Dogmeat, Ever Loyal · Bracket 3 · Naya voltron

SCRAPPY SURVIVORS+ Junk tokens.

Upgraded Fallout precon. Naya voltron on a 3/3 dog who is a token engine, not a beater. Suit him up, attack, sift Junk for fuel, kill on commander damage between turn 6 and turn 8.

Bracket 3 casual
Game Changers 0 / 3
Main deck 100
Kill window T6 to T8

Dogmeat, Ever Loyal is a Junk faucet glued to a recursion ETB. The deck pays him off by stacking equipment and auras onto him (or onto a stand-in legendary), attacking, and turning every enchanted-or-equipped attack into a Junk token. The Junk tokens then fuel sac outlets, Maximus, Knight Apparent's energy, and Bronze Guardian's ward layer. The win is commander damage. The grease is Junk.

// Commander

Dogmeat, Ever Loyal strategy guide

Read Dogmeat once.

Three things to internalize.

  1. The Junk trigger fires on attack, not on combat damage. A chumped attacker still makes a Junk. A blocked attacker still makes a Junk. The deck does not need to connect to generate tokens. It needs to swing with an enchanted or equipped creature.
  2. The trigger keys off enchanted OR equipped. A naked attacker triggers nothing. Dogmeat himself swinging with no kit on him is a 3/3 that makes zero Junk.
  3. Dogmeat is a 3/3 base body. He does not kill on his own. The voltron kit is mandatory, not optional. Until the kit lands on him, his job is to ETB, recur a sword or an aura, and be the legend that the auras and equipment plug into.

Junk text matters too. {T}, sacrifice this token: exile the top card of your library. You may play that card this turn. Activate only as a sorcery. Impulse draw, not card draw, gated to your turn, and it eats a tap plus a sac. Float Junk on your end step at your own risk; they want to come down with mana up to cast the flip.

You don’t lock a wincon at the mulligan. You pick at the point of attack based on which kit hit the table.

Wincon 1 Voltron commander damage

Primary line. Stack two to three pieces of kit on Dogmeat, find evasion, swing to 21 over two or three turns. Lightning Greaves on T3 lets Dogmeat attack T4 with haste and shroud.

Wincon 2 Junk snowball into Bronze Guardian plus Maximus

Junk is gas, not a kill. Every enchanted-or-equipped attack makes one. Duchess, Wayward Tavernkeep turns combat damage into quest counters, then spends {1} plus a counter to make another Junk. Maximus, Knight Apparent turns {1} plus an artifact sac into {E}{E}; Junk tokens are valid sac fodder, but each activation still costs one mana on top of the sacrifice. He also brought a 2-mana equipment tutor to the table on ETB. Bronze Guardian sits on top of the Junk pile as a 5-toughness double-strike body whose power equals your artifact count; once the Junk faucet runs, he becomes a credible second-axis beater.

Wincon 3 Stacked-aura solo swing via Idolized

Idolized reads “Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control.” Not a copy effect. Solo attacks only. At ten nonland permanents (Sol Ring, Signet, three equipment, three auras, two utility legends, the commander) that is +10/+10 on a solo swing. Plan the turn around attacking alone.

Wincon 4 Strong Back, Vorrac, Rancor trample push

Strong Back is +2/+2 per Aura and Equipment attached to enchanted creature. It counts itself. With Strong Back, Vorrac, and Rancor on Dogmeat, that is three attached pieces = +6/+6 power on a frame that already has trample from Vorrac and Rancor. Strong Back does not grant trample on its own; Vorrac or Rancor does. The closing math is in section 05.

Bastion Protector is the load-bearing pick.

For {2}{W}, a 3/3 body whose static reads “Commander creatures you control get +2/+2 and have indestructible.” On Dogmeat that is a 5/5 indestructible. Indestructible is the upgrade that turns Voltron from “punching bag for Path to Exile” into “actually survives a turn cycle.” Destroy effects bounce, combat does not kill him, and board wipes that say destroy whiff entirely. Spot exile (Path to Exile, Swords to Plowshares, Generous Gift) and Chaos Warp still answer him, but those are a much narrower set of cards.

