
Kynaios and Tiro of Meletis
The Commander
At the beginning of your end step, draw a card. Each player may put a land card from their hand onto the battlefield, then each opponent who didn't draws a card.
Guide
Gameplan
Use Kynaios and Tiro as a value engine that ramps you ahead while giving everyone small advantages, then leverage your bigger mana base and superior payoffs to win first. You play politics, deploy threats and engines that outscale opponents, and turn the symmetrical card/land advantage asymmetrical in your favor with extra land drops, extra draw, and damage punishers. Close games with a powerful finisher before the table catches up.
Strengths
- Guaranteed extra card every turn plus extra land drops fuels explosive ramp and consistency
- Group-hug effects make you politically safe and lower the chance of being attacked early
- Four colors gives access to the best ramp, removal, and bombs in the format
- Synergizes beautifully with extra land-drop and landfall payoffs
Weaknesses
- Symmetrical advantage helps opponents too, so you must convert your lead decisively
- No built-in evasion or protection; the commander doesn't directly win the game
- Can durdle and fall behind dedicated combo decks if you over-commit to value
- Vulnerable to a faster table cashing in the cards and lands you handed them
Key Cards
- Smothering Tithe — Taxes the extra cards opponents draw off the commander, generating a flood of Treasure.
- Rhystic Study — Punishes the open-handed politics of the table and refills you far faster than rivals.
- Azusa, Lost but Seeking — Stacks extra land drops with the commander for absurd ramp and landfall triggers.
- Aura Shards — Turns your stream of creatures into repeatable artifact and enchantment removal to police the table.
- Crucible of Worlds — Recurs fetch/utility lands every turn to weaponize your guaranteed extra land drops.
- Avenger of Zendikar — Converts your massive land count into an overwhelming, game-ending board of plants.
Upgrade Path
Cut purely symmetrical group-hug filler that helps opponents more than you and add private advantage like Mystic Remora, Sylvan Library, and Smothering Tithe to tax the gifts you give. Tighten the mana with fast rocks, fetchlands, and Crucible/Ramunap-style recursion, then add a decisive finisher or two (Craterhoof Behemoth, Approach of the Second Sun, or a compact combo) so your inevitable card lead actually closes games before the table catches up.
Core Cards
- Psychosis Crawler100%
- Temple Bell100%
- Selfless Squire100%
- Homeward Path100%
- Selesnya Sanctuary100%
- Arcane Denial100%
- Kazuul, Tyrant of the Cliffs100%
- Evolving Wilds100%
- Tempt with Discovery100%
- Sidar Kondo of Jamuraa100%
- Hushwing Gryff100%
- Selvala, Explorer Returned100%
From 1 Mythicwyrm deck.
Win Conditions
- ▸Land-based bombs like Avenger of Zendikar or Craterhoof Behemoth overrunning the table
- ▸Drawing into a compact combo (e.g., infinite mana plus a payoff) enabled by your card flow
- ▸A pillowfort plus card-advantage grind that out-resources everyone into a slow inevitability
- ▸Punisher payoffs like Smothering Tithe and Sylvan Library snowballing into a dominant board
Archetypes
- Group Hug — The commander's symmetrical draw and land drops let you befriend the table while quietly profiting most.
- Lands/Landfall — Extra land drops every turn make landfall and big-mana payoffs the natural win path.
- Control — Endless cards and mana let you hold up answers, counters, and pillowfort while grinding to a finisher.
- Superfriends/Value Midrange — Card advantage and four-color access support a planeswalker-heavy goodstuff build.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (GRUW), by popularity.


