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Legendary Creature — Human Hero
At the beginning of combat on your turn, if you've cast a noncreature spell this turn, Human Torch gains flying, double strike, and haste until end of turn. Whenever Human Torch attacks, you may pay {R}{G}{W}{U}. If you do, until end of turn, whenever he deals combat damage to an opponent, he deals that much damage to each other opponent.
“Flying double striker that punishes instant/sorcery spells and spreads damage to all foes.”
Human Torch is a combat-focused commander that rewards you for casting noncreature spells. Each turn you cast a spell before combat, he transforms into a flying, double-striking threat that can close out games fast. The deck wants to play cheap instants and sorceries—cantrips, removal, board wipes—that trigger his ability while filling the role they're meant to play. Once he's swinging with flying and double strike, you're often dealing lethal within a few turns, especially if you pay his damage-doubling cost against multiple opponents.
The secondary angle is that optional ability: for just four mana (which you can typically generate while playing your spell suite), you turn all his combat damage into damage to every opponent. This turns him into a true multiplayer threat and lets you race multiple players simultaneously. The deck is essentially a tempo-aggressive shell that uses interaction and cantrips to protect your commander while he deals 6+ damage per turn. You're not playing a creature-heavy strategy—you're the spellslinger, and Human Torch is your payoff.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip pricey cantrips like Murktide and use efficient commons: Unholy Heat, Murkmire Pest, Consider, and bulk cheap interaction like Spell Pierce and Dress Down instead of premium removal.
Inclusion = % of Human Torch decks running this card. +lift = percentage-point boost over the format average.
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