths
- Cheap commander that converts a wide board into a near-instant win with double strike
- Naretha colors give access to the best token producers and go-wide payoffs
- Vigilance lets you swing freely while keeping blockers, making you hard to punish
- Token swarm fuels both Jetmir and Convoke/sacrifice synergies
Weaknesses
- Extremely vulnerable to board wipes—loses the whole engine in one card
- Needs nine creatures for the payoff, so a stalled board does little
- Relies heavily on Jetmir; targeted removal resets your clock
- Few evasion answers to walls of blockers without trample/flyers
Key Cards
- Krenko, Mob Boss — Generates a huge wave of Goblins to instantly cross the three/six/nine thresholds.
- Cathars' Crusade — Stacks +1/+1 counters every time a token enters, compounding Jetmir's anthem into lethal damage.
- Impact Tremors — Turns each token entering into direct damage, providing reach when blockers stall combat.
- Craterhoof Behemoth — Closes games on a wide board by adding massive trample and pump on top of double strike.
- Skullclamp — Refuels your hand off cheap tokens, keeping the board replenished after wipes.
Upgrade Path
Lean into fast token generators (Hangarback Walker, Scute Swarm, Ophiomancer) and free anthem/haste enablers so you can deploy and attack in the same turn. Add protection like Heroic Intervention and Boros Charm to beat the inevitable board wipes, and tighten the mana base with fast lands and ramp like Esika's Chariot and Smothering Tithe. Top-end finishers (Craterhoof Behemoth, Triumph of the Hordes) let you close before opponents stabilize.
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
- ▸Alpha strike with double strike, trample, and +3/+0 across a wide board
- ▸Craterhoof Behemoth or Overrun-style finishers for one-shot kills
- ▸Impact Tremors / Purphoros, God of the Forge burn from mass token ETBs
- ▸Aristocrats drain via Blood Artist effects sacrificing the swarm
Archetypes
- Tokens — Jetmir directly rewards flooding the board with creature tokens to hit his thresholds.
- Go-Wide Aggro — He converts a wide board into double-striking attackers for fast, decisive damage.
- Aristocrats — Token bodies double as sacrifice fodder for drain and value engines between attacks.
Combos
No combos found for this commander on Commander Spellbook.
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