Art by HeonhwaDecklist
Creatures (13)
Instants (25)
Sorceries (11)
Enchantments (2)
Artifacts (4)
Planeswalkers (4)
Lands (40)
Deck Guide
Why Play This Deck
The Emperor of Palamecia // The Lord Master of Hell is a unique spellslinger commander that rewards casting expensive noncreature spells (4+ mana) by growing into a powerful threat that deals damage based on your graveyard. This deck leverages the commander's mana ability to cast big spells early, accumulates value through card draw and selection, then transforms the commander into a lethal finisher. The deck excels at controlling the game through counterspells and removal while building toward explosive turns with extra turn spells and storm effects.
Play Summary
Early game focuses on establishing mana through rocks and fetchlands while protecting yourself with cheap interaction like Lightning Bolt and Counterspell. Use the commander's mana ability to cast 4+ mana spells like Cryptic Command, Temporal Manipulation, or Shark Typhoon to grow it toward transformation. Mid-game revolves around card advantage engines like Archmage Emeritus, Treasure Cruise, and Ral, Crackling Wit while filling your graveyard with noncreature spells. Once transformed, The Lord Master of Hell becomes a massive threat that can quickly close games, especially with extra turns or after casting multiple spells in a turn.
Key Synergies
Cost-reduction creatures make expensive spells cheaper while generating value. Baral and Electromancer reduce spell costs to help cast 4+ mana spells earlier, while Young Pyromancer creates tokens for each noncreature spell.
Spellslinger payoffs that generate value whenever you cast the noncreature spells needed to grow your commander. Emeritus draws cards, Guttersnipe deals damage, and Prophet scrys and grows.
Extra turn spells and ritual effects let you chain multiple expensive spells in one turn cycle to rapidly transform your commander and deal massive damage with the transformed side.
Cheap cantrips and tutors help find your key spells while setting up your draws. Mystical Tutor finds the perfect instant or sorcery for the situation.
Alternative win conditions that benefit from your spell-heavy strategy. Horror bounces permanents, Niv-Mizzet draws cards and deals damage, and Lab Maniac provides an alternate win condition.
Opening Hand
Look for 2-3 lands including at least one that produces both colors, a mana rock like Arcane Signet or Mind Stone, and a mix of cheap interaction and card selection. Hands with Mystical Tutor or Brainstorm are excellent for finding what you need. Avoid hands that rely too heavily on expensive spells without ramp, but don't be afraid to keep hands with powerful 4+ mana spells if you have the mana to cast them early. The commander's mana ability makes 4-mana spells effectively cost 3, so factor that into your mulligan decisions.
Mana Curve
59non-land cards · mana value distribution


























































































