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Smaug the Impenetrable · Commander primer

Big dawg smawg

What if Blasphemous Act was a ramp spell?

combo B3 Upgraded Archidekt ↗

Overview

Smaug the Impenetrable is a damage-to-mana converter wearing a dragon costume. Flying, indestructible, haste, 8/7 — and every point of noncombat damage he's dealt becomes that many Treasures, in one trigger, from anyone's source. The whole deck is built to exploit the fact that indestructible makes the conversion free: your removal, your board wipes, your enchantment drips, and even your opponents' pings all pay you.

The engine has two speeds:

What you do with the hoard is genuinely flexible, and no line is "the" line — the pile itself is the plan:

Red is the deck's hungry color (about 72% of pip demand on 56% of sources) — in a close keep, weight hands toward red sources. Treasures fix everything once the engine turns over.

Mulligan Guide

Mulligan for curve. The keep question: "does this hand do something every turn and land Smaug on time?"

Keep a hand with:

  1. Three lands (or two plus a mana rock / Black Market Connections);
  2. A play on turn 2 and turn 3 — a Signet/Talisman, Black Market Connections, an early Treasure-maker (Ragavan, Smaug the Magnificent, Face-Breaker);
  3. A route to casting Smaug by turn 4–5.

Ship:

The payoffs are dense enough that you'll draw into them; the curve is what you can't fix later.

Game Plan

How Smaug's trigger actually works

Key Loops & Interactions

Combos

The combo web — 5 lines, shared pieces highlighted

~inf damage

Dawnsire, Sunstar Dreadnought

Pain for All

inf colored mana

Smaug the Impenetrable

Mayhem Devil

~inf damage to all players

Pyrohemia

Pestilence

~inf damage to one opponent

Fiendlash

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

Step-by-step — tap a line to open it

Dawnsire, Sunstar Dreadnought + Pain for All near-infinite damageNeeds Dawnsire has ten or more charge counters on it

1. Declare a creature as an attacker. Dawnsire triggers, dealing 100 damage to the creature that has Pain for All attached.

2. Pain for All triggers, dealing 100 damage to each opponent.

Smaug the Impenetrable + Mayhem Devil infinite colored mana

repeat

1. Activate a Treasure by tapping and sacrificing it, adding one mana of any color.

2. Mayhem Devil triggers, dealing 1 damage to Smaug.

3. Smaug triggers, creating a Treasure token.

Smaug the Impenetrable + Pyrohemia near-infinite damage to all playersNeeds floating

repeat

1. Activate Pyrohemia by paying {R}, dealing 1 damage to each player and creature.

2. Smaug triggers, creating a Treasure token.

3. Activate the Treasure by tapping and sacrificing it, adding {R}.

Smaug the Impenetrable + Pestilence near-infinite damage to all playersNeeds floating

repeat

1. Activate Pestilence by paying {B}, dealing 1 damage to each player and creature.

2. Smaug triggers, creating a Treasure token.

3. Activate the Treasure by tapping and sacrificing it, adding {B}.

Dawnsire, Sunstar Dreadnought + Fiendlash near-infinite damage to one opponentNeeds Dawnsire has ten or more charge counters on it

1. Declare any creature as an attacker. Dawnsire triggers, dealing 100 damage to the creature with Fiendlash attached

2. Fiendlash triggers, dealing 100 damage to target opponent.

The house line first, then the full Commander Spellbook list. All of the Smaug loops are commander-dependent and none comes online before he does — this is a late-game, take-what-arrives combo suite.

Dawnsire shoots Smaug — the signature play

Dawnsire, Sunstar Dreadnought + Smaug the Impenetrable → ~100 Treasures → lethal X-spell.

  1. Station Dawnsire to 10+ (sorcery speed): tap Smaug — his 8 power is 8 charge counters — plus any other creature with power 2+ (Knuckles, a Construct, Mayhem Devil). Two taps and you're armed. Dawnsire itself stays a noncreature artifact below 20, so most removal misses it.
  2. Attack with anything. The 10+ ability reads "whenever you attack" — Dawnsire doesn't attack, and the trigger fires when you declare any attacker, even a dashed Ragavan.
  3. Target Smaug with the trigger: 100 noncombat damage → 100 Treasures (101 with Xorn; 100 Clues and Food each with Manufactor; with Mirkwood Bats out, creation alone drains 100+ per opponent — already lethal).
  4. Second main: spend it. Torment of Hailfire or Exsanguinate for X ≈ 98 ends the table twice over. With Goldspan Dragon out the pile taps for ~200.

If Revel in Riches is down instead, you can also just... pass, and win at your upkeep. Both doors are fine. The dragon is happy either way.

The Commander Spellbook five

Common Pitfalls