All archetypes

Lifegain commanders

Gain life and turn it into cards, counters or damage.

1,223 commanders, best match first
  1. 374 decks from 341 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Group slug top 3%

    Top 1% for Lifegain

    +14.1 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.08 Average 0.07, from 204 games.
  2. 103 decks from 102 players. Mostly Cleric creatures.

    Strongest: Lifegain top 1% and Stax and control top 9%

    Top 1% for Lifegain

    +13.3 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.04 Average 0.07, from 60 games.
  3. 48 decks from 45 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Graveyard and reanimator top 7%

    Top 1% for Lifegain

    +13.0 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.03 Average 0.07, from 38 games.
  4. 81 decks from 80 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and +1/+1 counters top 19%

    Top 1% for Lifegain

    +12.4 cards per deck against the average deck in its colors, plus the commander card itself

  5. 229 decks from 217 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Mill top 1%

    Top 1% for Lifegain

    +11.9 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.07 Average 0.07, from 107 games.
  6. 28 decks from 28 players. Mostly Vampire creatures.

    Strongest: Lifegain top 1% and Group hug top 10%

    Top 1% for Lifegain

    +11.2 cards per deck against the average deck in its colors, plus the commander card itself

  7. 47 decks from 43 players. Mostly Cleric creatures.

    Strongest: Lifegain top 1% and +1/+1 counters top 9%

    Top 1% for Lifegain

    +10.5 cards per deck against the average deck in its colors, plus the commander card itself

  8. 89 decks from 84 players. Mostly Cleric creatures.

    Strongest: Lifegain top 1% and Stax and control top 8%

    Top 1% for Lifegain

    +10.1 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.05 Average 0.07, from 66 games.
  9. 51 decks from 50 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and +1/+1 counters top 7%

    Top 1% for Lifegain

    +10.1 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.04 Average 0.07, from 35 games.
  10. 66 decks from 61 players. Mostly Cleric creatures.

    Strongest: Lifegain top 1% and Graveyard and reanimator top 8%

    Top 1% for Lifegain

    +10.0 cards per deck against the average deck in its colors, plus the commander card itself

  11. 66 decks from 57 players. Mostly Vampire creatures.

    Strongest: Lifegain top 1% and Group slug top 8%

    Top 1% for Lifegain

    +9.9 cards per deck against the average deck in its colors, plus the commander card itself

  12. 26 decks from 26 players. Mostly Vampire creatures.

    Strongest: Lifegain top 1% and Fight for the board top 9%

    Top 1% for Lifegain

    +9.6 cards per deck against the average deck in its colors, plus the commander card itself

  13. 57 decks from 53 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Spellslinger top 13%

    Top 1% for Lifegain

    +9.4 cards per deck against the average deck in its colors, plus the commander card itself

  14. 42 decks from 40 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Stax and control top 3%

    Top 1% for Lifegain

    +9.0 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.08 Average 0.07, from 38 games.
  15. 84 decks from 80 players. Mostly Vampire creatures.

    Strongest: Lifegain top 1% and Group slug top 5%

    Top 1% for Lifegain

    +8.6 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.03 Average 0.07, from 37 games.
  16. 39 decks from 38 players. Mostly Vampire creatures.

    Strongest: Lifegain top 1% and Group slug top 14%

    Top 1% for Lifegain

    +7.7 cards per deck against the average deck in its colors, plus the commander card itself

  17. 104 decks from 97 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and +1/+1 counters top 6%

    Top 1% for Lifegain

    +7.6 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.04 Average 0.07, from 45 games.
  18. 22 decks from 22 players. Mostly Cleric creatures.

    Strongest: Lifegain top 1% and Tribal top 5%

    Top 1% for Lifegain

    +7.5 cards per deck against the average deck in its colors, plus the commander card itself

  19. 58 decks from 53 players. Mostly Human creatures.

    Strongest: Lifegain top 1% and Group slug top 3%

    Top 1% for Lifegain

    +7.1 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.07 Average 0.07, from 64 games.
  20. 109 decks from 104 players. Mostly Vampire creatures.

    Strongest: Group slug top 1% and Lifegain top 2%

    Top 2% for Lifegain

    +6.5 cards per deck against the average deck in its colors, plus the commander card itself

    Spells cast per opponent's turn 0.04 Average 0.07, from 32 games.