
Halana and Alena, Partners
A Gruul combat commander that turns power into +1/+1 counters and surprise haste to pressure life totals fast.

Public decks: 2Bracket: 1

Card text
Legendary Creature — Human Ranger
First strike (This creature deals combat damage before creatures without first strike.)
Reach (This creature can block creatures with flying.)
At the beginning of combat on your turn, put X +1/+1 counters on another target creature you control, where X is Halana and Alena's power. That creature gains haste until end of turn.
Overview
- Wants a steady board of creatures so the beginning-of-combat trigger always has a good target.
- Scales threat density by converting Halana and Alena's power into a large pile of +1/+1 counters each turn.
- Plays like proactive midrange/aggro: build, then immediately swing with the newly hasted creature.
- Often rewards stacking power buffs on the commanders so the counter trigger snowballs quickly.
- Usually closes via combat damage, either through a single huge attacker or a wide swing once the board is established.
Common lines
- Develop early mana and a creature, then cast Halana and Alena and start “combat-step pumping” a key attacker.
- Put counters on an evasive or hard-to-block creature and use the granted haste to convert the buff into damage right away.
- Grow Halana and Alena’s power first, then the next combat step turns that increased power into an even bigger counter burst.
- Use flexible interaction to clear a blocker or remove a problem permanent, then keep the pressure on with hasty attacks.
Strengths
- Explosive tempo from granting haste at the beginning of combat, making sorcery-speed answers awkward.
- Scales well into the midgame as the counter output grows with commander power.
- Combat math is favorable: first strike helps Halana and Alena attack and block profitably, while reach covers flyers.
- Can pivot between “one huge threat” and “multiple threats” depending on what you draw.
Weaknesses
- Creature-dependent: heavy board wipes or repeated spot removal can reset your momentum.
- If Halana and Alena are removed on sight, the deck may struggle to keep its damage output high without the trigger.
- Can get stonewalled by large boards, fog effects, or pillow-fort style defenses that blunt combat steps.
- Limited ability to interact on the stack compared to blue-heavy pods; you often have to race or answer permanents.
Rule zero notes
- This commander tends to create big hasty attackers quickly; clarify whether your build is aiming for early knockouts or a longer combat game.
- If you run strong combat finishers (for example, Craterhoof Behemoth), mention that your endgame can be sudden.
- If you include counter-to-damage payoffs (for example, All Will Be One), explain whether it’s just value or part of a combo finish.
- Let the table know how much fast mana/ramp you’re on (for example, Arcane Signet and Farseek) since it affects how early the commander comes down.
- Call out your removal density and flexibility (for example, Beast Within, Chaos Warp, Abrade) so opponents know you can answer key permanents.
Matchups
Best into
- Creature-light spellslinger decks that need time to set up and don’t present many blockers early.
- Midrange pods that tap out and rely on sorcery-speed removal.
- Tables where combat is a primary axis and life totals matter early.
Struggles against
- Board-wipe-heavy control shells that repeatedly clear creatures.
- Pillow-fort and fog-heavy strategies that invalidate combat steps.
- Fast combo tables where turning creatures sideways is too slow to meaningfully pressure the win.
FAQ
Do I usually put the counters on Halana and Alena or on another creature?
The ability has to target another creature, so the usual decision is which teammate gets the counters and haste each combat. Many games revolve around identifying the best attacker to immediately convert counters into damage.
What kind of win conditions fit the commander?
Most builds will win through combat, either by making one creature enormous over a couple turns or by setting up a finishing swing. Some lists may also leverage counter synergies as reach, such as All Will Be One, but that depends on the build.
How do I play around board wipes?
Try not to overextend into open mana and prioritize keeping one high-impact threat rather than flooding the board. Holding up protection or rebuilding quickly after a wipe is often the difference between winning and stalling out.
Is this deck more aggro or midrange?
It typically plays like proactive Gruul midrange with an aggro clock: you want early pressure, but you can keep scaling into later turns thanks to repeatable counters. How all-in it feels depends on how many cheap creatures and pump effects you choose to run.
What interaction does Gruul rely on here?
You generally answer problem permanents and blockers rather than fighting on the stack. Examples you might see in builds include Beast Within, Chaos Warp, and Abrade, alongside creature-based answers like Acidic Slime.