Vorinclex // The Grand Evolution (Vorinclex)
GLegendary Creature — Phyrexian Praetor // Enchantment — Saga

Vorinclex // The Grand Evolution

Mana value5EDHREC#3,058

The Commander

Trample, reach

When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.

{6}{G}{G}: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.

(As this Saga enters and after your draw step, add a lore counter.)

I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield.

II — Distribute seven +1/+1 counters among any number of target creatures you control.

III — Until end of turn, creatures you control gain "{1}: This creature fights target creature you don't control." Exile this Saga, then return it to the battlefield (front face up).

Guide

Gameplan

Drop Vorinclex on turn five as a trampling beater that ramps you two Forests, then later sink {6}{G}{G} to flip him into a Saga engine that cheats fatties into play, fattens your board with +1/+1 counters, and turns your creatures into a fight-based removal squad. You play a classic mono-green ramp-into-threats curve, snowballing your mana and your board until you crash in with trample.

Strengths

  • Built-in ramp/fixing: the ETB grabs two Forests every time he hits the battlefield, smoothing your land drops.
  • Flip side is a self-contained value engine—reanimation, counters, and repeatable removal in one card that re-enters front-face up to do it all again.
  • Trample and reach make the creature side a relevant attacker and blocker on its own.
  • Mono-green is resilient to color screw and has the format's best ramp and big-creature payoffs.

Weaknesses

  • The transform costs a hefty {6}{G}{G} and is sorcery-speed, so you need huge mana to unlock the Saga.
  • Mono-green struggles with interaction—little instant-speed removal and almost no counterspells.
  • Spot removal on the creature before you flip wastes your investment; he's a target.
  • Saga chapter I mill is variable—you can whiff on hitting creatures to reanimate.

Key Cards

  • CultivateCheap ramp that helps you reach the {6}{G}{G} flip cost and reliably hits land drops.
  • Doubling SeasonDoubles the chapter II +1/+1 counters and the reanimation payoff while accelerating the Saga's lore counters.
  • Craterhoof BehemothThe premier mono-green finisher to convert your buffed, trampling board into lethal.
  • Cabaretti CourtyardFetchable-style Forest matters; more importantly, treat any fetch that grabs Forests as fuel for the ETB tutor value.
  • Vivien, Monsters' AdvocateGenerates green bodies and card advantage to keep your fight-engine and board fed.
  • Greater GoodSacrifice your fatties for cards, refilling whenever the Saga reanimates big creatures.

Upgrade Path

Lean into fast mana and mana doublers—Sol Ring, Nyxbloom Ancient, Mana Reflection, and Mirari's Wake—so you can flip the Saga the turn after deploying him. Add counter doublers (Doubling Season, Branching Evolution) and proliferate to magnify chapter II, plus self-mill enablers and elite reanimation targets to maximize chapter I. Top it off with reliable finishers like Craterhoof Behemoth or Pathbreaker Ibex and protection such as Heroic Intervention and Tyvar's Stand.

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 the table with a buffed, trampling board, often finished by Craterhoof Behemoth or similar.
  • Reanimate game-ending fatties off the Saga's chapter I mill.
  • Pile +1/+1 counters onto Vorinclex or a key creature for lethal commander/trample damage.
  • Grind out the board with the chapter III fight ability while your bigger creatures win combat.

Archetypes

  • +1/+1 CountersChapter II hands out seven counters, rewarding a counters-matters shell with doublers and proliferate.
  • Big Creature Ramp (Stompy)His ramp ETB and trample identity push the classic green ramp-into-fatties plan.
  • ReanimatorChapter I mills ten and returns up to two creatures, so loading the deck with huge bodies turns it into a self-mill reanimator.
  • VoltronTrample plus a pile of +1/+1 counters can make Vorinclex a one-shot commander-damage threat.

Combos

Related Commanders

Same color identity (G), by popularity.

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