
Art: Fajareka Setiawan · ™ & © Wizards of the Coast
Commander Eivor, Battle-Ready · 5/5
by Bobandis6 · Commander · 100 / 100 cards · Updated Sep 15, 2026
The Warden approves this deck
At least Bracket 4 (Optimized) ·
Build an arsenal of Equipment and send Eivor into combat to blast every opponent before blockers are declared. Free attachments, damage multipliers, and extra combat steps turn a growing battlefield of weapons into explosive attacks and repeatable finishing sequences.
Game plan: Establish mana and inexpensive Equipment before deploying Eivor, whose haste enables an immediate attack. Sram, Puresteel Paladin, Akiri, and Esper Sentinel keep cards flowing, while Stoneforge Mystic, Stonehewer Giant, and your Equipment tutors find the weapon or support piece you need. Equipment count matters: Eivor’s attack trigger counts all Equipment you control, including unattached Equipment and tokens. Toggo’s Rocks increase that count, and Bloodforged Battle-Axe can multiply your Equipment when its equipped creature connects. The Axe requires combat damage, so Eivor’s attack-trigger damage does not create Axe copies. Eivor’s triggered damage also does not count toward the 21-point commander-damage rule. Eivor, Bloodforged Battle-Axe. Attach efficiently: Ardenn, Sigarda’s Aid, Hammer of Nazahn, and Puresteel Paladin help bypass expensive equip costs, making Colossus Hammer and other heavy Equipment easier to use. Bruenor, Astor, and Bureau Headmaster provide additional savings. Equipping Eivor increases combat pressure, while spreading some weapons across other creatures supports Akiri and reduces reliance on one attacker. Multiply the attack trigger: Solphim doubles Eivor’s noncombat damage, while Fiery Emancipation triples it; together, they multiply it by six. With five Equipment, that means 30 damage to each opponent from one attack trigger before other effects. Strionic Resonator can copy the trigger, and Helm of the Host creates additional nonlegendary Eivors whose attacks each generate their own trigger. Extra-combat finishes: Neheb converts opponents’ total life loss into red mana during each postcombat main phase. Once opponents have lost at least five life that turn, that mana can repeatedly pay for Aggravated Assault, provided the pieces remain in play. Sword of Feast and Famine offers another Assault loop when its equipped creature keeps connecting and your lands produce at least five mana, including two red. Neheb, Aggravated Assault. Protection and recovery: Reconnaissance can withdraw Eivor from a dangerous combat after the attack trigger has fired, preserving the damage trigger. Boros Charm, Flawless Maneuver, and Teferi’s Protection help preserve your battlefield, while Wake the Past rebuilds your artifact arsenal after a major removal spell.
2.78
Nonland cards
31
$597.49
Cheapest printings
Curve template
| Color | Lands | Other |
|---|---|---|
| White | 19 | 5 |
| Red | 17 | 6 |
| Colorless | 8 | 2 |
Cards that make “any color” count once for each color your commander allows; Treasure makers count through their reminder text.