
Quintorius, History Chaser
A Boros planeswalker commander that turns graveyard churn into a growing Spirit army and threatens a sudden double-strike finish.

Public decks: 0Bracket: Varies

Overview
- Leans on moving cards out of your graveyard to repeatedly make 3/2 red-white Spirit tokens.
- Uses the +1 to filter your hand, dig for action, and stock the graveyard to keep triggers flowing.
- Often plays like a token-midrange deck: stabilize early, build a board, then convert width into lethal damage.
- The −4 is a clean closing tool, turning a modest Spirit board into a big combat swing with double strike and vigilance.
- As a planeswalker commander, it tends to prioritize protection and board presence to keep Quintorius on the table.
Common lines
- Land Quintorius, immediately +1 to discard a less useful card and reload, setting up future graveyard movement.
- Create Spirits incidentally while you loop cards out of the graveyard, then pivot into attacks once you have a critical mass.
- Hold up interaction or protection when Quintorius is exposed, since losing the commander can slow token production.
- Set up a turn where you make multiple Spirits, then −4 for a single explosive combat step.
Strengths
- Built-in card selection and velocity from the +1, helping you find payoffs and keep your hand moving.
- Scales well with repeated graveyard movement, letting you produce meaningful bodies without spending cards on tokens directly.
- Strong at turning the corner: the −4 can end games quickly when you already have a board.
- Tokens provide resilience against single-target removal and give you good defensive posture while you set up.
Weaknesses
- Can be vulnerable to pressure on the commander, since the engine and finisher are both on Quintorius.
- Graveyard disruption can reduce how often you trigger token creation and may force you into a fairer beatdown plan.
- Board wipes can undo a lot of your progress if you rely heavily on Spirit density to close.
- Often needs time and some setup to generate multiple triggers, so very fast decks can get under you.
Rule zero notes
- This is a planeswalker commander; clarify if your table has any house expectations around attacking or answering planeswalkers.
- Primary win plan is combat via Spirit tokens, often with a big −4 double-strike swing to close.
- Game pace tends to be midgame-focused rather than turbo-fast, but it can still produce sudden lethal damage with a developed board.
Matchups
Best into
- Creature-based midrange pods where a growing token board can block profitably and win combat.
- Removal-heavy tables where repeated token generation helps you rebuild.
- Longer games where incremental filtering and engine turns can compound value.
Struggles against
- Fast combo tables that end the game before you can establish board and protection.
- Frequent sweepers plus graveyard hate, which attack both your board and your token engine.
- Decks that can reliably pressure planeswalkers in combat early.
Recent public decks
No public decks are available yet.
FAQ
What does Quintorius actually want from the graveyard?
Anything that makes cards leave your graveyard will do the job; you typically aim to enable repeated, reliable graveyard movement to keep making Spirits.
How do games usually end?
Most wins come from building a wide Spirit board and then using the −4 to turn one combat step into a lethal burst of double-strike damage.
Is the +1 mostly for card advantage or setup?
It tends to do both: you trade a discard for deeper digging while also putting cards into the graveyard to fuel future token triggers.
Do I need to protect Quintorius heavily?
Usually yes; since Quintorius is both your engine and finisher, keeping it on the battlefield often translates directly into pressure and inevitability.
What should I expect from tables that pack graveyard hate?
You can still play a functional token-combat game, but you may get fewer free Spirits and will need to choose your setup turns more carefully.