Replaces Brotherhood Outcast from the precon. Outcast was a conditional 2/2 with no payoff for the voltron plan. Bastion Protector is a permanent stat anthem plus indestructible on every commander creature you control. With Dogmeat as your sole commander, that’s a +2/+2 indestructible Dogmeat. Dogmeat, Constant Companion (the Yoshimaru reskin) sits in the 99, not the command zone, because Dogmeat, Ever Loyal doesn’t have Partner.

Catch. Bastion Protector itself is a 3/3 Human Soldier with no protection. If the table sees the trigger and answers Bastion Protector, the bubble pops. Protect him the same way you protect Dogmeat: land him into open mana for Heroic Intervention, or land him after a wipe when the table is tapped out.

Runner-up: Sylvan Library for raw card advantage. Draw three each turn, keep extras for 4 life. Replaces Abundant Growth. Best 1-mana card draw enchantment in green and the cleanest fix for the deck’s shallow draw count. Pick Bastion Protector first because resilience scales the voltron plan; pick Sylvan Library second because card draw scales every plan.

Naya needs three colors. Decisions.

Snap keep

Ship back

T1 Setup

Land plus Sol Ring or a 1-mana enabler. Best openers: Sol Ring into Steelshaper’s Gift tutoring Lightning Greaves. Sticky Fingers on whatever 1-drop is on the field for the menace plus treasure trigger. Pip-Boy 3000 for {1} onto a 1-drop.

T2 Ramp or 2-drop

Second land plus a 2-drop or signet. Cait, Cage Brawler at {R}{G} is the cleanest 2-drop. Arcane Signet bridges to a T3 commander. Constant Companion at {W} is fine as a 1-drop legendary body in the 99; he starts as a 1/1 and counters up off every other legend you cast. He stays in the 99 because Dogmeat, Ever Loyal does not have Partner, so the two cannot share the command zone.

T3 Commander

Cast Dogmeat. ETB mills 5 then recurs an aura or equipment to hand. If hand has zero kit, skip Dogmeat here and drop Sylvan Library or Puresteel Paladin instead. A commander on board with nothing to suit him is a clock starting against you.

The mill is upside, not cost. The deck runs Mantle of the Ancients for aura + equipment recursion plus Armiger Unleashed and Buried Ruin for equipment recursion, all of which want the yard seeded.
T4 Equip and swing

Lightning Greaves on Dogmeat first if removal is on the table. Otherwise lead with the highest-impact piece. Pip-Boy 3000 starts the card draw chain on each attack. Vorrac Battlehorns gives trample plus can’t-be-blocked-by-more-than-one. First connected swing with any kit makes a Junk.

T5+ Threat density

Layer auras on top of equipment. Spirit Mantle for protection from creatures (unblockable by creatures, dodges damage from creature sources, dodges every “target creature” effect from a creature source). Rancor for trample plus self-recursion. All That Glitters for +N/+N off your artifact + enchantment count. Strong Back for +2/+2 per attached piece. Bastion Protector for the indestructible bubble. Samut, Voice of Dissent at flash speed for the team haste anthem (her static is “Other creatures you control have haste”; she does not grant double strike to anyone else).

The deck loses to a clean wipe. Hold Heroic Intervention open whenever you have an untapped green source.

Dogmeat base 3 / 3. Verified Scryfall numbers.

Line A: Strong Back + Vorrac + Rancor, two-swing kill

  • Dogmeat 3 / 3
  • + Vorrac Battlehorns trample, can’t be blocked by more than one creature
  • + Rancor +2 / +0, trample, recurs from yard
  • + Strong Back +2 / +2 per Aura and Equipment attached

  • Strong Back counts itself. Three attached pieces (Vorrac, Rancor, Strong Back) = +6 / +6.
  • Dogmeat at 3+2+6 / 3+0+6 = 11 / 9 trampler.
  • One swing = 11 commander damage. Two swings = 22 commander damage, lethal on a single opponent.
  • Strong Back does not grant trample. Trample comes from Vorrac and Rancor.

Line B: All That Glitters scaling

  • Dogmeat 3 / 3
  • + All That Glitters +N / +N where N = artifacts + enchantments you control
  • At seven artifacts and enchantments (Sol Ring, Signet, two equipment, two auras, one Junk by T6) = +7 / +7
  • Dogmeat at 10 / 10
  • + Bastion Protector anthem = 12 / 12 indestructible
  • + Vorrac trample = 12 commander damage per swing. Two swings to lethal.

