Last updated on January 30, 2026

Auntie Blyte, Bad Influence | Illustration by Tatiana Kirgetova
We all play Magic to have fun, right? Wrong! Some of us play Magic to have fun, but another bunch of us play Magic to make it the most grueling experience possible for everyone involved. After all, weโve all seen the memes about blue players and playing enough counters to make it so no one else gets to play the game.
Thereโs one thing we should keep in mind here: There are various different ways of making the game insufferable. You have hyper-control decks that run every single counterspell ever made and then some; you have the stax players, who go one step further by preventing you from doing anything in the first place; and finally, you have group slug, which is my preferred option when it comes to making the game super annoying.
The thing I enjoy about group slug is that it takes an egalitarian approach: Where all of the previous strategies I mentioned make each of your opponents have a hard time, group slug has a more โweโre all gonna be having a bad time togetherโ outlook.
Letโs go ahead and take a look at some cool group slug commanders!
What Are Group Slug Commanders in MTG?

Red Death, Shipwrecker | Illustration by Jeremy Paillotin
Group slug commanders are legendary creatures that enable a strategy that aims at giving certain types of disadvantage to all players, often including the one running the deck. These group slug commanders can have abilities related to dealing direct damage, forcing players to discard cards from their hand, or making them sacrifice permanents.
A lot of these commanders have some kind of synergy with other cards that are more โgroup slug-ishโ themselves. A great example of this is cards that increase the damage you deal through non-combat means, a staple for group slug decks.
#21. Malik, Grim Manipulator / Negan, the Cold-Blooded
Running cards that force players to sacrifice creatures is very common in group slug decks, so Malik, Grim Manipulator / Negan, the Cold-Bloodedโs second ability can give you an edge over your opponents as everyone keeps being forced to sacrifice their creatures.
I also really enjoy this Mardu commanderโs first triggered ability, but it can be hard to reuse unless youโre running a ton of cards that allow you to blink your commander. Nonetheless, itโs still a fun Mardu card whether you use the Universes Within or Beyond version.
#20. Gisela, Blade of Goldnight
Look, I understand that people need to play strategically and have to find ways to mitigate the drawbacks of the spells they play. And that makes Gisela, Blade of Goldnight great as a way to prevent a ton of the self-inflicted damage youโd be taking, while also doubling the damage youโll be doing to your opponents. But thatโs boring.
This Boros commander is decent for a group slug strategy because as soon as it hits the field, itโll have opponents losing life real quick. But I sincerely dislike this as a strategy because the fun part of group slug is taking a ton of damage along with your opponents. Itโs a chaotic strategy, and you should be diving headfirst into that chaos.
But if you wanna play it safe, this Boros card is far from a bad choice.
#19. Red Death, Shipwrecker
I donโt know a lot about Fallout, but I really like the design on this card. Red Death, Shipwrecker is a semi-decent Izzet commander for group slug; it does force one of your opponentsโ creatures to attack, but giving them a card for their trouble is such a big price.
You can definitely use this as a commander for a more silly approach at group slug, maybe adding some control aspects to it, but definitely not taking it too seriously.
#18. Zodiark, Umbral God
Zodiark, Umbral God is a good board thinner, and leaves you with a big indestructible dude. Supplement it with edicts and any evasion you can muster to take over games.
#17. Klothys, God of Destiny
Klothys, God of Destiny can be somewhat unconventional for a typical group slug deck, but that doesnโt necessarily mean itโs a bad pick. The main thing is that its ability can arguably be better used in other strategies, but it can still be useful here.
This Gruul commander also enables access to a series of Gruul cards that can be fun for group slug strategies, like Cindervines, Zhur-Taa Druid, or Primal Order. A Gruul group slug deck will ultimately run way more red cards than multicolored or green cards, which is what ends up putting this commander so far down the list.
Another possible option for this entry was Ruric Thar, the Unbowed, which I honestly find to be absurdly funny, but I do think itโs too risky of a card to have as a commander. Do find a place for it somewhere in the 99, though, trust me.
#16. Mazirek, Kraul Death Priest
Forcing players into sacrificing permanents is a very typical thing in group slug decks, and Mazirek, Kraul Death Priest can take advantage of that. A deck built around this Golgari commander will probably ride the line between group slug and a straight up sacrifice theme. It ultimately lands in the same pitfalls as some of the previous picks: It's ultimately a better commander in other strategies.
