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Legendary Creature — Shark Horror Mutant
Flash When Armaggon enters, destroy up to three target creatures.
“Flash finisher with built-in board wipe that swings for the fences.”
Armaggon is a late-game finisher that doubles as a surprise board wipe, thanks to flash. Your gameplan is to play defensively early, ramp into black mana, and then suddenly flash in an 9/6 body that blasts up to three of your opponents' best creatures off the board. Once Armaggon sticks, you're swinging for 9 commander damage each turn while your opponents recover from the forced sacrifice of their threats. The deck wants to protect Armaggon and keep your life total healthy until you hit the critical mana threshold, then leverage the tempo swing into victory.
You'll lean into ramp and creature removal to survive the early turns, then use Armaggon's flash ability as a political tool—flash him in at the end of turn when the most threats are exposed, netting you card advantage through forced attrition. Since he costs 8 mana, acceleration is crucial; dark ritual effects, signets, and mana rocks let you cast him sooner. After he lands and clears blockers, your 9 power closes out the game quickly, especially if you add any evasion or protection enchantments.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive tutors and play budget ramp like Cultivate, Wayfarer's Bauble, and Cabal Ritual; Reassemble and Fleshbag Marauder replace pricey removal.
Inclusion = % of Armaggon, Future Shark decks running this card. +lift = percentage-point boost over the format average.
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