
Yidaro, Wandering Monster
The Commander
Trample, haste
When you cycle this card, shuffle it into your library from your graveyard. If you've cycled a card named Yidaro, Wandering Monster four or more times this game, put it onto the battlefield from your graveyard instead. (Do this before you draw.)
Guide
Gameplan
Yidaro is a mono-red beatdown commander that you can cheat onto the battlefield by cycling it four times instead of paying its hefty 7 mana. Cycle it early to dig and fill the graveyard, then on the fourth cycle it slams down as an 8/8 trample-haste threat for . The deck plays as an aggressive red midrange/voltron list that pressures life totals while leaning on impulse draw and burn to close.
Strengths
- Repeatable, hard-to-answer threat: cycling reshuffles it so it dodges graveyard hate and resists going to the command zone tax
- Cheap to deploy via cycling four times, freeing mana for equipment, burn, and pressure
- Trample + haste make it an immediate clock and a strong Voltron carrier
- Mono-red consistency and access to fast mana, rituals, and card-advantage engines
Weaknesses
- Mono-red struggles with card advantage, ramp ceiling, and dealing with resilient noncreature permanents
- Cycling Yidaro four times is mana- and tempo-intensive; the payoff is just an 8/8 with no evasion beyond trample
- Vulnerable to board wipes, edicts, and removal—and re-deploying still costs setup
- Lacks interaction with flyers and life-gain heavy pods can outpace the clock
Key Cards
- Lightning Greaves — Grants protection-style haste and shroud, letting Yidaro attack safely the turn it lands.
- Embercleave — Cheap with trample attackers and turns Yidaro's evasion into lethal commander damage.
- Neheb, the Eternal — Generates massive red mana after combat to hard-cast or recast threats and chain burn.
- Wheel of Fortune — Refills your hand in a color starved for card draw and reloads aggression.
- Fiery Emancipation — Triples all your damage, turning Yidaro swings and burn into one-shot kills.
- Hammer of Nazahn — Free attach, indestructible, and a big swing buff for a reliable Voltron kill.
Upgrade Path
Lean into mono-red ramp and impulse draw (Jeska's Will, Dockside Extortionist, Outpost Siege, Valakut Awakening) so you can deploy Yidaro and protection in the same turn. Add proactive interaction—Chaos Warp, Vandalblast, Blasphemous Act—and redundant equipment like Swiftfoot Boots and Colossus Hammer to make the Voltron plan resilient. Tighten the curve and add fast mana (Mana Crypt, Jeweled Lotus, Mishra's Bauble) to race faster pods and present lethal commander damage by turn 6-7.
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
- ▸Commander damage from a suited-up Yidaro (often two swings with Embercleave/Hammer)
- ▸Going wide or tall with burn finishers like Fireball, Comet Storm, or Torment of Hailfire
- ▸Damage doublers (Fiery Emancipation, Gratuitous Violence) turning a single hit lethal
Archetypes
- Voltron — Yidaro's trample and haste make it an ideal equipment/aura carrier for commander-damage kills.
- Aggro/Burn — Mono-red curves out fast and uses Yidaro as a recurring beater backed by direct damage.
- Cycling Matters — The commander rewards a cycling shell that smooths draws while ticking toward the free Yidaro drop.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (R), by popularity.

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