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Devilish Valet

Devilish Valet

Creature — Devil Warrior1/3$0.29

Trample, haste Alliance — Whenever another creature you control enters, double this creature's power until end of turn.

Legal in Commander

Is

Rewards

Combos 8

  • Devilish Valet + Mayael's Aria + Secure the Wastes

    • Win the game

    Mana needed: 18 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast Secure the Wastes by paying {5}{W}, creating five 1/1 Warrior creature tokens. When the Warriors enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Mayael's Aria + March of the Multitudes

    • Win the game

    Mana needed: 16 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast March of the Multitudes with X=5 by tapping Devilish Valet and by paying at most {4}{G}{W}{W}, creating five 1/1 Soldier creature tokens. When the Soldiers enter the battlefield, Devilish Valet triggers five times, doubling its power five times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Mayael's Aria + Grand Crescendo

    • Win the game

    Mana needed: 12 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast Grand Crescendo by paying {5}{W}{W}, creating five 1/1 Citizen creature tokens. When the Citizens enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Mayael's Aria + Aura Mutation

    • Win the game

    Mana needed: 11 decks on Commander Spellbook

    How it works

    Before you start

    There is an enchantment with mana value five or greater on the battlefield.

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast Aura Mutation by paying {G}{W}, destroying target enchantment with mana value five or greater, and creating at least five 1/1 Warrior creature tokens. When the Warriors enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Mayael's Aria + White Sun's Zenith

    • Win the game

    Mana needed: 8 decks on Commander Spellbook

    How it works

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast White Sun's Zenith by paying {5}{W}{W}{W}, creating five 1/1 Cat creature tokens and shuffling it into your library. When the Cats enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Mayael's Aria + Call the Coppercoats

    • Win the game

    Mana needed: 6 decks on Commander Spellbook

    How it works

    Before you start

    Opponents control at least five creatures.

    Steps

    At the beginning of your upkeep, Mayael's Aria triggers. Holding priority, cast Call the Coppercoats by paying {2}{W}, plus {1}{W} any number of times as necessary, targeting any opponent(s) who collectively control five or more creatures. Resolve Call the Coppercoats, creating at least five 1/1 Human Soldier creature tokens. When the Human Soldiers enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn. Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.

    Commander Spellbook ↗
  • Devilish Valet + Pemmin's Aura + Elemental Mastery

    • Near-infinite creature tokens with haste
    • Near-infinite power for a creature until end of turn

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    Elemental Mastery and Pemmin's Aura attached to Devilish Valet. Any amount of

    Steps

    Activate Devilish Valet by tapping it, creating a number of 1/1 Elemental creature tokens with haste equal to its power. When the Elementals enter the battlefield, Devilish Valet triggers that many times. Resolve the first trigger, doubling Devilish Valet's power until end of turn. Repeat step 3 for each remaining trigger. Activate Pemmin's Aura's first ability by paying {U}, untapping Devilish Valet. Repeat as desired, or as {U} persists.

    Commander Spellbook ↗
  • Devilish Valet + Freed from the Real + Elemental Mastery

    • Near-infinite creature tokens with haste
    • Near-infinite power for a creature until end of turn

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    Elemental Mastery and Freed from the Real attached to Devilish Valet. Any amount of

    Steps

    Activate Devilish Valet by tapping it, creating a number of 1/1 Elemental creature tokens with haste equal to its power. When the Elementals enter the battlefield, Devilish Valet triggers that many times. Resolve the first trigger, doubling Devilish Valet's power until end of turn. Repeat step 3 for each remaining trigger. Activate Freed from the Real's second ability by paying {U}, untapping Devilish Valet. Repeat as desired, or as {U} persists.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Zurzoth, Chaos RiderDevilish Valet is a Devil, which Zurzoth, Chaos Rider can use.
  2. Raphael, Fiendish SaviorDevilish Valet is a Devil, which Raphael, Fiendish Savior can use.
  3. Urabrask // The Great WorkUrabrask // The Great Work blinks / re-enters your creatures, which Devilish Valet can use because it triggers when your creatures enter.
  4. Clive, Ifrit's Dominant // Ifrit, Warden of InfernoClive, Ifrit's Dominant // Ifrit, Warden of Inferno blinks / re-enters your creatures, which Devilish Valet can use because it triggers when your creatures enter.
  5. Joshua, Phoenix's Dominant // Phoenix, Warden of FireJoshua, Phoenix's Dominant // Phoenix, Warden of Fire blinks / re-enters your creatures, which Devilish Valet can use because it triggers when your creatures enter.
  6. Terra, Magical Adept // Esper TerraTerra, Magical Adept // Esper Terra blinks / re-enters your creatures, which Devilish Valet can use because it triggers when your creatures enter.
  7. Sol'Kanar the TaintedSol'Kanar the Tainted blinks / re-enters your creatures, which Devilish Valet can use because it triggers when your creatures enter.
  8. Najeela, the Blade-BlossomDevilish Valet is a Warrior, which Najeela, the Blade-Blossom can use.
  9. Gornog, the Red ReaperDevilish Valet is a Warrior, which Gornog, the Red Reaper can use.
  10. Raiyuu, Storm's EdgeDevilish Valet is a Warrior, which Raiyuu, Storm's Edge can use.

View Devilish Valet on Scryfall