
Diamond Weapon
The Commander
This spell costs less to cast for each permanent card in your graveyard.
Reach
Immune — Prevent all combat damage that would be dealt to Diamond Weapon.
Guide
Gameplan
Fill your graveyard with permanent cards to cheaply cast a 9-mana 8/8 (or similar stats) that can never die in combat, then swing repeatedly while ramping into other green fatties and value engines. You're a green stompy/midrange deck that uses self-mill and sacrifice to discount Diamond Weapon and recast it after removal. Win by going wide/tall with creatures, beating face, or assembling green combo finishers.
Strengths
- Combat-damage immunity makes it a nightmare blocker and unkillable attacker in board stalls
- Cost reduction lets you cast a huge body absurdly early if your yard is stocked with permanents
- Reach plus immunity gives strong defensive coverage against fliers and big threats
- Mono-green gives access to the format's best ramp and recursion to recast it cheaply
Weaknesses
- Has no innate evasion or trample, so it gets chump-blocked forever despite being unkillable
- Vulnerable to exile, bounce, sacrifice, and -X/-X effects since immunity only stops combat damage
- Empty graveyard means a 9-mana commander that's slow to deploy
- Mono-green struggles with interaction, card draw, and answering combo/control decks
Key Cards
- Stinkweed Imp — Dredge floods your graveyard with permanent cards every turn to slash Diamond Weapon's cost.
- Golgari Grave-Troll — Massive dredge dumps creatures and lands into the yard for huge cost reduction and recursion fuel.
- Rampant Growth — Cheap ramp that also seeds your graveyard with a permanent once played and cracked.
- Rogue's Passage — Grants unblockable to push the otherwise-stuck attacker through for big chunks of damage.
- Nylea, God of the Hunt — Repeatable trample lets your immune attacker actually convert combat into damage through blockers.
- Splendid Reclamation — Returns mill/dredge'd lands for explosive ramp while keeping the graveyard engine humming.
Upgrade Path
Add reliable evasion (Rogue's Passage, Shizo-style effects, Whispersilk Cloak) and trample sources so the immune body stops getting chump-blocked. Lean into faster dredge and self-mill (Hermit Druid, Life from the Loam, Splendid Reclamation) to consistently cast Diamond Weapon for a fraction of its cost. Round out with green's best ramp and a few combo or overrun finishers (Craterhoof Behemoth, Finale of Devastation) since mono-green wants explosive closing power.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Repeated commander damage once Diamond Weapon gains trample or unblockable
- ▸Going wide with green creatures and finishing via Overrun-style anthems
- ▸Ramping into oversized threats and grinding incremental beatdown
- ▸Trample-based one-shots through Nylea or pump effects
Archetypes
- Big Mana Stompy — Ramp into Diamond Weapon and other huge creatures, using its indestructibility to anchor the board.
- Self-Mill / Graveyard Value — Dredge and mill stock the yard to discount the commander while enabling recursion payoffs.
- Voltron — Pile trample and unblockable enablers onto a creature that simply cannot be removed in combat.
- Lands / Reanimator-adjacent — Land recursion like Splendid Reclamation and Crucible synergizes with filling the graveyard with permanents.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (G), by popularity.

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