
Sidar Kondo of Jamuraa
Sidar Kondo of Jamuraa is a combat-focused Partner commander that turns small creatures into reliable chip damage by blanking most ground blocks.

Public decks: 1Bracket: 1

Card text
Legendary Creature — Human Knight
Flanking (Whenever a creature without flanking blocks this creature, the blocking creature gets -1/-1 until end of turn.)
Creatures your opponents control without flying or reach can't block creatures with power 2 or less.
Partner (You can have two commanders if both have partner.)
Overview
- Build around creatures with power 2 or less to make them effectively unblockable by most boards.
- Tends to play a wide, low-to-the-ground game: deploy early bodies, keep attacks flowing, and punish slow starts.
- Sidar’s evasion only dodges blockers without flying or reach, so the deck often needs ways to push through or answer evasive defenses.
- Because Sidar has partner, the overall plan and interaction suite can shift a lot depending on the second commander and added colors.
- Usually closes by turning steady chip damage into a lethal swing with a wide board and a finishing combat step.
Common lines
- Curve out with multiple small creatures, land Sidar, then start sending safe attacks at the player least able to block.
- Use spot removal as needed to clear a key flier/reach creature or a problem permanent (for example, Beast Within or Generous Gift).
- If the table stabilizes, reset selectively with a flexible sweeper (for example, Austere Command) and rebuild faster than bigger decks.
Strengths
- Excellent at keeping combat damage flowing even through clogged boards.
- Pressures planeswalkers and life totals without needing a single huge threat.
- Naturally rewards efficient curves and multiple small threats over committing to one creature.
- Partner gives flexibility to tune for your pod (colors, interaction, and endgame).
Weaknesses
- Flying and reach still block, so some tables can invalidate Sidar’s main advantage.
- Board wipes can be punishing if you overextend into the battlefield.
- Damage output can be incremental; without a finisher, games can stall out.
- Sidar doesn’t generate cards or mana on his own, so the 99 (and partner) must supply staying power.
Rule zero notes
- Confirm your chosen Partner upfront, since it can change the deck’s color identity and what interaction you have access to.
- This snapshot points toward a low-bracket, combat-driven plan; set expectations that wins typically come through attacking, not deterministic combo.
- Mention whether you’re running many board wipes or mostly spot removal (example sweepers like Austere Command can swing the pace of casual games).
Matchups
Best into
- Creature-heavy midrange pods that rely on ground blockers
- Big-mana “one threat at a time” decks that expect to stabilize behind large bodies
- Tables that don’t present many flying/reach defenders early
Struggles against
- Flyer-heavy strategies and decks that naturally field lots of reach
- Control pods with frequent sweepers and strong late-game inevitability
- Fast combo decks where combat pressure isn’t enough disruption
FAQ
Do I have to play tokens to make Sidar work?
No. Tokens are a natural fit, but any curve of power-2-or-less creatures can convert Sidar into consistent damage.
How does Sidar actually help me win games?
He makes your small creatures much harder to block, so repeated combat steps add up quickly, and a wide board can turn into a lethal turn with the right setup.
What stops Sidar the most at a typical table?
Flying and reach creatures still block, and repeated sweepers can erase the advantage of going wide.
Is Sidar a voltron commander?
He can attack safely himself at times, but his text primarily rewards building an evasive team rather than stacking resources on one creature.
What should I look for in a Partner pairing?
Usually a Partner that adds card flow, resilience, or a clearer finisher complements Sidar well, since Sidar mainly provides evasion and pressure.