#15. Belbe, Corrupted Observer
Sometimes the line between group hug and group slug can get blurry. This is the case for Belbe, Corrupted Observer and its ability. The promise of some extra mana can absolutely make your opponents start pinging each other, making them the very group slug resources you need.
This commander can benefit from some cool niche cards like Squallmonger, Pestilence, or Noxious Field. Not only can you use them to get some extra mana yourself, but also as negotiation pieces during your opponentsโ turns.
#14. Carmen, Cruel Skymarcher
Once again, a sacrifice-heavy strategy takes the stage on this list. Carmen, Cruel Skymarcher can be a really fun Orzhov commander at the helm of a group slug deck. Forcing everyone to sacrifice creatures is far from difficult to do, and this commander both draws profit from it as well as gives you a way to counter the drawback by letting you recover your sacrificed creatures.
#13. Torbran, Thane of Red Fell
I have to warn you before we ge tinto the top 10: Get ready for monored. As I mentioned before, group slug is ultimately egalitarian, and if thereโs one color in Magic that can exercise violence equitatively itโs red. Torbran, Thane of Red Fell enables this by making sure your opponents take a little extra damage.
This red commander aims at playing a ton of cards like Manabarbs, Sulfuric Vortex, or Thermo-Alchemist to consistently damage your opponents. Itโs a very straightforward strategy, no tricks about it.
#12. Neheb, the Eternal
I did warn you we were gonna see a ton of mono-red. Neheb, the Eternal turns any damage you deal to your opponents into mana in your post-combat main phase, which in turn you can make into even more damage.
Cards like Flame Rift or Price of Progress can help you generate a ton of mana with your commander, which you can in turn use to cast something like Comet Storm or Earthquake.
#11. Solphim, Mayhem Dominus
Now we can even start getting a bit cruel with our group slug ideas. Solphim, Mayhem Dominus can put out some really intense amounts of damage to your opponents. With this Phyrexian horror at the helm, things like Spellshock, Citadel of Pain, or Ankh of Mishra can become some seriously big threats, dealing tons of damage each turn.
#10. Zo-Zu the Punisher
If you want your entire playgroup to hate you, then Zo-Zu the Punisher is the way to go. Punishing players for each land they play is just a dirty way to play, but it can very much be a viable group slug strategy. I think this goblin warrior is the only commander for which Iโd advise giving a heads up before the game during your Rule 0 conversation, because a lot of players despise any land-hate strategies.
#9. Yurlok of Scorch Thrash
I just find Yurlok of Scorch Thrash to be absurdly funny. As a sort of blast from the past, this card brings back a funny little thing from old Magic: mana burn.
Once upon a time, having unspent mana in your mana pool meant taking damage. This was known as mana burn. Yurlok of Scorch Thrash brings it back as a way to punish players who generate way more mana than they can spend. And as a funny little bonus it also lets you give your opponents some mana, which serves both as a negotiation tool as well as a way to deal some extra damage each turn.
This card can definitely fit some of our previously mentioned commanders within its 99, like Zo-Zu the Punisher as an extra hate engine on your opponentsโ mana, or Belbe, Corrupted Observer as a way to force extra mana onto your opponents to then burn them.
#8. Kratos, God of War

Three is a small price to pay for all the powers Kratos, God of War puts into play. It says Concordant Crossroads, and it also says goad without printing goad. Build in damage doublers to really pour on the hurt.
#7. Indoraptor, the Perfect Hybrid
Indoraptor, the Perfect Hybrid draws a lot of benefits from group slug cards in various different ways. This Jund commanderโs bloodthirst ability takes advantage of any damage you previously dealt, which should be a lot in a proper group slug deck. Once youโve made it come in with several +1/+1 counters, its enrage ability word pairs up perfectly with things like Pestilence, as you can use it to force your opponents into either sacrificing permanents or taking a ton of damage.
#6. Kefka, Court Mage / Kefka, Ruler of Ruin
Kefka, Court Mage has you smiling in no time. Even if you don't feed on the card you discard, you more than get your card advantage back from what others discard. Aim for that mana transformation as soon as possible because the one card per life loss is ridiculous on Kefka, Ruler of Ruin.
