
Saruman, the White Hand
Saruman, the White Hand Commander Deck
Saruman, the White Hand turns every noncreature spell into a pile of +1/+1 counters on a single Orc Army, so the deck is almost entirely instants, sorceries, artifacts and enchantments. Many of them amass on their own, which grows one huge, ward-protected Army very quickly. That Army is then aimed at opponents through combat, double strike, evasion and "deals damage equal to its power" effects, while cost reducers and rituals let the deck chain several spells, and Saruman triggers, in one turn. How it wins: The deck builds a massive Army and either attacks with it (often with double strike or unblockability) or converts its power into direct damage through fling and bite effects, with counter-to-damage engines and mass-damage spells finishing the table. Key roles: - Amass spells: Noncreature spells that put counters on the Army themselves, so each cast grows it twice when combined with Saruman, the White Hand's trigger. (Summons of Saruman, Commence the Endgame, Swarming of Moria) - Spell cost engine: Cost reducers, rituals and treasure makers that let Saruman, the White Hand trigger many times in one turn and make expensive spells cheap. (Jace's Sanctum, Mindsplice Apparatus, Seething Song) - Power-to-damage outlets: Effects that have the oversized Army fight, bite, sweep the board or get sacrificed to throw its power at a player. (Chandra's Ignition, Fling, Soul's Fire) - Counter and excess-damage engines: Every counter placed deals damage to opponents, and excess noncombat damage feeds more counters back into the Army. Fall of Cair Andros with Blasphemous Act forms a loop of effectively unlimited counters and damage. (All Will Be One, Fall of Cair Andros, Blasphemous Act) - Army combat finish: Double strike, haste, unblockability, equipment and attack-triggered amassing turn the Army into a lethal attacker, while The Ozolith keeps its counters if it dies. (Assault on Osgiliath, Rogue's Passage, The Ozolith) - Spell recursion and refuel: Rebound, flashback and graveyard-to-hand effects recast spells for extra Saruman, the White Hand triggers, and big draw spells refill the hand. (Cast Through Time, Surreal Memoir, Sea Gate Restoration)
Saruman, the White Hand decklist
- All Will Be One
- Arcane Signet
- Assault on Osgiliath
- Barad-dûr
- Blasphemous Act
- Bleeding Edge
- Blightstep Pathway
- Blood for the Blood God!
- Bolt Bend
- Brainstorm
- Brass's Bounty
- Callous Dismissal
- Cast Through Time
- Chain Reaction
- Chandra's Ignition
- Clearwater Pathway
- Command Tower
- Commander's Sphere
- Commence the Endgame
- Crumbling Necropolis
- Curtains' Call
- Dark Ritual
- Dead Drop
- Deep Analysis
- Deny Reality
- Dimir Aqueduct
- Dimir Signet
- Dragonskull Summit
- Dreadhorde Invasion
- Drowned Catacomb
- Enter the God-Eternals
- Fall of Cair Andros
- Fall of the Hammer
- Fevered Suspicion
- Flame of Anor
- Fling
- Foray of Orcs
- Glamdring
- Haunted Ridge
- Honor the God-Pharaoh
- Invade the City
- 4× Island
- Izzet Boilerworks
- Izzet Signet
- Jace's Sanctum
- Kazuul's Fury
- Lazotep Plating
- Loxodon Warhammer
- Luxury Suite
- Mana Geyser
- March from the Black Gate
- Mask of Griselbrand
- Mindsplice Apparatus
- Mordor Muster
- Morphic Pool
- 4× Mountain
- Myriad Landscape
- Neurok Stealthsuit
- Orcish Medicine
- Phthisis
- Ponder
- Press the Enemy
- Rakdos Carnarium
- Rakdos Signet
- Recurring Insight
- Relentless Advance
- Relic of Sauron
- Retribution of the Ancients
- Rite of Consumption
- Riverglide Pathway
- Rogue's Passage
- Sea Gate Restoration
- Seething Song
- Shatterskull Smashing
- Shipwreck Marsh
- Smoldering Marsh
- Sol Ring
- Soul's Fire
- Stone Calendar
- Stormcarved Coast
- Stubborn Denial
- Sulfur Falls
- Summons of Saruman
- Sunken Hollow
- Surreal Memoir
- 4× Swamp
- Swarming of Moria
- The Black Gate
- The Immortal Sun
- The Magic Mirror
- The Ozolith
- The Reaver Cleaver
- Training Center
- Treason of Isengard
- Treasure Cruise
- Trove of Temptation
- Volcanic Salvo
- Volcanic Torrent
- Widespread Brutality
- Xander's Lounge