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Nathan Drake, Treasure Hunter
UBRLegendary Creature — Human Rogue

Nathan Drake, Treasure Hunter

Mana value3Rank#15,261
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The Commander

First strike

You may spend mana as though it were mana of any color to cast spells you don't own or to activate abilities of permanents you control but don't own.

Whenever Nathan Drake attacks, exile the top card of each player's library. You may cast a spell from among those cards.

Guide

Gameplan

Suit up Nathan Drake and swing every turn to exile the top card of all four libraries, then cast whatever you can afford using his color-fixing ability that lets you spend any mana on spells you don't own. You snowball card advantage off opponents' decks while connecting for first-strike combat damage, and your mana base only needs to support your own spells. Close games by chaining stolen bombs, going wide on theft value, or assembling a Grixis combo.

Strengths

  • Repeatable, multi-player card advantage that grows the more players are at the table
  • Color-fixing built in—any mana works for the cards you steal, so you cast off-color bombs for free
  • First strike makes him a real combat threat and protects him in blocks
  • Grixis gives access to the best removal, ramp, and recursion to support a steal-everything plan

Weaknesses

  • Stolen cards are random; you may flip lands or spells you can't use that turn
  • Heavily reliant on Nathan connecting in combat, so removal and chump blockers slow you down
  • Three colors with a fragile commander can mean inconsistent draws if he gets answered repeatedly
  • No inherent evasion—needs help to reliably land attacks against go-wide boards

Key Cards

  • Rogue's Passage — Pushes Nathan through for guaranteed connects so you always trigger the theft attack.
  • Etali, Primal Storm — Stacks more multi-library impulse theft on top of Nathan's trigger for explosive turns.
  • Aggravated Assault — Extra combat steps mean extra Nathan triggers, exiling and casting even more free spells.
  • Treasure Map — Ramp and fixing on-theme that smooths casting your own spells while you steal the rest.
  • Sword of Feast and Famine — Evasion plus untapped lands lets you cast stolen spells on opponents' turns and protects Nathan.
  • Bolas's Citadel — Adds another layer of cast-from-the-top value that pairs with your theft engine.

Upgrade Path

Add evasion and protection (Whispersilk Cloak, Lightning Greaves, Shadowspear) so Nathan connects every turn, and lean into extra-combat enablers like Aggravated Assault and Combat Celebrant for more triggers. Stack other impulse-theft effects (Etali, Bolas's Citadel, Light Up the Stage) to maximize free casts, and tighten ramp/fixing with fast mana and Treasure generators to keep up with multiple stolen spells per turn. For higher power, slot a compact combo finish to convert the value lead before opponents stabilize.

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

  • ▸Snowballing stolen bombs and extra value until you out-resource and out-tempo the table
  • ▸Commander damage with an evasive, equipped Nathan swinging with first strike
  • ▸Extra-combat loops (Aggravated Assault, Sword of Feast and Famine) that bury opponents in theft triggers
  • ▸Casting stolen game-enders like big creatures or Time Walk-style effects off the top

Archetypes

  • Theft/Group Slug — His attack trigger lets you cast spells from every opponent's library, turning their decks into your resources.
  • Voltron — First strike plus evasion equipment makes Nathan a reliable connecting threat that fuels the engine.
  • Spellslinger Value — The any-color cost reduction on stolen spells encourages an instant/sorcery-heavy support shell.
  • Combo — Grixis colors and repeated combat steps support extra-turn or attack-trigger loops to close fast.

Combos

No combos found for this commander on Commander Spellbook.

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