
Medomai the Ageless
The Commander
Flying
Whenever Medomai deals combat damage to a player, take an extra turn after this one.
Medomai can't attack during extra turns.
Guide
Gameplan
Resolve Medomai, protect it, and connect for combat damage to chain extra turns. Each connection nets you another full turn of land drops, draws, and attacks, snowballing card and board advantage until you bury the table. Use the extra turns to deploy threats and stax pieces while everyone else watches.
Strengths
- Extra turns translate directly into doubled draws, land drops, and attack steps—massive raw advantage
- Evasive 4/4 flier connects easily and protects itself by ending the table's interaction window
- Azorius gives the best protection suite (counters, fogs, blink) to keep Medomai alive
Weaknesses
- 6 mana for a creature that does nothing the turn it lands unless it can swing
- Hard removal, edicts, or chump blockers stop the extra-turn engine cold
- Medomai 'can't attack during extra turns,' so chains require re-enabling attacks or letting opponents untap
- Limited to UW means weak board wipes recovery and no ramp/recursion outside the colors
Key Cards
- Aggravated Assault — Repeatable extra combat steps let Medomai attack again during a turn, chaining extra turns reliably.
- Bear Umbra — Totem armor protects Medomai while untapping your lands for extra-combat or protection mana.
- Finest Hour — Grants an extra combat each turn and exalted, dodging the 'can't attack during extra turns' clause to keep the chain going.
- Rogue's Passage — Makes Medomai unblockable so a guaranteed hit secures the next extra turn.
- Whispersilk Cloak — Gives shroud and unblockable, both protecting Medomai and ensuring combat damage lands.
- Teferi's Protection — Phases you out to survive a critical turn so the extra-turn engine survives a wipe.
Upgrade Path
Add untap-on-combat enablers (Bear Umbra, Sword of Feast and Famine, Aggravated Assault, Finest Hour) and ramp like Sol Ring and Smothering Tithe to combo off and reset extra-turn restrictions. Tighten protection with Swiftfoot Boots, Lightning Greaves, and counterspells so Medomai survives, and consider tutors like Enlightened Tutor for your equipment package. Top-end finishers such as Approach of the Second Sun or Felidar Sovereign convert the extra-turn advantage into a clean kill.
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
- ▸Chaining extra combats and turns to grind out incremental beatdown with Medomai and a wide board
- ▸Aggravated Assault or Finest Hour plus mana untap loop generating infinite extra turns and combats
- ▸Casting an overwhelming win-the-game spell (Approach of the Second Sun, Felidar Sovereign) accelerated by extra turns
Archetypes
- Extra Turns / Time Walk — Medomai's trigger is the core of a turns-matter deck that snowballs actions.
- Voltron — Suiting up an evasive 4/4 to guarantee damage and chain turns rewards aura/equipment focus.
- Control — Azorius interaction protects Medomai and lets you cash extra turns into card advantage.
- Combo — Aggravated Assault/Finest Hour with mana untappers create near-infinite turn/combat loops.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (UW), by popularity.

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