Hello and welcome to Daily Commander!

Today we are going to be talking about Dynaheir, Invoker Adept!

Dynaheir is a 4 mana 4/4 with haste, gives your creatures the ability to activate abilities as if they had haste and an activated ability of when you spend four or more mana on an activated ability next, you get to copy it.

This is a quirky ability, calling back to the “Invoker” ability where a bunch of creatures that have Invoker in their name have an expensive activated ability.

Clearly this was meant to support the other Invoker’s from Commander Legends: Battle for Baldur’s Gate, but the fun comes in when we consider some of the other neat activated abilities the game has. In fact we can make full use of it with a Companion.

Zirda has the Companion requirement that each permanent card in our starting deck must have an activated ability, which is a neat deck building challenge.

Activated abilities cover the gamut of being mana abilities, draw abilities, sacrifice abilities, and much more.

While we will have a decent chunk of mana rocks, we have to consider what sort of other permanents do we include with activated abilities.

There are plenty of creatures in blue that let us draw cards, white allows us access to creatures that tap others down, and red gives us creatures that can actually give our creatures haste, but what else can we do to make the most out of permanents that have activated abilities?

While not every Class card can make the most use of Dynaheir’s ability, it still counts as an activated ability that we can use. We need to be looking at the varieties of activated abilities, not just ones that activate on the battlefield.

Embalm, Outlast, Cycling are just some of the activated ability types that we can make the most of and get a potentially solid effect from because of how useful those abilities will be.

Creating more tokens, pumping our creatures, drawing a bunch of cards can definitely provide a solid foundation to what Dynaheir is wanting to accomplish.

This comes to the ever important question: how do we win?

While Planeswalkers don’t get any use from Dynaheir’s ability, they are instrumental in making sure that we can get the game going.

Planewalkers abilities are activated abilities, so having a couple of them that deal damage can certainly be helpful.

Not only that, but there are a few blue Planeswalkers that make it difficult for your enemy to attack you and several white Planeswalkers that make tokens that help protect you, also getting around the stipulation that Zirda enforces.

Having gone through looking at cards for Dynaheir, I have to say that activated abilities being the focus of a deck has made things a little more challenging.

This isn’t helped that Dynaheir had a day zero errata in which if you spent four or more mana for a mana ability after you activated Dynaheir’s ability, that ability is not copied.

While our strategy didn’t necessarily employ those sorts of shenanigans, it is still something to keep in mind, as well as the fact that you can still play nonpermanent cards in the deck, and you are not beholden to just playing permanents that have activated abilities.

There’s always more than one way to skin a fox.

Thank you for reading, see you tomorrow for the next Daily Commander!

Peace,

From, J.M. Casual

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