Anti-Venom, Horrifying Healer - Illustration by Nestor Ossandon Leal

Anti-Venom, Horrifying Healer | Illustration by Nestor Ossandon Leal

White has often been called the worst color in Commander, but every year, power creep raises the floor for this color identity.

While I’m rather underwhelmed (if that’s a word) by the legendary creatures in Marvel’s Spider-Man (there are many retreads of things we’ve seen before), Anti-Venom, Horrifying Healer has caught my eye, and I’m not alone. Commander was imagined as a format for all those pet cards that just don’t have a home elsewhere, and this is the kind of legend that adds something fresh to the format.

You know how some fighters hit themselves to psych up ahead of a big bout? Yeah, you’re going to do a lot of that here. Rather than the big brother or bully that grabs your arm and smacks you with it, your opponents will beg you to stop hitting yourself.

The Deck

Phyrexian Vindicator - Illustration by Denys Tsiperko

Phyrexian Vindicator | Illustration by Denys Tsiperko

To paraphrase a common Mythbusters adage: “Once again, we’re using tools in ways in which they were never intended.” This time around, that’s Pariah and other damage redirection effects. Since your commander grows when damage is dealt to it, that’s exactly what you want to do.

This mono-white Commander deck relies heavily on its commander and piles equipment and auras high for a Voltron-esque strategy. I intentionally left out Game Changers and reduced the number of artifact or equipment tutors in this deck, but it still grades out at about Bracket 3 as-is. I also left out pricier staples like Esper Sentinel and Nykthos, Shrine to Nyx for the sake of variety. (Theros Remastered when, Wizards?)

I’ve added lifegain as a subtheme for the deck, partially to compensate for the white staples I’ve left out, but it also clears an extra path to victory and ties into your commander thematically. Anti-Venom heals itself, but a lot of the cards in this deck heal you.

The Commander: Anti-Venom, Horrifying Healer

Anti-Venom, Horrifying Healer

Anti-Venom, Horrifying Healer is exactly the kind of legendary creature that makes me love the Commander format. Many Golgari () reanimation commanders or Izzet () spellslinger commanders have decklists that look similar to each other, but Anti-Venom gives you a reason to run cards that you might not play in other archetypes.

Your commander starts off as a reanimation ability stapled to a 5-mana 5/5, but it doesn’t take long to make it grow into a massive threat. Anti-Venom triggers off any source of damage, so your opponent can’t use burn spells or Blasphemous Act to remove it unless they pair it with effects that shut down damage prevention.

Pariahs… and Their Friends?

This is where that Mythbusters line comes in: Most of these spells were likely designed to bully your opponents or their creatures or to make sure your walls soak up damage, but here they pile counters onto your commander.

Pariah and Pariah's Shield are the namesakes for these kinds of effects, and they’re especially useful when you don’t have a vigilance enabler on the board. You can tap down your creatures, and you won’t care about an opponent that tries to attack you unless they sweep the board first. With Great Power… fits the same mold and also buffs your creature based on the auras and equipment you get onto it; it would be even more potent in a build that relies on those modifications more heavily.

Guilty Conscience

Guilty Conscience is roundabout way to turn damage that your commander deals into more counters and so more power, but it also combos with two of the creatures in the 99.

Gideon's Sacrifice

Gideon's Sacrifice provides insurance if you don’t have a Pariah ability, and it also allows you to bait an opponent into attacking you so that you can turn it into a massive power swing.

Damage Enhancers

Repentance doesn’t redirect damage, but it’s one of many ways to double your commander’s power and toughness. Wave of Reckoning actually works as intended, for the most part, though your commander treats it as a power doubler.

Valor Made Real is another combat trick that can allow you to get a lot of counters onto your commander quickly since it allows something to block as many creatures as needed. Entangler is the enchantment version of that ability.

Between Anti-Venom and Kotis, the Fangkeeper, Inquisitor's Flail has had a few new homes lately. Just like with with Kotis, the trade-off becomes a payoff. I’ll include Nemesis Mask here too since it’s a lure that can get a lot of +1/+1 counters onto your commander quickly, not to mention take out opposing threats if Anti-Venom is big enough.

While Stuffy Doll won’t enhance damage, it’ll redirect any damage it takes to a specific opponent. Ditto for Phyrexian Vindicator, though it sends damage to any target. They’re the best targets for Dawnsire, Sunstar Dreadnought’s attack trigger once you’ve stacked on enough charge counters with its station ability. Dawnsire is no slouch either since it gives you value at 10 charge counters and a secondary threat at 20.

Interaction, Protection, and Oddballs

This deck runs all the staple mono-white removal spells: Swords to Plowshares, Path to Exile, Generous Gift, and Stroke of Midnight. Keep in mind that Generous Gift is your only spell that can remove problematic lands; otherwise, you’ll always rely on your tablemates. Sheltered by Ghosts is an Oblivion Ring effect that adds redundancy to the lifegain theme and additional protection thanks to ward .

Loran of the Third Path’s enters ability expands the removal package, and its activated ability can be a political tool since both you and an opponent draw a card. Witch Enchanter plays a similar role, though as a modal dual-faced card that’s either removal or another land, as needed.

