
Companion — Your starting deck contains only cards with mana value 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.)
When Keruga enters, draw a card for each other permanent you control with mana value 3 or greater.
Keruga is a Simic midrange value engine that floods the board with expensive permanents, then cashes them in for a massive card draw burst when Keruga enters or re-enters. You ramp into a sequence of three-plus mana permanents, blink or recast Keruga to refill your hand, and grind opponents out with superior card advantage before closing with big threats. Built around the companion restriction (no cards under MV3 except lands), the deck plays as a high-curve goodstuff control-value pile.
Lean into blink loops with Deadeye Navigator, Conjurer's Closet, and Roaming Throne to weaponize Keruga's draw every turn, then add MV3+ interaction like Beast Within, Cyclonic Rift, and Mystic Confluence to cover the lack of cheap answers. Tighten the mana with MV3 ramp (Cultivate, Wood Elves, Skyshroud Claim) and adopt a compact win like Thassa's Oracle plus card-draw self-mill or a Craterhoof Behemoth finish. If you abandon the companion rule, the deck gains access to the full cheap-interaction suite but loses the free card—stay companion for consistency.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GU), by popularity.

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