Line C: Bloodforged Battle-Axe snowball

Line D: Idolized solo-attack burst

On Samut

Samut is 3/4 with flash, double strike, vigilance, and haste on her own body. Her static reads “Other creatures you control have haste.” She lets Dogmeat attack the turn she lands (the haste grant is continuous; her flash means she can land before attackers are declared on your own turn or as a surprise blocker on opponents’ turns), but she does not grant Dogmeat double strike. The kill comes from stacking the kit, not from a granted double strike.

Naked Dogmeat doesn’t trigger. Junk fires on enchanted-or-equipped attackers only. Dogmeat swinging bare is a 3/3 that makes zero tokens. Slap Rancor, a Pip-Boy, or any 1-mana aura on him before declaring attackers.

Junk fires on attack, not on damage. Blocked or chumped attackers still make a token. Opponents know this and will sometimes chump a kitted attacker on purpose to deny the swing-through; the Junk is still real value.

Mass artifact and enchantment removal is the deck’s worst fear. With 17 artifacts and 14 auras across the 99, Vandalblast, Bane of Progress, and Farewell crater the board. Heroic Intervention answers Vandalblast and Bane of Progress (both target your permanents; the indestructible plus hexproof window covers it). Farewell is unconditional exile and Intervention does nothing against it. The protection against Farewell is reading the table: don’t dump every piece of kit into play on the turn the Esper deck has six mana up.

Vandalblast overload reading. Overload destroys all artifacts your opponents control. It does not hit your artifacts. Cast at non-overload cost it targets one opponent’s artifact only. The trap is the other side: when an opponent fires overloaded Vandalblast at you, your Sol Ring, Signet, every equipment, every Junk, every Bloodforged token all go. Plan around it; don’t over-extend artifacts past the point where one Vandalblast cleans you out.

Bronze Guardian is a ward layer, not an anthem. He grants ward {2} to your other artifacts. He does not grant +1/+1. His own power is *, equal to your artifact count, and he has double strike. Read the card before you start mathing Junk tokens as stat-bumped; they are not.

Strong Back does not grant trample. Use Vorrac or Rancor for trample. Strong Back is purely a stat scaler plus a cost reduction on auras and equip targeting the enchanted creature.

Idolized only fires on solo attacks. If anyone else swings on the same combat, the +X/+X trigger doesn’t fire. Plan the solo-attack turn around it.

Single Combat keeps one creature per player. Pick Dogmeat. You also lose every other body on your side, including Bastion Protector. Don’t fire Single Combat when Bastion Protector is the only thing keeping Dogmeat indestructible.

Brotherhood Regalia equip cost reads twice. Equip legendary creature {1}. Equip {3} on anything else. The deck has thirteen legendary creatures including Dogmeat. Equip on legends.

Brass Knuckles is a known cut. Four mana, vanilla +1/+1, trigger keys off generic-effect counters that the deck barely interacts with. The spreadsheet names it. If you’re swapping in any Sram-tier upgrade later, Brass Knuckles is the first slot to take.

Agility Bobblehead and Perception Bobblehead are weak in a Voltron seat. Three mana for one keyword on one creature, when Lightning Greaves and Swiftfoot Boots do the haste job for two mana and add evasion or hexproof. Perception is the better of the two (first strike actually scales on a kitted Dogmeat) but neither pulls weight in a tuned build.

Squirrel Nest is cute but slow. Three mana ({1}{G}{G}) for a tap-a-land token factory. The squirrels feed Junk (they swing equipped or enchanted off something else’s aura) and chump-block, but they don’t pressure damage and they tie up a land each turn. Keep it for flavor and the grind plan; don’t expect it to close.

Hierarchy. Best to worst.

