Grixis Villains · Discard-Matters Drain · Commander Friday, September 2026

Overview — Why Doom Rules

Doctor Doom, King of Latveria is a four-mana 3/3 in Grixis who turns two things nobody normally wants to do — discarding lands and looting away dead cards — into a repeatable clock on all three opponents. The text is short and it is mean: whenever you discard one or more land cards, each opponent loses 2 life. Not “deals damage.” Loses. That dodges damage prevention, fogs, and most of the Commander-table protection suite entirely.

The second ability is the engine that feeds the first. At the beginning of combat on your turn, a Villain you control gets menace and connives. Connive means draw a card, then discard a card — and if you pitch a land, Doom’s first ability triggers and the table drops six life between them. If you pitch a nonland, the Villain gets a +1/+1 counter and connects through menace. You genuinely cannot lose that exchange; you only choose which way you win it.

Once you see that, the deckbuilding writes itself. You want lots of Villains so combat always has a target. You want a land count on the high side, because lands are ammunition rather than dead draws. You want cycling lands so the “extra” lands convert into cards even when Doom is not on the battlefield. And you want repeatable mass-discard effects — wheels, rummaging, Monument to Endurance — so you are not relying on one connive per turn cycle for your damage.

The result plays like a Grixis control deck with a built-in win condition. You trade one-for-one, you hold up interaction, and the table’s life totals slide down three points at a time while everyone is busy watching the green player. Around turn eight or nine, somebody does the arithmetic and realizes Doom has quietly drained forty-plus life across the pod without ever swinging for lethal.

Deck at a Glance

  • Colors: Grixis (U/B/R) · Commander: Doctor Doom, King of Latveria (1UBR)
  • Archetype: Villains tribal / discard-matters drain / midrange control
  • Average mana value: 3.26 · Lands: 37 (9 of them cycling)
  • Speed: Turn 4 commander, meaningful drain from turn 5, typical close turns 10–13
  • Bracket: 3 (upgraded casual) — strong but not cEDH; nine Game Changers were deliberately left out

The Decklist — 100 Cards

Commander (1)

#CommanderCostTypePrice
1Doctor Doom, King of Latveria1UBRCreature$5.22

Creatures (24)

#CreatureCostTypePrice
1Ultron, Unlimited1UBArtifact Creature$0.50
2Chameleon, Master of Disguise3UCreature$0.41
3Iron Monger, Sadistic Tycoon2BArtifact Creature$0.31
4Prowler, Clawed Thief1UBCreature$0.22
5Tombstone, Career Criminal2BCreature$0.23
6Baron Strucker, HYDRA Overlord2BCreature$0.24
7Norman OsbornCreature$18.15
8Leader, Super-Genius2UUCreature$0.36
9Kang, Temporal Tyrant2UBCreature$0.22
10Loki, the Deceiver1UBRCreature$0.36
11The Squadron Sinister5URCreature$0.29
12Containment Construct2Artifact Creature$0.33
13Moonstone, Harsh Mistress3BCreature$0.18
14Typhoid Mary, Fractured1BRCreature$0.29
15Red Ghost, Intangible Genius2URCreature$0.29
16Living Laser4RCreature$0.29
17Green Goblin, Nemesis2BRCreature$14.69
18Madame Hydra2BRCreature$0.17
19Doctor Octopus, Master Planner5UBCreature$7.77
20Archfiend of Ifnir3BBCreature$0.41
21M.O.D.O.K.3BBArtifact Creature$4.33
22Green Goblin, Revenant3BRCreature$0.27
23The Frightful Four3BCreature$0.30
24Spark Double3UCreature$11.79

Instants (10)

#InstantCostTypePrice
1TerminateBRInstant$0.36
2BedevilBBRInstant$0.32
3Lethal Scheme2BBInstant$0.29
4Frantic Search2UInstant$2.18
5CounterspellUUInstant$3.48
6Dark RitualBInstant$6.57
7An Offer You Can't RefuseUInstant$3.78
8Big Score3RInstant$0.41
9Deadly Rollick3BInstant$29.64
10Chaos Warp2RInstant$0.30

Sorceries (10)

