Last week, we took a look at the monuments of Amonkhet and how they supported their specific colors. Today, we’ll be checking out their god counterparts and how they work as commanders in the EDH format. Unlike the monuments, the five monocolor gods of Amonkhet require specific conditions in order for them to function properly. Luckily, the monuments and the abilities of their god counterparts can help them achieve battle-ready capability. Now, without further ado, let’s discuss the gods of Amonkhet.
What the Gods Do
As stated before, each of the monocolored gods in Amonkhet need a specific condition to be met before they can attack or block. These conditions can be as simple as having three or more creatures, or as difficult as only having a single card in your hand. A couple of the monuments can help set up these conditions; however, most of them only have weaker versions of the abilities that the gods have. Thankfully, all of the gods have abilities that help set up the requirements for them to attack. Also, all of the gods are indestructible; so there’s never a worry about it being killed by Wrath of God or similar destruction spells. Each god’s monument doesn’t have to be ran in the same deck as it; however, the monuments help with casting cards and have other secondary abilities that can help the deck overall.
Oketra the True: Unlike the other gods, Oketra the True’s requirements are incredibly simple. Since she’s a creature, she counts towards her own stipulations, and her monument creates a creature token whenever another creature is cast. This allows players to simply play Oketra’s Monument, then Oketra the True, in order to have two creatures. Afterwards, a player can simply activate Oketra the True’s ability to get out a third creature. Sadly, Oketra’s Monument only activates when a creature is cast; so using Oketra the True’s ability while Oketra’s Monument is on the field only yields one creature token instead of two. Even though Oketra has the lowest power amongst her fellow gods, she has double strike; allowing her to deal twice as much damage. Thanks to her high toughness, indestructibility, and token creation, Oketra the True can create a sturdy defensive legion to defend against enemy aggro decks. Overall, she’s a good commander and arguably the best commander when compared to the other gods in Amonkhet.
Kefnet the Mindful: Card advantage has never been a difficulty in blue, and Kefnet the Mindful greatly appreciates that fact. Cards like Blue Sun’s Zenith and Rhystic Study help acquire the amount of cards that Kefnet the Mindful needs to attack and block. Even Kefnet the Mindful himself can help its controller gain card advantage. The only problem with Kefnet the Mindful is that players may accidentally mill themselves if they aren’t careful. Additionally, players may also not be able to play cards from their hand, because they would rather Kefnet the Mindful be able to attack and block. There’s also the problem of a player having too many cards in their hand, but Reliquary Tower can help with that while also creating mana. Kefnet the Mindful’s flying ability allows him to bypass strong blockers and deal high amounts of damage overall.
Kefnet’s Monument is helpful for its ability to lower the mana cost of blue creature cards, but, unlike Oketra’s Monument, its secondary ability doesn’t help Kefnet at all. Kefnet the Mindful may not be the strongest commander, but his card advantage ability still makes him pretty useful.
Hazoret the Fervent: Hazoret the Fervent may be the worst commander when compared to the other gods in Amonkhet. His haste ability doesn’t help him that much, as he will most likely not be attacking the first turn he’s played. His discard ability can be nice sometimes, but players will most likely not want to discard their entire hand just so Hazoret the Fervent can attack.
Hazoret’s Monument doesn’t even help its god counterpart because when its secondary ability activates, its owner will have the same amount of cards in their hand as before. Hazoret the Fervent seems as if he is supposed to be run in a red and black deck where he can act as zombie support since he can discard zombies to the graveyard with his ability. Hazoret the Fervent can be useful in a red and black zombie deck, but by himself he just has little to no real use.
Rhonas the Indomitable: Rhonas the Indomitable is called indomitable for a reason. Even though it can be difficult to pull off, if a player controls Rhonas the Indomitable and uses an infinite mana combo with Heritage Druid, Nettle Sentinel, Cloudstone Curio, and Elvish Mystic; they can successfully give Rhonas the Indomitable, or any other creature they control, trample and infinite power. If Rhonas the Indomitable can attack, it’s best to target him with this ability as the combo only grants infinite power, not toughness. However, Rhonas the Indomitable has indestructible so that’s not a worry at all. Even if there was a creature that had enough toughness to survive infinite damage and protect their owner from trample damage, Rhonas the Indomitable still has deathtouch. If a player can’t use him to attack and are worried about a low toughness creature being brutalized after one attack, a similar combo with Rhonas’s Monument that also gives infinite toughness can be used. Even though other gods, such as Oketra the True and Kefnet the Mindful, have more uses than Rhonas the Indomitable, he is still a powerful force that can destroy a player with a single attack.
Bontu the Glorified: Having an ability that causes players to sacrifice their creatures may turn a few people away; however, there are plenty of creatures that benefit from being in the graveyard as well as creatures that benefit from having other creatures in the graveyard. Chainer, Dementia Master works wonderfully with Bontu’s Monument as the latter allows you to gain life before activating the former’s ability to reanimate creatures sacrificed by Bontu the Glorified. Sheoldred, Whispering One can also help reanimate cards that were sacrificed by Bontu the Glorified’s ability. Bontu the Glorified is a fun commander that gives zombies some extra burn, and life gain support.
The gods of Amonkhet can be really fun commanders when some time and strategy is put into the decks that they are in. However, most of them are somewhat one trick ponies, having little to no use outside of their secondary ability. There are also plenty of cards that can do all of their jobs they do, but better, for similar or lower mana costs. That doesn’t mean the gods of Amonkhet are bad commanders though, they are still fun to play and have unique designs that no other cards have.
How do you feel about the gods of Amonkhet? Have you ever tried using them in a deck or as your commander? How did it go? If you have any comments, complaints, or suggestions, remember to write something down below. Also, remember to support us on our Patreon so that we can continue to create helpful articles.