  1. Bastion Protector. +2/+2 plus indestructible on every commander creature you control. With Dogmeat as the sole commander, that’s Dogmeat at +2/+2 indestructible. Constant Companion in the 99 doesn’t share the bubble.
  2. Lightning Greaves. Shroud plus haste, equip 0. Auto-include. The shroud is wider than hexproof: opponents can’t target Dogmeat at all. Caveat: shroud also blocks your targeted spells on Dogmeat, which means you can’t equip a second piece on him while Greaves is attached. Swap Greaves off (equip onto another creature) on the turn you want to load Brotherhood Regalia or attach a new aura.
  3. Spirit Mantle. +1/+1 plus protection from creatures. Unblockable by creatures, dodges all damage from creature sources, dodges every “target creature” effect from a creature source. Combine with Vorrac for full evasion.
  4. Silver Shroud Costume. Flash. ETB attach. Equipped creature can’t be blocked plus gains shroud until end of turn on the entry trigger. The shroud is the entry-turn bubble; the unblockable persists while equipped. Equip {3} to move it after the flash-attach turn.
  5. Bastion Protector plus Heroic Intervention for board-wide wrath insurance. {1}{G} for permanents-you-control gain hexproof plus indestructible until end of turn. Hold the green up whenever the table looks wipe-loaded.
  6. Brotherhood Regalia. Ward {2} plus Assassin plus can’t-be-blocked. Equip legendary {1}, equip {3} otherwise. The ward tax forces opponents to pay {2} extra to remove Dogmeat, which often turns a one-mana Path into a three-mana Path that gets held.
  7. Bronze Guardian. Ward {2} for your other artifacts. Protects the equipment pile, not Dogmeat himself. Bronze Guardian also has double strike and his power equals your artifact count; he’s a credible second-axis beater on a Junk-heavy board.
  8. Swiftfoot Boots. Hexproof plus haste, equip 1. Cheaper to move than Greaves but hexproof is weaker than shroud against your own targeting.
09 // Glossary

MTG terms that show up above.

Open glossary
Game Changer
A specific card on Wizards' published Game Changer list. Bracket 3 allows up to 3. Bracket 4 has no published cap but a higher count weights rule-zero conversations.
Bracket
The published power-tier system for Commander: 1 (precon), 2 (casual), 3 (upgraded/standard), 4 (high-power), 5 (cEDH).
Voltron
The strategy of stacking equipment, auras, and counters onto a single creature (usually the commander) to one-shot opponents through commander damage.
Commander damage
Damage from a commander tracks per-source. 21 commander damage from one source kills the dealt-to player regardless of life total.
ETB
Short for 'enters the battlefield'. Any triggered ability that fires when a permanent enters play is an ETB trigger.
Equip
An activated ability on an Equipment card. Pay the equip cost, attach to a creature you control. Sorcery speed only.
Attach
The keyword action for putting an Equipment or Aura onto a creature. ETB triggers that attach an equipment for free bypass both the equip cost and the sorcery-speed limit.
Free equip
Attaching an equipment without paying its printed equip cost. Common enablers include ETB-attach clauses on the equipment itself, Sigarda's Aid (instant-speed attach), Puresteel Paladin under metalcraft, and 'whenever this enters' triggers on equipment-themed commanders.
Treasure
Sacrificial colorless artifact token. Tap, sacrifice it, add one mana of any color. Counts as an artifact for triggers and metalcraft.
Phase Out
Phased-out permanents are treated as though they don't exist until their controller's next untap step. They aren't destroyed, exiled, returned, or stolen. A common protection effect.
Cascade
When you cast a card with cascade, exile from the top of your library until you exile a non-land with a lesser mana value, then cast it for free.
Affinity
A cost-reduction keyword. 'Affinity for artifacts' means the spell costs 1 less to cast for each artifact you control.
Modified
A creature is modified if it has counters on it, or has an equipment or aura you control attached to it. Some payoffs scale off the modified condition.
Vigilance
A creature with vigilance doesn't tap when it attacks. Common in white. Often granted by static effects (Brave the Sands) or equipment (Shadowspear).
Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life. Common in white and black. Often granted by Shadowspear, Vampiric Link, and similar.
Mindslaver
A 'Mindslaver effect' lets you control an opponent's next turn: their draws, plays, and attacks. Named for the Mindslaver artifact; some commander-specific triggers replicate the effect.
Metalcraft
A Mirrodin-block keyword that activates when you control three or more artifacts. Metalcraft cards typically grow stronger or gain abilities while the condition is on.
Impulse draw
Exile cards from the top of your library, then you may play them this turn (sometimes longer). Strong in red and red-adjacent decks; common examples include Light Up the Stage, Outpost Siege, and Bonecrusher Giant's adventure.
Mulligan
Shuffle your hand back, draw 7 again. Standard EDH mulligan: each successive mull, put one card on the bottom at the end of the process (the 'London' mulligan).
// Other decks