
Mauhúr, Uruk-hai Captain
The Commander
Menace
If one or more +1/+1 counters would be put on an Army, Goblin, or Orc you control, that many plus one +1/+1 counters are put on it instead.
Guide
Gameplan
Mauhúr turns every +1/+1 counter into a bigger swing on your Armies, Goblins, and Orcs, snowballing a single Amass Army token or a counter-laden Orc into a lethal threat with menace and evasion support. Curve out cheap counter-payoffs, repeatedly Amass to grow one massive Army, then close fast with trample/menace and counter-doubling effects. Aggressive midrange that wants to deploy and beat down before the table stabilizes.
Strengths
- Cheap two-mana commander that immediately accelerates any counter strategy
- Amass synergy lets you funnel all growth into one resilient threat
- Menace plus counters makes Voltron-style kills hard to chump-block
- Strong in the underexplored Orc/Amass tribal space with low buy-in
Weaknesses
- Heavily commander-dependent; without Mauhúr the counter engine is mediocre
- Vulnerable to board wipes and single-target removal on your one big creature
- No card advantage or ramp built in—can run out of gas
- Counter doublers don't stack additively in a runaway way, so growth can be slow without enablers
Key Cards
- Hammer of Nazahn — Indestructible plus auto-equip protects your single threat and adds evasion-defying punch.
- Cabal Coffers — Black ramp fuels repeated Amass and counter spells to outpace removal.
- The Mouth of Sauron — An Orc payoff that draws cards as your Army grows, fixing the deck's card-advantage problem.
- Doubling Season — Multiplies counters before Mauhúr adds his, exploding your Army's size.
- Skullclamp — Turns small Goblin/Orc tokens into card draw to refuel an aggressive plan.
- Cenobite Marauder — Cheap Amass payoff that snowballs alongside your growing Army.
Upgrade Path
Add counter multipliers like Doubling Season, Hardened Scales, and Branching Evolution to compound Mauhúr's bonus, plus trample/evasion enablers and protection (Lightning Greaves, Heroic Intervention) to safeguard your single threat. Improve consistency with black ramp and tutors, and shore up card advantage with The Mouth of Sauron and Skullclamp so a board wipe doesn't end your game.
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
- ▸Beat down with a giant menace/trample Army or Orc via combat damage
- ▸Voltron a single counter-stacked threat with equipment and evasion
- ▸Go wide with Goblins/Orcs and finish with an overrun or anthem effect
- ▸Commander damage from a buffed, evasive Mauhúr or Army
Archetypes
- +1/+1 Counters — Mauhúr's replacement effect adds an extra counter to every Army, Goblin, or Orc, supercharging counter payoffs.
- Amass (Army Voltron) — Repeated Amass triggers stack onto one Army that Mauhúr grows faster than normal into a lethal threat.
- Orc/Goblin Tribal — Both creature types benefit from the doubling, enabling aggressive token and go-wide builds.
- Aggro Midrange — Low curve and menace let you apply early pressure and finish with pumped attackers.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (BR), by popularity.

Kardur, Doomscourge
EDHREC #982

Mahadi, Emporium Master
EDHREC #1,234

Chainer, Nightmare Adept
EDHREC #1,566

Juri, Master of the Revue
EDHREC #1,864

Alesha, Who Laughs at Fate
EDHREC #1,931

Prosper, Tome-Bound
EDHREC #2,225

Valgavoth, Harrower of Souls
EDHREC #2,289

Mogis, God of Slaughter
EDHREC #2,404

The Lord of Pain
EDHREC #2,410

Kellogg, Dangerous Mind
EDHREC #2,522

Rakdos, Patron of Chaos
EDHREC #2,559

Kaervek the Merciless
EDHREC #2,563