#SorceryCostTypePrice
1Blasphemous Act8RSorcery$0.94
2Toxic Deluge2BSorcery$4.58
3Kindred Dominance5BBSorcery$4.82
4ReanimateBSorcery$9.25
5Night's Whisper1BSorcery$5.45
6Faithless LootingRSorcery$0.37
7Windfall2USorcery$5.38
8Syphon Mind3BSorcery$0.30
9Behold the Sinister Six!6BSorcery$3.39
10VandalblastRSorcery$1.16

Artifacts (12)

#ArtifactCostTypePrice
1Sol Ring1Artifact$1.27
2Arcane Signet2Artifact$0.43
3Talisman of Dominance2Artifact$1.00
4Talisman of Indulgence2Artifact$1.74
5Talisman of Creativity2Artifact$1.80
6Loki's Scepter2RArtifact$3.45
7Currency Converter1Artifact$0.52
8Swiftfoot Boots2Artifact$2.00
9Lightning Greaves2Artifact$3.86
10Monument to Endurance3Artifact$17.35
11Doom's Time Platform4Artifact$0.77
12Crucible of Worlds3Artifact$32.94

Enchantments (6)

#EnchantmentCostTypePrice
1Black Market Connections2BEnchantment$9.23
2Archnemesis1UBEnchantment$0.42
3Cool but Rude1REnchantment$7.94
4Doom Reigns Supreme1BEnchantment$0.36
5Glorious Purpose1UEnchantment$0.33
6Tectonic Reformation1REnchantment$0.40

Lands (37)

★ marks a land that is also a card — cycling and dredge lands are the glue that make a 37-land build correct here.

#LandRolePrice
1Command TowerUntapped trilands$0.23
2Luxury SuitePainless dual$8.75
3Villainous HideoutVillain payoff land$0.24
4Exotic OrchardFixing$0.24
5Dragonskull SummitCheck dual$0.44
6Drowned CatacombCheck dual$1.09
7Sulfur FallsCheck dual$0.29
8Sunken HollowBattle dual$0.36
9Smoldering MarshBattle dual$0.34
10Crumbling NecropolisTri-land$0.37
11Path of AncestryTri + scry$0.24
12Fetid PoolsCycling dual ★$0.31
13Canyon SloughCycling dual ★$0.21
14Barren MoorCycling ★$0.61
15Forgotten CaveCycling ★$0.32
16Lonely SandbarCycling ★$0.28
17Polluted MireCycling ★$0.26
18Desert of the GlorifiedCycling ★$0.16
19Desert of the MindfulCycling ★$0.30
20Dakmor SalvageDredge recursion ★$0.33
21Geier Reach SanitariumSymmetric wheel$3.11
22Scavenger GroundsGraveyard hate$0.26
23Bojuka BogGraveyard hate$1.50
24Reliquary TowerNo max hand size$4.04
25Otawara, Soaring CityChannel removal$25.67
26Takenuma, Abandoned MireChannel recursion$11.70
27Urborg, Tomb of YawgmothUniversal fixing$57.39
28Spymaster's VaultTutor land$2.18
29–324x SwampBasic land
33–353x IslandBasic land
36–372x MountainBasic land

Paste-Ready Import List

Copy the block below straight into Moxfield, Archidekt, or any deckbuilder that accepts plain text.

