
Vincent, Vengeful Atoner
The Commander
Menace
Whenever one or more creatures you control deal combat damage to a player, put a +1/+1 counter on Vincent.
Chaos — Whenever Vincent deals combat damage to an opponent, it deals that much damage to each other opponent if Vincent's power is 7 or greater.
Guide
Gameplan
Vincent is a mono-red aggressive/voltron commander who snowballs +1/+1 counters whenever any of your creatures connect, then becomes a multiplayer nuke once he hits 7 power. Play wide aggressive creatures to trigger counters, pump and protect Vincent, and use his menace plus evasion to land the haymaker that mirrors his combat damage onto every opponent at once.
Strengths
- Snowballs counters off your whole board, not just himself, so going wide accelerates him quickly
- Menace built-in makes him hard to block and easy to push damage through
- At 7+ power he hits all opponents simultaneously, turning one connection into a potential three-player blowout
- Cheap three-mana body lets him hit the battlefield early and start growing fast
- Mono-red gives consistent, low-variance mana and access to elite damage doublers and haste enablers
Weaknesses
- Relies on combat connection, so removal, fog, or sweepers reset all your investment
- Reaching and maintaining 7 power is fragile against bounce or -X/-X effects
- Mono-red struggles to interact with the stack and lacks card advantage outside impulse draw
- Vincent is a high-priority kill target once he gets large, drawing repeated removal
- Few ways to recover the board after a wrath compared to multicolor decks
Key Cards
- Embercleave — Cheap when attacking wide, grants double strike and trample to instantly push Vincent past 7 power and connect.
- Fireshrieker — Double strike doubles his combat damage triggers and effectively halves the power needed for the Chaos kill.
- Rogue's Passage — Guarantees an unblockable Vincent so the 7-power damage trigger reliably hits all opponents.
- Hammer of Nazahn — Indestructible plus a free attach gives both protection and the power boost to reach the threshold.
- Ilharg, the Raze-Boar — Cheats Vincent in attacking and dodges blocks, and supports a wider aggressive creature suite.
- Berserkers' Onslaught — Team-wide double strike turns every connecting creature into extra counters and amplifies Vincent's finishing blow.
Upgrade Path
Prioritize cheap, evasive double-strike and trample enablers (Fireshrieker, Grappling Hook, Berserkers' Onslaught) so Vincent crosses 7 power a turn earlier, and add protection like Swiftfoot Boots and Whispersilk Cloak to keep him connecting. Lean into damage doublers (Gratuitous Violence, City on Fire) to make the Chaos trigger a one-shot table kill, and round out with impulse-draw and ramp (Wheel of Misfortune, fast mana rocks) to fix mono-red's card flow and explosiveness.
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
- ▸Pump Vincent to 7+ power and connect to mirror lethal combat damage onto all opponents at once
- ▸Voltron him out with double strike and trample for repeated big single-target hits
- ▸Go wide and overwhelm the table with an army that simultaneously buffs Vincent each turn
Archetypes
- Voltron — His scaling power and built-in menace make him a natural equipment/aura carrier aiming for the 7-power Chaos kill.
- Aggro/Go-Wide — Any creature connecting adds counters, rewarding a flood of cheap attackers that all feed Vincent.
- Combat damage doublers — Double strike and damage-doubling effects both multiply counters and make the multiplayer finisher lethal in one swing.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (R), by popularity.

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