#5. Valgavoth, Harrower of Souls
If Iโm not mistaken, this is the first proper group slug commander weโve ever gotten at the helm of an EDH precon. Valgavoth, Harrower of Souls wants you playing any cards that can make your opponents lose life during their turns. This makes your Rakdos commander grow stronger and gives you card advantage, which you can use to keep putting pressure on your opponents.
#4. Nekusar, the Mindrazer
Iโve mentioned before that the line between group hug and group slug can become somewhat blurry sometimes. If youโve ever played with (or against) Nekusar, the Mindrazer, you know exactly what thatโs like.
This card gifts out card advantage to your opponents. Not only that, but youโre probably gonna be running as many cards as possible that do the same. The thing is, this Grixis commander also punishes your opponents for drawing cards. And youโre gonna be running as many card-draw-punish cards as card draw cards. So we have a deck that simultaneously gives its opponents a ton of card draw and makes our opponents unhappy about drawing cards.
#3. Tergrid, God of Fright
Tergrid, God of Fright managed to live up to its name by becoming a serious boogeyman commander. It usually plays very aggressive sacrifice and discard strategies that also steal its opponentsโ resources, making it very powerful and hard to deal with.
Itโs not bad as a mono-black group slug commander, but definitely slows down a bit. It still plays into its typical archetypes, but a proper group slug strategy may ultimately become a bit disadvantageous to its usual strategies, since it can make you discard or sacrifice cards along with your opponents.
All this being said, itโs still an insanely powerful and fun card to use and you wonโt be regretting it any time soon.
#2. Mogis, God of Slaughter
With Commanderโs 40-life rule, Mogis, God of Slaughterโs ability will more often than not result in opponents taking the life loss. Of course, you can and should stay one step ahead, filling up this deck with cards that increase that life loss, as well as other consistent sources of damage, so you can make the choice a much harder one. Once thatโs done, you should obviously also add some sacrifice support.
#1. Auntie Blyte, Bad Influence
Iโve mentioned before that I like how egalitarian group slug can be, dealing damage to all your opponents as well as yourself. Auntie Blyte, Bad Influence not only draws advantage off it, but straight up wants you to deal damage to yourself, making it grow stronger.
You can fit pretty much all of the mono-red commanders I mentioned before as part of the 99, since they can all be absolutely great within this devil advisorโs strategy.
Best Group Slug Payoffs
There are tons of cards that can work great for a proper group slug game plan. The strategy has some must-have staples like Manabarbs, Rakdos Charm, Spellshock, and Heartless Hidetsugu. Adrenaline Jockey spreads around damage to punish draw-go decks and Planetary Annihilation blows stuff up.
On the flipside, for decks with a less doing-damage-each-turn oriented approach, you can have things like Plaguecrafter, Fate Unraveler, or even Sheoldred, the Apocalypse as ways to force sacrifices, or punish drawing cards.
A card that should probably show up in many of your decks is Basilisk Collar, since itโll help prevent some of the self-damage that these decks are gonna be dealing. Risky Shortcut is a little card draw and life drain which is sweet for this ranking, and Rankle, Master of Pranks lets you pick the poison for the group.
Are Group Slug and Stax Commanders the Same Thing?
Group slug commanders and stax commanders are pretty different from each other, even though they both have strategies that hinge on giving generalized disadvantages. Group slug usually aims at dealing tons of damage or forcing players to discard or sacrifice; stax, on the other hand, aims at preventing players from playing things at all by blocking their access to resources and playing cards that heavily limit what can be played and when.
Wrap Up

Mogis, God of Slaughter | Illustration by Peter Mohrbacher
At this point, do I even need to say that I really like group slug? Itโs a somewhat chaotic strategy thatโs enabled by Rakdos colors, so of course I love it. If I had to pick my personal favorite of this list, Iโd probably go with Nekusar, the Mindrazer, because Iโve played against it several times and it was always a ton of fun, even if it undeniably kicked my butt.
But enough about what I think. Whatโs your favorite group slug commander? Did I miss any picks? What other fun strategies should we talk about next? Leave a comment below letting us know! And donโt forget to visit the official Draftsim Discord where you can find and join an amazing community of MTG fans.
Thatโs all from me for now. Have a good one, and Iโll see you next time!
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