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Lord of Change

Lord of Change

Creature — Demon6/6$2.25

Flying, ward Architect of Deception — When this creature enters, draw three cards.

Legal in Commander

Is

Does

Rewards

Combos 4

  • Lord of Change + Mind Over Matter + Deadeye Navigator

    • Infinite card draw
    • Near-infinite mana lands you control can produce
    • Near-infinite untap of permanents you control
    • Near-infinite mana permanents you control can produce

    Mana needed: 8 decks on Commander Spellbook

    How it works

    Before you start

    You control an Island. Deadeye Navigator paired with Lord of Change.

    Steps

    Activate Lord of Change by paying {1}{U}, blinking it. Lord of Change enters the battlefield, triggering itself and Deadeye Navigator's soulbond ability. Resolve the Lord of Change ability, causing you to draw three cards. Resolve the Deadeye Navigator trigger, pairing it with Lord of Change. Activate Mind over Matter by discarding a card, untapping an Island you control. Active the Island by tapping it, adding {U}. Repeat from step 5 one additional time. Repeat from step 1. Once you have drawn your library, you may activate Mind Over Matter many times to untap lands, creatures, and artifacts you control. You may use the mana generated this way to activate Deadeye Navigator and the blinking abilities of creatures paired with Deadeye Navigator many times.

    Commander Spellbook ↗
  • Lord of Change + Skirge Familiar + Emiel the Blessed

    • Infinite looting

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one land.

    Steps

    Activate Emiel by paying {3}, blinking Lord of Change. Lord of Change enters the battlefield, causing you to draw three cards. Activate Skirge Familiar three times by discarding three cards, adding {B}{B}{B}. Repeat.

    Commander Spellbook ↗
  • Lord of Change + Mind Over Matter + Eldrazi Displacer

    • Infinite looting

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one land, artifact or creature that can tap to produce at least {C}.

    Steps

    Activate Eldrazi Displacer by paying {2}{C}, blinking Lord of Change. Lord of Change enters the battlefield, causing you to draw three cards. Activate Mind over Matter by discarding a card, untapping a mana-producing permanent you control. Active that permanent by tapping it, adding at least {C}. Repeat from step 3 two additional times. Repeat from step 1.

    Commander Spellbook ↗
  • Lord of Change + Mind Over Matter + Emiel the Blessed

    • Infinite looting

    Mana needed: 0 decks on Commander Spellbook

    How it works

    Before you start

    You control at least one land.

    Steps

    Activate Emiel by paying {3}, blinking Lord of Change. Lord of Change enters the battlefield, causing you to draw three cards. Activate Mind over Matter by discarding a card, untapping a land you control. Active the land by tapping it, adding {1}. Repeat from step 3 two additional times. Repeat from step 1.

    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. Yarok, the DesecratedYarok, the Desecrated copies your triggered abilities, which Lord of Change can use because it has an enter-the-battlefield trigger.
  2. Mister FantasticMister Fantastic copies your triggered abilities, which Lord of Change can use because it has an enter-the-battlefield trigger.
  3. Thassa, Deep-DwellingThassa, Deep-Dwelling blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  4. Brago, King EternalBrago, King Eternal blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  5. Y'shtola RhulY'shtola Rhul blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  6. Kykar, Zephyr AwakenerKykar, Zephyr Awakener blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  7. Abuelo, Ancestral EchoAbuelo, Ancestral Echo blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  8. Oji, the Exquisite BladeOji, the Exquisite Blade blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  9. Elrond, Moon-ReaderElrond, Moon-Reader blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.
  10. Don & Leo, Problem SolversDon & Leo, Problem Solvers blinks / re-enters your creatures, which Lord of Change can use because it has an enter-the-battlefield trigger.

View Lord of Change on Scryfall