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Toughness Matters with the New Doran, Besieged by Time in Commander

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Hello all and happiest of days to each of you! I hope your day is going mega-well. This is my second Commander Brew around Lorwyn Eclipsed. There aren't that many Commanders out there in this set, and then the other stuff too grabbed by more writers, so not sure how many of these we'll have for me.

We are building around another toughness-Doran just like the first one.

Doran, Besieged by Time

This four-drop take on him has the same size as before! Then our other high toughness stuff costs one-less like a Familiar! Then our dorks with a higher toughness than power engages in combat, increase its size by its difference. There are many differences here - this doesn't punish higher power lower toughness stuff like Ball Lightning and then not foes either. It also needs much higher toughness than power like Bill or Walls. Also, weirdly, this doesn't deal toughness damage, just pumps it, so you could add in the first Doran and such to deal even more damage!

Mana Starts Now

Let's get started here with these two thangs in Doran's set at commons in Green. The two-drop 0/4 Treefolk Great Forest Druid is first and taps for any color. Note - not a Wall or defender. Then that three-cost sorcery Tend the Sprigs will ramp a basic and then if we have 7 lands or Treefolk make a free 3/4 reacher Treefolk!

Overgrown Battlement
Treefolk Harbinger

That two-drop defender 0/4 taps for our defender count in Green mana. And then the one-drop 0/3 arrives and grabs a Forest or Treefolk to be tutored to our library's top.

Arbor Adherent has a 2/4 size and taps for all colors and then with any color of stuff for our greatest toughness. Then that Forest Murmuring Bosk taps for our three colors and then can be untapped if we have a Treefolk.

Next up are dork-lands that become a big toughness thang. Restless Fortress can become a 1/4 for four mana and then when it swings, we drain two life from them. Then Forbidding Watchtower is next to make a 1/5 dork.

Next up are two creature-lands that are any creature type which are here for some tribal synergies. Each taps for colorless and then Soulstone Sanctuary for four mana to permanently become a 3/3 vigilance any type dork. Then the classic Mishra's Factory style dork Mutavault becomes a 2/2 for a mana.

Synergies

The Walls of Ba Sing Se
Bedrock Tortoise

We start with synergies now. That eight-drop 0/30 defender has to be here since it also gives our stuff indestructible too. Then that 0/6 four-drop Turtle gives our stuff hexproof on our team but just on our turn. And then our toughness is dealt rather than power! Nasty together to keep stuff away and the Walls are 30 damage dealt when engaging in stuff.

Next up are two also toughness thangs damage dealer. Assault Formation will also spend a mana to swing with our Walls and then pumps our team's toughness by one for each three mana spent, then that three-drop 0/5 dork Doran, the Siege Tower arrives and then does what we talked about above.

Crystal Barricade gives us hexproof! Then prevent all non-combat damage to our stuff too. Then that eight-drop Turtle Ancient Adamantoise is a 8/20 with vigilance or ward to protect a bit. Then we can send all damage we take here and then its damage doesn't stop either, then when it dies, we can make 10 tapped Treasures.

Sapling Nursery
Colfenor, the Last Yew

Next up are these two fun synergies with the eight-drop enchantment that has affinity for Forests and then landfall for making a 3/4 reaching Treefolk here too. And then you can exile this with two mana to Heroic Intervention both. Then that 3/7 Treefolk legendary Shaman with both reach and vigilance too! Then as it and other dorks die, Regrowth a lesser toughness dork.

The five-drop legendary Spirit Dragon Betor, Kin to All will in our end-step if we have 10 total toughness we can draw, and then 20 we can untap our stuff like a pseudo-vigilance and then 40 or more forces each foe to lose half their life! Then Jaws of Defeat will as our dorks arrive have one foe lose its toughness in life minus its power.

Brave the Sands
Castle

Next up are these two thangs. I added in Castle to double pump our untapped stuff defense by two and then the other one here too, and then stuff for a one D pump for all like Leyline and Spidersilk Armor. Then we need them to be untapped enter the two-cost one above and then gives them vigilance so they won't tap to swing, which is great with that extra size and then blocking another person per attacker into us.

The legendary six-drop Baldin, Century Herdmaster on our turn will let our dorks deal in combat damage it's toughness and then are pumped in defense by our hand count too when he swings. Then that five-drop win-con Unhallowed Phalanx arrives tapped but has a huge toughness.

Next up are two Voltron-ish things. The one-drop common Equipment Slagwurm Armor equips for three and pumps the butt by six. Then the flashing three-drop Aura Stoneskin pumps its D by +10. I know, great combat trick and win con that sticks.

We'll finish here with three win-con dorks! The legendary Elder eight-drop 4/8 flyer Zetalpa, Primal Dawn has double strike and then vigilance, trample and indestructible too. Nasty great here! Then the seven-drop Dragon Canopy Gargantuan in our upkeep hands out party tricks in the forms of counters on each dork to its defense. Then that six-drop Giant Towering Titan has an ETB thang too get a size of our total toughness! Then sac a defender to hand out trample to all creatures.

Answers

Bar the Door
Tower Defense

Let's start with answers, my favorite are these mass answers to issues like Heroic Intervention, here, and then mass toughness pumps at instant speed here. The three-cost White common pumps butt by four. Then the two-cost Green one by five and then gives them reach too to hit flyers outta nowhere.

The five-drop 0/4 Snow Fortress drops and pumps defense for one mana or shoots an attacking ground dork for one for three damage! Then that five-drop 2/7 reacher Silklash Spider can sweep the sky for XGG damage and then we might keep our stuff that's got bigger defenses too.

Let's finish with two five-cost sorcery sweepers. Wave of Reckoning has each dork deal its power in damage to itself. Obviously, that should save us. Then Fell the Mighty chooses a dork and then all others with higher power die, which should help us too.

Card Draw

Felothar the Steadfast
Sapling of Colfenor

And now we'll finish with card draw. That four-drop 0/5 legendary dork in our colors will let our dorks deal their combat damage with toughness, and then you can swing with defenders too! Then tap it with three to sac a dork and draws its toughness and then discard its power. Then that five-drop legendary 2/5 legendary with indestructible has an attack trigger to reveal our top card and draw while gaining life equal to its difference in toughness and power.

That five-drop 2/6 Snow Snake Ohran Frostfang gives our attackers deathtouch and then as they deal damage draw. I also tossed in Ohran Viper here for the good stuff. That eight-cost uncounterable sorcery Last March of the Ents draws our greatest toughness, then drops free dorks too so nasty here or elsewhere too.

Sinister Gnarlbark
Fecund Greenshell

Let's finish with these two creatures! That three-drop 0/4 Black rare dork on our end steps draws if we blight one - easy here. Then that five-drop 4/6 reacher will pump our team by two if we've ton a decade of lands out! Then as our dorks arrive with bigger toughnesses we can draw the top card unless it's a land, then it's ramped trapped.

Ready for the decklist? I gotcha!

Doran Toughness Matters | Commander | Abe Sargent

Card Display

There we go and welcome to the finale of this fun thangs! I really enjoy many tips and tricks here like the mass recursion spell of Reunion and other stuff too, enjoy it bunches!

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