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Thor, Guardian of Midgard

MSC · rare · Released 2026-06-26

Power

brawl
tier-1Game-defining
commander
tier-1Game-defining

Tier shown as baseline → best-case (in its ideal shell).

Derived from the 7 atoms below.

over

above rate

standalone

meaningful alone

synergy

wants support

takes over

can take over a game

rigid

one mode

broad

broadly useful

fragile

easily answered

Commander Bracket

1Precon2Core3Upgraded4Optimized5cEDH

Archetypes

positive:
burnspellslingercombo
negative:
millcontrol

Roles

evasive-threatmidrange-threatcard-advantagespellslinger-payoffburn-payoff

Risks

requires-artifact-densityslow-setuppip-heavyetb-only

Mechanics

Typal

synergy:
godwarriorhero
anti:

Structural

triggered-abilitystatic-ability

Rationale

Thor is a 5/5 flyer for RR that converts noncombat damage dealt to opponents into an impulse draw effect — every ping, burn spell, or damage trigger exiles that many cards off the top for same-turn play. Signature in red burn and spellslinger shells where noncombat damage is abundant; pairs especially well with Torbran/damage-doubler effects and pingers. The RR pip requirement restricts it to mono-red or heavily red builds, and it does nothing without a steady stream of noncombat damage sources.

Learnings (3)

  • Thor's triggered ability fires on any source you control dealing noncombat damage — this includes Guttersnipe triggers, Raid Bombardment, Purphoros ETB pings, and artifact pingers, not just direct burn spells.

    tagging · claude-sonnet-4-6

  • The impulse window is 'this turn' only — cards exiled by Thor's trigger are lost if not played the same turn, so high-density damage turns (Thousand-Year Storm, Storm combos) are where this card truly shines.

    tagging · claude-sonnet-4-6

  • Thor doubles as both a payoff and a threat; in 1v1 Brawl the 5/5 flying body closes games quickly at 25 life, but the RR pip cost makes it nearly mono-red exclusive.

    tagging · claude-sonnet-4-6

Popularity

  • EDHREC rank: #29,218