Tap another untapped creature you control: Tyvar gains indestructible until end of turn. Tap it.
: Creatures you control get +X/+X until end of turn, where X is the greatest power among creatures you control.
Tyvar is a mono-green creature-combat commander that turns one big creature into a board-wide blowout. Flood the board with power, protect Tyvar by tapping creatures for indestructible, then activate the ability to double down on your biggest power and swing for lethal across the table. You're a beatdown deck that wins by converting a single huge creature into an army-wide overrun effect.
Built-in overrun effect that scales with your largest creature, often producing one-turn kills
Indestructible activation keeps Tyvar resilient through removal and board wipes
Mono-green gives unmatched ramp and big-creature density for fueling the pump
Cheap three-mana commander that's immediately impactful and easy to recast
The pump is a green Sorcery-speed-feeling ability with no evasion or trample built in—gets chump-blocked easily
Vulnerable to instant-speed removal in response to the activation, fizzling the alpha strike
Mono-green struggles with interaction, card draw, and answering noncreature threats
Relies on having a high-power creature; a wrath before the swing leaves you empty-handed
Reliable ramp and fixing to power out your top end and reach Tyvar's expensive activation.
Add evasion and trample enablers (Rancor, Nylea's Colossus, overrun effects) so the pump actually connects, plus protection like Heroic Intervention and Tyvar's Stand to survive removal. Improve mana with Sol Ring, Nyxbloom Ancient, and dorks to activate the ability multiple times a turn. For higher power, pivot toward fast mana and a Craterhoof/Finale of Devastation finish, and consider Triumph of the Hordes as a poison-based one-shot kill.