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Legendary Creature — Dragon
Trample When Themberchaud enters, he deals X damage to each other creature without flying and each player, where X is the number of Mountains you control. You may exert Themberchaud as he attacks. When you do, he gains flying until end of turn. (An exerted creature won't untap during your next untap step.)
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“Mountain-powered board wipe dragon that swings for the kill.”
Themberchaud is a big red dragon that punishes the board the moment it lands. Your gameplan is to ramp into this 7-mana threat, maximize the damage it deals on entry by stacking Mountains, then leverage its exert ability to push through flying blockers when you need to deal the final blows. The deck wants to create a mana-heavy red environment where Themberchaud becomes a repeatable board wipe that also grows your own threats.
You'll pair Themberchaud with cheap ramp (rocks and land ramp) to accelerate into it consistently, then supplement with other red beaters and burn to finish off opponents. The exert mechanic lets you swing hard without fear of chump blockers, turning Themberchaud into a combat-only threat that demands answers. Since the entry damage scales with Mountains, you're incentivized to play extra-land effects and ways to double that damage output.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive mana rocks; use Cultivate, Kodama's Reach, and basic Mountains instead. Swap Doubling Season for Embercleave as a budget finisher.
Inclusion = % of Themberchaud decks running this card. +lift = percentage-point boost over the format average.
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