
Nadaar, Selfless Paladin
The Commander
Whenever Nadaar enters or attacks, venture into the dungeon. (Enter the first room or advance to the next room.)
Other creatures you control get +1/+1 as long as you've completed a dungeon.
Guide
Gameplan
Nadaar is a mono-white go-wide commander that ventures into dungeons every time he enters or attacks, providing card advantage, ramp, and value while building toward an anthem effect. You flood the board with creatures and tokens, complete dungeons (especially the small Lost Mine of Phandelver) for the +1/+1 buff, then swing wide for the win.
Strengths
- Generates consistent value through venturing without needing extra mana or cards
- Built-in anthem buff that snowballs a wide board
- Vigilance lets him attack and ventures while still blocking
- Cheap, resilient three-drop commander that's effective even before completing a dungeon
Weaknesses
- Mono-white limits access to ramp, card draw, and interaction
- Anthem requires completing a full dungeon, which can be slow without venture support
- Vulnerable to board wipes that erase the wide go-wide strategy
- Low ceiling on raw power compared to multicolor commanders
Key Cards
- Acererak the Archlich — Completes Tomb of Annihilation instantly for a free recast loop and devastating value with token producers.
- Smitten Swordmaster — Ventures on cast and its Curtain Call mechanic turns a wide board into massive repeated venturing.
- Hall of Storm Giants — A creature-land that ventures and provides a hard-to-kill threat that benefits from the anthem.
- Elturel Survivors — Ventures on attack and rewards your wide board with extra damage.
- Cryptbreaker — Token engine and card draw that's hard to come by in mono-white.
Upgrade Path
Add more venture enablers (Acererak, Smitten Swordmaster, Nadaar's own attacks) to complete dungeons fast and reliably trigger the anthem. Shore up mono-white's weaknesses with rocks like Sol Ring and Smothering Tithe, card draw like Welcoming Vampire and Esper Sentinel, and protect your board with Flawless Maneuver and Heroic Intervention. Top off with overrun finishers such as Craterhoof Behemoth, Cathars' Crusade, and Skullclamp for grindy card advantage.
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
- ▸Swinging wide with an anthem-boosted creature army
- ▸Overrun-style finishers like Craterhoof Behemoth or Cathars' Crusade pumping
- ▸Repeated Acererak/Tomb of Annihilation value snowballing into a dominant board
Archetypes
- Tokens — Nadaar's anthem makes every token bigger, and going wide is white's natural strength.
- Aggro/Go-Wide — Cheap creatures plus the +1/+1 buff and vigilance close games quickly.
- Venture Tribal — Stacking venture cards accelerates dungeon completion for value and the anthem.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (W), by popularity.

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