
Hama Pashar, Ruin Seeker
The Commander
Room abilities of dungeons you own trigger an additional time.
Guide
Gameplan
Hama Pashar turns the venture-into-the-dungeon mechanic into an engine: every Room you enter fires its ability twice, so you rocket through Lost Mine, Mad Mage, Tomb of Annihilation, and the Undercity while doubling card draw, treasure, tokens, and drains. You ramp and ventures early, build a board and value snowball mid-game, then close with a repeatable dungeon loop. The deck plays as a UW value/combo midrange shell that uses dungeon completion as both engine and finisher.
Strengths
- Doubles every Room trigger, so each venture is worth two effects—huge value compounding
- UW gives premium removal, counters, board wipes, and protection to defend the engine
- Completing dungeons (especially Tomb of Annihilation) repeatedly creates a reliable, hard-to-interact win loop
- Treasure and card draw from the Undercity keep the deck fueled and mana-flush
Weaknesses
- Heavily reliant on the commander; without Hama the deck is a slow, mediocre venture pile
- Needs a critical mass of venture enablers or it stalls between dungeon steps
- Vulnerable to commander tax and removal aimed at Hama
- Lacks fast interaction-based combo speed, so dedicated combo or stax decks can outrace it
Key Cards
- Acererak the Archlich — Completing Tomb of Annihilation returns him to hand and drains 10—Hama lets you blitz the dungeon for a repeatable kill.
- Nadaar, Selfless Paladin — Ventures every combat and pumps your board, providing a steady, low-cost engine to keep dungeons moving.
- Veteran Dungeoneer — A cheap repeatable venture source in-color that triggers Hama's doubling every turn.
- Far Traveler — Generates treasure when you complete a dungeon, accelerating you back into the next run.
- Fae of Wishes / Cloister Gargoyle — Defensive bodies and venture pieces that keep you alive while the engine assembles.
- Dungeon Descent / Undercity adventures — Repeatable venture lets you re-enter the Undercity, doubling its treasure, draw, and life loss with Hama out.
Upgrade Path
Add more efficient, repeatable venture enablers (Veteran Dungeoneer, Nadaar, Far Traveler, Fearless Fledgling) so you can complete a dungeon every turn, and prioritize the Acererak + Tomb of Annihilation package as a closing loop. Lean into fast UW mana rocks (Arcane Signet, Mind Stone, Sol Ring) and protection like Heroic Intervention-style effects or Lightning Greaves to keep Hama online. Trim slow standalone venture cards for tutors (Drift of Phantasms, Mystical Tutor) and counterspells to find and protect your engine reliably.
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
- ▸Acererak loop draining each opponent for 10 via repeated Tomb of Annihilation completions
- ▸Overwhelming board state from doubled token and pump Rooms plus venture creatures
- ▸Grinding out opponents with doubled card draw, treasure, and removal until they run out of resources
Archetypes
- Dungeon Value Engine — Hama doubles every Room ability, turning venture cards into a self-sustaining card-advantage and treasure machine.
- Combo — Repeatable completion of Tomb of Annihilation with Acererak creates a drain loop that ends games.
- Control — UW removal, counterspells, and wraths protect the engine and grind opponents out via incremental dungeon value.
- Tokens/Go-Wide — Lost Mine of Phandelver and Mad Mage rooms generate creatures and pumps that Hama duplicates into a board.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (UW), by popularity.

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