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Commander primer

Tifa Lockhart

Ramp hard, flood the board with landfall payoffs, then turn one main phase into a kill — every land you drop doubles Tifa's power, so a fistful of land drops swings for lethal trample before the table can react.

aggro B3 Upgraded Archidekt ↗

Overview

This is a landfall ramp deck with a one-shot combat kill bolted onto the commander. Because the doubling compounds, a turn with three or four land drops turns a 1/2 chump into a lethal trampler in a single main phase — the whole deck exists to manufacture that turn: get lands into play fast, get extra lands into play per turn, and give Tifa a clear, protected swing when you go off. (The full sequencing math lives in "How Tifa actually works" — everything below assumes it.)

You have three overlapping gears, and they all feed the same land drops:

You win by combat, not a combo — but be realistic about the math: one protected Tifa connect kills one player, and asking her to do that three times is a lot. The board has to do work in parallel. When you commit to a combat, send everything: Scute Swarm goes wide, Mossborn Hydra and the counter payoffs go tall, Blanchwood Armor or an overloaded Scale Up turns the supporting cast lethal, and Rishkar's Expertise refills so the pressure never stops. Tifa headhunts the biggest problem; the army grinds the rest of the table down. Mono-green means your mana is trivially consistent (68 green pips, ~25 green sources) — the deck's whole skill test is sequencing the kill turn, not fixing colors.

Mulligan Guide

The keep question is "can you ramp toward a protected kill turn — do you have lands, a way to make extra land drops, and a payoff to point them at?"

Keep a hand that has:

  1. Lands plus green mana on curve — trivial in mono-green, but you still want to be casting ramp on turns 2–3, not stumbling.
  2. A ramp or extra-land enabler — a fetch/land-tutor (Nature's Lore, Three Visits, Sakura-Tribe Elder) and ideally an extra-land effect (Exploration, Azusa, Oracle) — a hand that can only play one land a turn kills slowly.
  3. Something to point the lands at — Tifa is always available, so you don't need a payoff in hand, but a landfall creature or a doubler in the opener means your early land drops aren't wasted motion.

Snap-keep hands that curve ramp into an extra-land enabler into a landfall payoff — that's the deck flooding the board by turn 4 and threatening a kill a turn or two later.

Mulligan all-lands-no-action, and hands that are pure payoffs with no way to accelerate lands — without volume they just cast a 1/2 and hope. You don't need a protection spell in the opener (you can draw into it before you commit the alpha), but a hand with zero ramp and zero extra-land effects can't build the kill and should go back.

Game Plan

Early (turns 1–4): ramp and find enablers. Lead on ramp and card-advantage engines, not on Tifa. Sakura-Tribe Elder, Nature's Lore, Three Visits, and Skyshroud Claim get lands down; Exploration, Azusa, and Oracle of Mul Daya unlock extra land drops, which are worth more here than raw ramp. The One Ring is the card engine — land it on curve, tap it every turn, and the burden life-loss barely matters in a deck that races. Drop early landfall creatures (Lotus Cobra, Scythecat Cub, Bristly Bill, Scute Swarm) — they build value while you set up and give you backup threats if Tifa gets answered.

Midgame (turns 4–6): assemble the kill turn's pieces without committing Tifa into open removal. Don't be afraid to hang back and let your opponents do work on each other — a 2-mana commander ramping into "just lands" reads as the harmless deck at the table, and Tifa often goes completely unnoticed until you let off a massive attack to seal the win once the game has gone 1v1. Patience is a weapon here: every turn you're not the threat, you're banking land drops. You want three things staged before you go off:

  1. A power multiplier — extra-land enablers in play (ideally two, e.g. Azusa + Exploration) and/or a doubler (Ancient Greenwarden, Traveling Chocobo) so a normal fistful of lands is enough.
  2. Evasion or protection — Rogue's Passage untapped, Commander's Plate equipped, or a hexproof/shroud/indestructible spell in hand (Heroic Intervention, Blossoming Defense, Snakeskin Veil, Overprotect, Gaea's Gift, Tamiyo's Safekeeping, Mithril Coat, Swiftfoot Boots, Lightning Greaves).
  3. Fuel — a hand or a Scapeshift/Splendid Reclamation/Lumra ready to dump several lands in one turn.

The One Ring is your answer to someone else's kill turn. Cast it and you have protection from everything until your next turn: damage to you is prevented and you can't be targeted. Its highest-value timing is the turn before an opponent goes off — their combo or burn turn simply can't include you, and you untap with a full board to crack back and kill them. That protection is on you, not Tifa — she can still be blocked, blown up, or fought — so read it as a personal Fog-plus-untap, not swing insurance. The same logic makes the turn after any Ring cast the deck's safest alpha window: the table's crack-back at you is prevented.

The kill turn. Sequence it deliberately:

If Tifa isn't your kill this game, the same land drops win anyway: Mossborn Hydra doubling its counters every land, a Scute Swarm swarm, or any creature under Blanchwood Armor / Tifa's Limit Break's triple-mode. Don't force the commander line into an opponent's open interaction mana — a whole turn of doublings evaporates to one counterspell or removal spell — pivot to the board and re-buy Tifa later.

