
Mr. House, President and CEO
The Commander
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token.
,
: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
Guide
Gameplan
Mr. House turns Treasures into dice rolls, snowballing into a board of 3/3 Robots and more Treasures. Spend early Treasures on his ability to roll multiple d6s at once, generating tokens and ramp, then convert that wide board into lethal damage or feed an Aristocrats/combo engine. He rewards stacking dice-roll payoffs and Treasure production around the table.
Strengths
- Treasure synergy doubles as ramp, fixing, and fuel for explosive multi-die activations
- Generates a wide, resilient artifact board that supports go-wide, sacrifice, and artifact-matters strategies
- Mardu colors give access to premium removal, board wipes, and recursion
- Self-contained engine: the commander alone makes tokens and Treasures without other pieces
Weaknesses
- Activation is mana-hungry (
plus needing Treasures to roll well) and slow without setup
- Heavy reliance on the commander makes you vulnerable to repeated removal and tax effects
- Variance in dice rolls can produce dud turns when rolling few dice
- Treasure and token strategies fold to artifact hate and mass removal
Key Cards
- Mr. House, President and CEO — The engine itself—every Treasure spent on his roll adds a die, multiplying token and Treasure output.
- Pixie Guide — Lets you roll an extra die and take the higher result, dramatically improving hit rate and ceiling.
- Barbarian Class — Doubles your dice when rolling, turning one big activation into a flood of Robots and Treasures.
- Revel in Riches — With constant Treasure generation it provides an alternate win and incidental removal.
- Dockside Extortionist — Instantly converts the table's artifacts/enchantments into a pile of Treasures to fuel huge rolls.
- Pitiless Plunderer — Turns sacrificed Robots into Treasures, looping value with any sac outlet.
- Mayhem Devil — Each Treasure spent and token sacrificed pings the table, converting your engine into direct damage.
- Krark, the Thumbless — Adds reroll/copy effects to dice triggers, amplifying token output.
Upgrade Path
Lean into Treasure doublers and rollers—Pixie Guide, Roaming Throne, Barbarian Class, and Krark, the Thumbless—to maximize his activations, plus fast Treasure producers like Dockside Extortionist and Pitiless Plunderer. Add sacrifice payoffs (Mayhem Devil, Bastion of Remembrance) and protection (Swiftfoot Boots, Lightning Greaves) so the engine survives. Tighten the curve with strong Mardu removal and a finisher package (Craterhoof-style or a Treasure win) to close before slow draws hurt you.
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
- ▸Overrun a wide Robot board with anthems or Craterhoof Behemoth-style effects
- ▸Aristocrats drain via Mayhem Devil, Bastion of Remembrance, or Blood Artist
- ▸Treasure-based alternate wins like Revel in Riches or Marionette Master
- ▸Big artifact payoffs/combat damage from a snowballed board
Archetypes
- Treasure / Artifact Ramp — His ability both consumes and creates Treasures, making him the hub of an artifact ramp engine.
- Tokens / Go-Wide — Repeated 3/3 Robots build a board that wins through Anthems and overrun effects.
- Aristocrats — Robot tokens and Treasures are endless sacrifice fodder for drain and damage payoffs.
- Dice-Roll Matters — Payoffs like Pixie Guide, Barbarian Class, and Krark stack with his roll to snowball value.
Combos
No combos found for this commander on Commander Spellbook.
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