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Legendary Creature — Human Wizard
Flying {R}{G}, {T}: Target creature gets +2/+2 until end of turn.
“Flying pump engine that turns mana into repeated damage boosts.”
Tuknir Deathlock is a modest flying threat that doubles as a combat pump engine. His main draw is the repeatable +2/+2 ability, which turns him into a mana sink that makes your team hit harder each turn. The gameplan revolves around building around creatures that benefit from repeated pumping—either creatures with evasion that turn the extra power into consistent damage, or creatures with triggered abilities that reward getting bigger (like those with power-based effects). You're looking at a creature-focused midrange deck that grinds opponents down through efficient threats and timely pump spells.
Win through combat damage by establishing a solid creature base and using Tuknir's activated ability to push through blockers or finish off opponents. The deck wants cheap creatures with flying or other evasion so your pump investment translates directly to damage. Anthem effects like Intrepid Adversary or Embercleave can amplify Tuknir's pumping, while cards that care about power boosts (like Gyre Sage or Vigor) create additional value. Think of it as a tempo-aggro shell where your commander is the "lord," not necessarily a standalone threat.
Strategy generated by Tapped Decks AI. Not affiliated with Wizards of the Coast.
Skip expensive pumps like Embercleave; use modal pump spells like Savage Stomp or basic +X/+X instants instead.
Inclusion = % of Tuknir Deathlock decks running this card. +lift = percentage-point boost over the format average.
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