1 Doctor Doom, King of Latveria
1 Ultron, Unlimited
1 Chameleon, Master of Disguise
1 Iron Monger, Sadistic Tycoon
1 Prowler, Clawed Thief
1 Tombstone, Career Criminal
1 Baron Strucker, HYDRA Overlord
1 Norman Osborn
1 Leader, Super-Genius
1 Kang, Temporal Tyrant
1 Loki, the Deceiver
1 The Squadron Sinister
1 Containment Construct
1 Moonstone, Harsh Mistress
1 Typhoid Mary, Fractured
1 Red Ghost, Intangible Genius
1 Living Laser
1 Green Goblin, Nemesis
1 Madame Hydra
1 Doctor Octopus, Master Planner
1 Archfiend of Ifnir
1 M.O.D.O.K.
1 Green Goblin, Revenant
1 The Frightful Four
1 Spark Double
1 Terminate
1 Bedevil
1 Lethal Scheme
1 Frantic Search
1 Counterspell
1 Dark Ritual
1 An Offer You Can't Refuse
1 Big Score
1 Deadly Rollick
1 Chaos Warp
1 Blasphemous Act
1 Toxic Deluge
1 Kindred Dominance
1 Reanimate
1 Night's Whisper
1 Faithless Looting
1 Windfall
1 Syphon Mind
1 Behold the Sinister Six!
1 Vandalblast
1 Sol Ring
1 Arcane Signet
1 Talisman of Dominance
1 Talisman of Indulgence
1 Talisman of Creativity
1 Loki's Scepter
1 Currency Converter
1 Swiftfoot Boots
1 Lightning Greaves
1 Monument to Endurance
1 Doom's Time Platform
1 Crucible of Worlds
1 Black Market Connections
1 Archnemesis
1 Cool but Rude
1 Doom Reigns Supreme
1 Glorious Purpose
1 Tectonic Reformation
1 Command Tower
1 Luxury Suite
1 Villainous Hideout
1 Exotic Orchard
1 Dragonskull Summit
1 Drowned Catacomb
1 Sulfur Falls
1 Sunken Hollow
1 Smoldering Marsh
1 Crumbling Necropolis
1 Path of Ancestry
1 Fetid Pools
1 Canyon Slough
1 Barren Moor
1 Forgotten Cave
1 Lonely Sandbar
1 Polluted Mire
1 Desert of the Glorified
1 Desert of the Mindful
1 Dakmor Salvage
1 Geier Reach Sanitarium
1 Scavenger Grounds
1 Bojuka Bog
1 Reliquary Tower
1 Otawara, Soaring City
1 Takenuma, Abandoned Mire
1 Urborg, Tomb of Yawgmoth
1 Spymaster's Vault
4 Swamp
3 Island
2 Mountain

Strategy Guide

Early Game (Turns 1–4)

Your job before Doom lands is to not fall behind on mana and to not spend removal carelessly. Sol Ring, Arcane Signet, and the three Talismans are the ideal turn-one and turn-two plays; a Talisman on two into Doom on three is the dream opening and it happens more often than it should.

Do not be shy about playing a cycling land tapped on turn one if your hand is land-light — Fetid Pools and Canyon Slough enter tapped but they are both fixing and a future card. Night’s Whisper and Faithless Looting smooth awkward hands, and Faithless Looting is secretly a Doom enabler: if he is already down, pitching a land to Looting is six damage stapled to a cantrip.

Hold Counterspell, Arcane Denial, and An Offer You Can’t Refuse for things that actually threaten you — a fast combo piece, a Cyclonic Rift, an opposing commander that snowballs. You are not the fastest deck at the table and you do not need to be. Let the aggro decks trade with each other.

Mid Game (Turns 5–9)

This is where the deck comes online and where most games are decided. The pattern you want every turn is simple: Doom on the battlefield, at least one other Villain, and a decision at the beginning of combat about whether you need cards or damage.

With Doom plus one Villain, each of your combat steps offers a choice. Pitch a land: the table loses six total. Pitch a spare spell: your Villain grows and hits through menace. Across a four-player pod that is roughly two full turn cycles of “free” damage while you also untap with interaction up.

Now stack the discard. Monument to Endurance turns every discard into extra drain and a card. Containment Construct lets you cast the land you just pitched, which is the best of both worlds. Archfiend of Ifnir converts your rummaging into a one-sided sweeper — each cycle or discard puts a -1/-1 counter on every creature your opponents control, and a couple of cycling lands in one turn quietly wipes their tokens and mana dorks.

Windfall and Behold the Sinister Six! are your force multipliers. A Windfall with Doom out is not a card-draw spell; it is a discard spell that happens to refill you, and if two or three lands go to the yard off it the table takes a stack of two-point hits at once. Tectonic Reformation makes every land in your hand a cycler, which means Doom’s trigger is never short on fuel and flood stops existing as a concept.

Late Game (Turns 10+)

By now opponents are between 15 and 25 life and they have figured out that Doom is the problem. Expect him to eat removal. Swiftfoot Boots and Lightning Greaves exist for exactly this, and Doom is cheap enough at four mana that recasting him twice is entirely sustainable in a Grixis mana base.

Your closing sequence is usually one of three shapes. The cleanest is a big Windfall or Behold the Sinister Six! with Doom and Monument to Endurance in play, which can convert a single spell into fifteen-plus points spread across the table. The second is a stabilizing sweeper — Blasphemous Act, Toxic Deluge, or Kindred Dominance naming Villain — followed by a Reanimate on the biggest creature that just died, yours or theirs. The third is the grindy one: Crucible of Worlds plus a cycling land, replaying and re-cycling the same land every turn for inevitable, un-interactive drain.