Rebuff the Wicked is mandatory tech in any mono-white deck as a white counterspell. Reprieve is also incredibly useful since it can take a spell off the stack. It only delays whatever your opponent was planning to do, but sometimes that’s all you need.

Boromir, Warden of the Tower shuts down abilities that cast spells for free, and you can sacrifice it to protect your board at a key moment. The Seriema starts as a legend tutor, but this spacecraft provides indestructible to any tapped legend when it’s fully stationed.

Codsworth, Handy Helper and Bastion Protector only protect your commander, though the dapper robot also helps you to pay for equipment and slap it onto Anti-Venom. This deck also includes Mother of Runes and Giver of Runes for additional protection.

Felidar Umbra adds to the lifegain theme and can save your commander from destruction. On the off-chance that your commander eats a destruction spell, or you’re somehow forced to sacrifice it, Resurrection Orb will bring it right back on the next end step to help save on commander tax.

Any deck that relies on counters wants to run The Ozolith. It’s especially potent here, since it provides insurance for the effort you put into stacking +1/+1 counters on your commander. If Anti-Venom eats removal, The Ozolith stockpiles those counters until Anti-Venom comes back. Patrolling Peacemaker rewards you when your opponents commit crimes, which is bound to happen a few times over the course of a game.

I included Pip-Boy 3000 and The Aetherspark because I wanted to compensate for my decision to exclude Nykthos, Shrine to Nyx and Trouble in Pairs (I abhor plagiarists, and I refuse to run it until it gets new art). I like the Pip-Boy’s modality; it’ll filter your hand if you need it, but I’m most likely to use it to untap two lands so I can hold up some removal. Or at least bluff that I have it. I also just like the potential to place dozens of loyalty counters on The Aetherspark with a really big Anti-Venom, even if that feels like a pipe dream.

Win Conditions

This deck offers a few paths to victory, and the most obvious comes from commander damage. You don’t even need to bring everyone down to 0; you just need Anti-Venom to deal 21 to everyone. The idea is to make your commander as huge as you can as quickly as you can and find some form of evasion to get into the red zone.

Rogue's Passage is an unblockable enabler, Abzan Falconer and The Wind Crystal are your flying enablers, and one-sided sweepers like Mass Calcify and Wave of Reckoning open up the board for you.

Super State

Super State is the all-star here as this deck’s only trample enabler, but that’s under-selling it. Commander damage won't carry over to other players, but if you can punch one opponent out of the game, your other opponents won't be far behind.

You have two options to win if your lifelink enablers pop off. Aetherflux Reservoir can burn many players to death, while Test of Endurance’s alternate win condition can win you the game on the spot if nobody can remove it in time.

The deck runs a few combos that run through Stuffy Doll and Phyrexian Vindicator, and they can take out opponents swiftly.

While not a win condition, Grand Abolisher is the perfect creature to protect your plan when you’re about to drive in for lethal damage or activate one of your combos.

The Mana Base

As a mono-color deck, this build is heavy on basic Plains with a count of 28. After that, the mana base is made of utility lands, mana rocks, and cost reducers, plus a few catch-up cards since that’s white’s primary way to ramp.

Arcane Signet, Sol Ring, and Marble Diamond make up the primary rock suite, while Pearl Medallion and The Wind Crystal give you cost reduction. Neither the Medallion nor the Crystal will help you the first time that you cast your commander, but they mitigate commander tax and cheapen most other spells in the deck. The Wind Crystal also doubles your lifegain and acts as a mana sink that can help you to overrun your opponents.

Land Tax and Knight of the White Orchid are white staples that help you to catch up if you’re mana screwed, which can be key if your opponents run any kind of green deck.

Once fully stationed, Adagia, Windswept Bastion can double up on an important enchantment or artifact, whether you need more mana from your rocks or Land Tax, more damage from your Pariahs, or perhaps a second Stuffy Doll. Eiganjo, Seat of the Empire’s channel can help to finish off an opposing threat or a blocker you need to get through. War Room belongs in any mono-color deck that needs another source of card draw.

Emeria, the Sky Ruin’s upkeep trigger brings back an important creature, including your commander. Hall of Heliod's Generosity and Ishgard, the Holy See play a similar roles to give you Sun Titan redundancy.

The Strategy

You’re running a 5-mana, mono-white commander, so you’ll want a starting hand with enough lands to help you get through the early game, or a few lands and some cheap rocks. And early Land Tax or Knight of the White Orchid is also useful.

Anyone who knows what Anti-Venom, Horrifying Healer is all about will likely kill it on sight if they can, so be aware of who’s holding up mana. You can wait to cast your commander until you have some protective equipment and/or haste enablers on the board to equip to it and the mana to do so the turn that you drop it. Ideally, you’d also like to have a Pariah effect or another ability that can get +1/+1 counters onto your commander quickly.

Watch out for your win conditions. There’s a few combos that involve Stuffy Doll or Phyrexian Vindicator, while your commander benefits from your evasion enablers and your sweepers. If the game gets incredibly grindy, Aetherflux Reservoir is there to annihilate players once you have enough life. Commander damage will be your most common wincon, followed by the combos and Aetherflux or Test of Endurance.

