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Starke of Rath
RLegendary Creature — Human Rogue

Starke of Rath

Mana value3Rank#17,844
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The Commander

{T}: Destroy target artifact or creature. That permanent's controller gains control of Starke. (This effect lasts indefinitely.)

Guide

Gameplan

Starke turns mono-red into a repeatable removal engine: tap him to destroy any artifact or creature, then accept that the targeted permanent's controller takes Starke. Use this offensively against opponents (trading your commander for a key threat) or destroy your OWN creature/artifact so you keep him, fueling a sacrifice-and-recur loop. Back it up with steal-back tech like Homeward Path and you get to fire him every turn while still building a red beatdown or value board.

Strengths

  • Rare repeatable artifact/creature removal in mono-red, a color starved for it
  • Only costs 3 to recast if you give him away, and red has plentiful recursion/ways to grab him back
  • Doubles as a sacrifice outlet when you target your own permanents, enabling aristocrats and death triggers
  • Pairs naturally with control-changing tech (Homeward Path) to keep him AND remove a threat each turn

Weaknesses

  • Activation literally hands your commander to an opponent unless you target your own permanent or have a recall plan
  • Summoning sickness and no haste mean a slow first activation
  • Mono-red lacks card draw and recovery, so losing Starke can be tempo-disastrous
  • Politically awkward—giving an opponent your commander can hand them an attacker or sac fodder
  • Vulnerable to being killed in response to its tap ability, wasting the activation

Key Cards

  • Homeward Path — Lets every player reclaim their commanders—use it to snatch Starke back after gifting him to remove a threat.
  • Thousand-Year Elixir — Grants pseudo-haste and an untap so Starke can activate the turn he lands and twice per turn.
  • Sword of the Animist — Equipment ramp keeps Starke relevant as a body even when you're using him as removal fodder.
  • Goblin Bombardment — A free sac outlet that lets you destroy your own creature with Starke for value while staging aristocrat triggers.
  • Kiki-Jiki, Mirror Breaker — Copies Starke for an extra destroy each turn while you keep the original.
  • Conjurer's Closet — Blink Starke at end step to dodge gifting him away, effectively resetting any control change.

Upgrade Path

Add untap and blink enablers (Thousand-Year Elixir, Conjurer's Closet, Cloudstone Curio) plus Homeward Path so you can fire Starke every turn without permanently losing him. Round out with mono-red staples for ramp and card advantage—Sol Ring, Wheel of Fortune, Outpost Siege—and a tight removal/burn suite so a stolen Starke never snowballs against you. For higher power, lean into a sacrifice/recursion package (Goblin Bombardment, Feldon of the Third Path) to convert his self-targeting into a relentless value loop.

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

  • ▸Grind out the board with repeated removal, then close with equipped creatures or burn
  • ▸Aristocrats drain via sacrificing your own permanents to Starke with Blood Artist effects
  • ▸Goblin/token go-wide beatdown supported by Starke clearing blockers
  • ▸Commander damage Voltron once the board is controlled

Archetypes

  • Control — Repeatable destroy-any-creature-or-artifact lets you grind down threats one per turn in a removal-heavy red shell.
  • Aristocrats — Targeting your own creatures turns Starke into a sacrifice outlet that powers death and sac triggers.
  • Stax/Artifact Hate — Few mono-red commanders can repeatedly blow up mana rocks and key artifacts each turn.
  • Voltron — When not removing things, Starke can carry equipment and swing as a cheap aggressive body.

Combos

No combos found for this commander on Commander Spellbook.

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