Keep one piece of interaction up whenever you can. Deadly Rollick is free with Doom on the battlefield, which means your “tapped out” turns still answer a surprise commander swing. Withering Torment and Terminate cover the rest.


Win Conditions & Key Interactions

Primary: Doom Drain

Doctor Doom plus any repeatable land discard. Each land pitched is 2 life from every opponent, so in a four-player game one land is six damage. Between connive triggers, Faithless Looting, Monument to Endurance, and wheel effects you are looking at 8–20 points of table-wide drain per turn cycle in the mid game. No combat required, no damage triggers to prevent.

Secondary: Menacing Villains

Connive puts +1/+1 counters on Villains every combat, and Doom hands out menace. The Squadron Sinister, Green Goblin, Nemesis, and Typhoid Mary, Fractured all grow fast and get through. This is the plan when you draw the creature half of the deck instead of the engine half.

Notable Combos & Synergies

  • Doctor Doom + Monument to Endurance — every discard drains an extra point and draws you a card. The single best two-card pairing in the deck.
  • Doctor Doom + Tectonic Reformation — every land in hand becomes a one-mana cycler, converting flood into both cards and damage at instant speed.
  • Doctor Doom + Windfall / Behold the Sinister Six! — mass discard while Doom is down is a mass drain; multiple lands leaving your hand at once stacks the trigger.
  • Archfiend of Ifnir + any cycling land — a one-sided -1/-1 sweeper that wipes tokens and small utility creatures at instant speed for one mana.
  • Containment Construct + connive — pitch a land to connive, then play that land from exile. You get the drain and you keep the land drop.
  • Crucible of Worlds + Dakmor Salvage / cycling lands — a repeatable, recursive discard-and-replay loop for inevitable grind-out damage.
  • Spark Double copying Doom — two Doom triggers at combat, and each land discard now drains 4 per opponent instead of 2.
  • Lethal Scheme + a Villain — convoke it down cheaply, kill a threat, and connive on the way for a free Doom trigger.

Budget Notes

Built as listed, the deck runs roughly $360 at current market prices, excluding basic lands. That number is concentrated in a handful of cards rather than spread evenly — Urborg, Tomb of Yawgmoth alone is about a sixth of the total. Cut the top five and you are at a very reasonable price for a deck that plays nearly identically.

Functional Budget Swaps

CutSwap InWhat Changes
Urborg, Tomb of Yawgmoth (~$57)Vault of Whispers or a 10th SwampYou lose universal fixing, but a 37-land Grixis base with three tri-lands already fixes fine. Biggest single saving in the deck.
Crucible of Worlds (~$33)Conduit of Worlds, or simply a 10th cycling landThe recursion plan is a nice-to-have, not load-bearing. Extra cycling lands keep Doom fed just as well.
Deadly Rollick (~$30)Hero’s Downfall or MurderYou pay three mana instead of zero, but the deck plays at sorcery speed often enough that this rarely costs a game.
Otawara, Soaring City (~$26)Island or Geier Reach SanitariumChannel removal is pure upside; a basic loses nothing but flexibility, and you are not colour-screwed either way.
Monument to Endurance (~$17)Bag of Holding or SangromancerMonument is the best single upgrade in the deck, so cut it last — but Bag of Holding keeps the discard-to-card conversion at a fraction of the cost.

All five swaps together bring the build down to roughly $200 while keeping the Doom engine, the Villain package, and the cycling-land core completely intact.


The 60-Second Version

“This commander deals six damage to the whole table for discarding a land — and you were throwing lands away for free.”

If you only remember five cards from this build, make them these:

  1. Monument to Endurance — every discard drains extra and draws you a card.
  2. Tectonic Reformation — every land in hand becomes a one-mana cycler. Flood stops existing.
  3. Archfiend of Ifnir — cycle a land, shrink every creature they control. One-sided wrath for one mana.
  4. Windfall — with Doom out this isn’t card draw, it’s a drain spell.
  5. Containment Construct — pitch a land to connive, then play it anyway.

That’s the build. Copy the import list, swap what your wallet needs, and go make three people do subtraction. Commander Friday — a new EDH deck lands every week at manariotgames.com, just in time for Friday Night Magic. Follow Mana Riot Games so you catch next week’s.