The deck is rather susceptible to fogs and abilities like Spider-Punk that shut off damage prevention. If an ability prevents damage before Anti-Venom’s trigger resolves, it has no damage to prevent and convert into +1/+1 counters. And if damage can’t be prevented, well… you get the idea. Most effects that disallow damage prevention exist in red and are used in aggro decks and burn decks, so table awareness is important.

Combos & Interactions

There’s four infinite or near-infinite damage combos in this deck, and they all come from combinations of four cards: Phyrexian Vindicator, Stuffy Doll, Dawnsire, Sunstar Dreadnought, and Guilty Conscience. Dawnsire and Guilty Conscience are your damage dealers, while Stuffy Doll and Phyrexian Vindicator are your damage sponges and redirectors. The only difference is that Stuffy Doll only takes out one player, while the Vindicator can take out the whole table.

With 10+ charge counters on Dawnsire, its attack trigger lasers a creature with 100 damage like those Star Destroyers in Rise of Skywalker (apologies for reminding y’all of that dumpster fire). Stuffy Doll and Phyrexian Vindicator absorb the hit and redirect it.

Meanwhile, Guilty Conscience proves Newton’s Third Law of Motion. Since Stuffy Doll and Vindicator both redirect any damage that they take, this aura then makes them take that much damage, which they redirect again. Ad infinitum ad nauseum, as they say.

Rule 0 Violations Check

This deck has a few combos, though they take a while to assemble, and are easy to disrupt unless you have Grand Abolisher out on the field.

The only thing I wouldn’t do is to slap Pariah or Pariah's Shield on Stuffy Doll and choose yourself; those combos bring the game to a draw, and that feels like the kind of thing a sore loser does when they realize that they can’t win. Don’t be like that.

Budget Options

Resurrection Orb is rather expensive since it was only printed in Warhammer 40,000. I might swap out both it and Emeria, the Sky Ruin for a basic Plains and a Karmic Guide, which makes the deck less consistent but also slashes about $60 from the budget in one fell swoop.

This isn’t the worst home for the sad robot (Solemn Simulacrum) since it’s a good target for Anti-Venom’s reanimation ability. I don’t have a specific swap for it except maybe The Aetherspark because they’re the same mana value; otherwise, just take out whichever card that’s out of your budget.

The Ozolith doesn’t really have a true replacement. You could use Aerith Gainsborough if you lean even further into the lifegain theme, or you could swap out three total cards to add a combo with Rosie Cotton of South Lane, Animation Module, and Ashnod's Altar. Heliod, Sun-Crowned is another card you can remove in favor of an Ajani's Pridemate type of card.

If you cut the lifegain theme almost entirely, Aetherflux Reservoir and Test of Endurance are no longer win conditions, although that starts to get into rebuild territory.

Codsworth, Handy Helper has quickly become a staple of Voltron decks, and Final Fantasy gave us a ton of equipment commanders to build around. If you don’t want to spring for the robotic butler, other equipment payoffs can take its place, or you can use another protective aura like Sheltered by Ghosts if you care more about the ward ability. You could also slot in Spectacular Spider-Man if you’d rather double-up on Boromir’s protective sacrifice ability.

Wave of Reckoning can come out for another sweeper, Shadowspear can become another piece of equipment or an O-Ring effect depending on your meta or playstyle, and Land Tax can come out in favor of a cheaper, less efficient catch-up card.

Other Builds

You can push this build into Bracket 4 if you cut some the lifegain theme in favor of tutors like Enlightened Tutor and Stoneforge Mystic or add Game Changers like Smothering Tithe and Teferi's Protection. You can also slot in Walking Ballista to combine it with Heliod, Sun-Crowned or to give it a bunch of counters from The Ozolith if your huge commander is blown up.

You can focus more on +1/+1 counters with Lae'zel, Vlaakith's Champion, outlast cards, and more. This is another home for the Rosie Cotton combo with Animation Module.

I made lifelink a subtheme, but you could go all-in with lifegain payoffs. All your favorite Ajani's Pridemate variants, Aerith Gainsborough… oh, and that pesky combo of Aetherflux Reservoir with Myr Welder, too.

For a truer Voltron build, you can focus more on auras and enchantment payoffs, or you can go the equipment route for a similar effect.

If you’re more of a combo player, you could build a deck with both Walking-Heliod and Rosie, Ashnod’s, Animation Module and stock the list with all the artifact tutors you can find. But if you were to do that, I’d just run Heliod or Rosie in the command zone instead.

Commanding Conclusion

Pariah - Illustration by Jon J Muth

Pariah | Illustration by Jon J Muth

Anti-Venom, Horrifying Healer is peak EDH to me. I like commanders that give me reasons to play cards that otherwise languish in my binders and bulk boxes, and this symbiote is just flexible enough that you can tune it to whatever budget or environment that you’d like.

Which cards would you slot into your Anti-Venom, Horrifying Healer build, and which theme would you lean into? Let me know in the comments below, or join the panel discussion over on the Draftsim Discord.

Until next time, stay safe, and stay (horrifyingly) healthy!

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