How Tifa actually works

Her one line hides several things that dictate how you sequence every turn:

Key Loops & Interactions

Combos

The combo web — 9 lines, shared pieces highlighted

Target opponent loses the game

Tifa Lockhart

Scale Up

Fabled Passage

Cabaretti Courtyard

Riveteers Overlook

Brokers Hideout

Windswept Heath

Wooded Foothills

Verdant Catacombs

Misty Rainforest

Prismatic Vista

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Tifa Lockhart + Scale Up + Fabled Passage Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Fabled Passage in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Fabled Passage.

3. When Fabled Passage enters, Tifa triggers, doubling its power until end of turn.

4. Activate Fabled Passage by tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Cabaretti Courtyard Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Cabaretti Courtyard in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Cabaretti Courtyard.

3. When Cabaretti Courtyard enters, it and Tifa trigger.

4. Resolve the Tifa trigger, doubling its power until end of turn.

5. Resolve the Cabaretti Courtyard trigger, causing you to sacrifice it and search your library for an applicable land and put it onto the battlefield.

6. When the land enters, Tifa triggers, doubling its power until end of turn

7. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Riveteers Overlook Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Riveteers Overlook in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Riveteers Overlook.

3. When Riveteers Overlook enters, it and Tifa trigger.

4. Resolve the Tifa trigger, doubling its power until end of turn.

5. Resolve the Riveteers Overlook trigger, causing you to sacrifice it and search your library for an applicable land and put it onto the battlefield.

6. When the land enters, Tifa triggers, doubling its power until end of turn

7. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Brokers Hideout Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Brokers Hideout in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Brokers Hideout.

3. When Brokers Hideout enters, it and Tifa trigger.

4. Resolve the Tifa trigger, doubling its power until end of turn.

5. Resolve the Brokers Hideout trigger, causing you to sacrifice it and search your library for an applicable land and put it onto the battlefield.

6. When the land enters, Tifa triggers, doubling its power until end of turn

7. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Windswept Heath Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Windswept Heath in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Windswept Heath.

3. When Windswept Heath enters, Tifa triggers, doubling its power until end of turn.

4. Activate Windswept Heath by paying 1 life, tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Wooded Foothills Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Wooded Foothills in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Wooded Foothills.

3. When Wooded Foothills enters, Tifa triggers, doubling its power until end of turn.

4. Activate Wooded Foothills by paying 1 life, tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Verdant Catacombs Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Verdant Catacombs in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Verdant Catacombs.

3. When Verdant Catacombs enters, Tifa triggers, doubling its power until end of turn.

4. Activate Verdant Catacombs by paying 1 life, tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Misty Rainforest Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Misty Rainforest in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Misty Rainforest.

3. When Misty Rainforest enters, Tifa triggers, doubling its power until end of turn.

4. Activate Misty Rainforest by paying 1 life, tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

Tifa Lockhart + Scale Up + Prismatic Vista Target opponent loses the gameNeeds floating · An opponent cannot block Tifa · Scale Up in hand · Prismatic Vista in hand · Tifa Lockhart as your commander

1. Cast Scale Up by paying {G}, targeting Tifa.

2. Play Prismatic Vista.

3. When Prismatic Vista enters, Tifa triggers, doubling its power until end of turn.

4. Activate Prismatic Vista by paying 1 life, tapping and sacrificing it, searching your library for an applicable land and putting it onto the battlefield.

5. When the land enters, Tifa triggers, doubling its power until end of turn

6. Deal combat damage to an opponent using Tifa. That opponent loses the game due to being dealt 21 or more combat damage by your commander.

No infinites. Every listed combo is the same two-card commander-damage kill in nine flavors: Scale Up + Tifa + one self-sacrificing land = 24 commander damage, enough to delete a player who can't block her. It costs exactly plus a land drop.

The worked line (Fabled Passage as the exemplar):

  1. Tifa is on the battlefield and able to attack. Cast Scale Up () targeting her — she's now a 6/4 Wurm (base power set before any doubling; note the Wurm overwrite means Commander's Plate's +3 and other boosts still apply on top).
  2. Play Fabled Passage as your land for the turn — landfall doubling #1: 12.
  3. Crack it, fetch a basic — the basic enters, doubling #2: 24.
  4. Swing at someone who can't block her (Rogue's Passage, Commander's Plate protection vs. a mono-nongreen board, or just no untapped bodies). 24 ≥ 21 — that player loses on commander damage.

The nine enabling lands (any one of them is the second card): the crack-fetches — Fabled Passage, Prismatic Vista, Windswept Heath, Wooded Foothills, Verdant Catacombs, Misty Rainforest — and the enters-then-sacs — Cabaretti Courtyard, Riveteers Overlook, Brokers Hideout (those trigger on entering and on the fetched basic, same two doublings with no activation cost). All nine assemble identically.

Deck-native extensions of the same math: any plain land drop plus a held Crop Rotation is the same two triggers, with the second one arriving at instant speed after blocks; a doubler (Ancient Greenwarden, Traveling Chocobo) turns the same line into 6 → 24 → 96; and if the swing is blocked anyway, Tifa's Limit Break after blocks pushes the trample damage through regardless.

Common Pitfalls