How to build Ingris Stingerquill
Every creature you attack with pings all three opponents for one, whatever its power — so this build spends its ninety-nine slots on bodies, and on the handful of effects that turn that 1 into a 4.

The core list: 100 cards, 36 lands (19 basic), 24 creatures, average mana value 2.84. Mana sources: 25 black, 35 red. Bracket floor 3 (Upgraded). How brackets work →
Written during preview season, and three things on this page are provisional. Ingris Stingerquill is not legal yet rather than not legal: Reality Fracture ships on 2 October 2026 and the card is legal in Commander from that date. The same set reprints Chandra, Torch of Defiance, which already reads as legal today, because legality is a property of each card rather than of the set it arrives in. Prices are the cheapest paper printing of each card, which is what assembling the deck would actually cost rather than whatever printing a name lookup happens to return. That distinction earns its keep in preview season specifically: a card reprinted in this very set would otherwise be quoted at its preorder, which is the one price guaranteed to be wrong. 99 of the 100 cards have a price; the hundredth is Ingris itself, which has no listing until release, so every total below is a floor by exactly one card. And the bracket number can only move up: Wizards revises the Game Changers list at bracket updates rather than on set release, so Ingris reads as not being one right now, which is a fact about the update schedule and not about the card. This page gets a second pass once the set is out.
What the deck is doing. Ingris Stingerquill reads one damage, which is the number people skim past. It is one damage per attacking creature, to every opponent, every combat. Attack with eight creatures in a four-player game and that is eight damage to each of three players, 24 across the table, paid out before anybody declares a blocker. The whole build exists to raise the number of creatures that can legally be declared as attackers, and then to multiply the 1.
Power is the one stat this deck is allowed to ignore
The trigger deals exactly one damage whether the creature is a 6/6 or a 0/1. That single fact rules out the cards a token deck normally reaches for first. Shared Animosity on a goblin board is a genuinely frightening card, and here it adds nothing at all to the clock that actually kills the table; the same goes for every anthem. Nothing that raises power raises the damage.
Run the argument the other way and it stops being a restriction. Sengir Autocrat makes three 0/1 Serfs, which are unplayably small bodies in most decks and three full-rate attackers in this one. Ophiomancer’s lone 1/1 deathtouch Snake contributes exactly what a 6/6 would. Cheap and numerous beats expensive and large every time, which is why the curve here lands at an average mana value of 2.84 with twenty-one of the ninety-nine cards making at least one token.
Both multipliers are red-only, and the commander's own token is colourless
If power does not scale the damage, something else has to, and in Rakdos that means damage-replacement effects. Two of them are exceptional here and both carry a colour clause worth reading twice.
Torbran, Thane of Red Fell adds 2 to any damage a red source you control deals to an opponent, so a red attacker pings for 3 instead of 1. Ojer Axonil, Deepest Might is the bigger one: a red source's noncombat damage below Ojer's power becomes equal to it. The Ingris trigger is not combat damage — it is a triggered ability that happens to be dealt by a creature — so a red attacker pings for 4. Eight red goblins with Ojer Axonil on the board is 32 damage to each opponent in one attack step.
The clause is "red source", and it quietly sorts the token makers into two tiers. Goblin tokens are red and collect both. Bitterblossom's Faeries are black and collect neither, and it is still in the list, because a free evasive body every upkeep for two mana beats the multiplier arithmetic — but that is a trade being made deliberately, not an oversight. And the Cadet from Ingris's own ability is colourless, so the commander's mana sink produces the one token on the board that neither of its best payoffs will touch. Treat that ability as a haste button that leaves a body behind rather than as the deck's token engine, and it stops looking disappointing.
The two effects that have no colour clause are Gratuitous Violence and Fiery Emancipation, which double and triple everything respectively. One caution if you draw Torbran and Ojer Axonil together: the player taking the damage chooses which replacement applies first, and they will choose the order that ends at 4 rather than 6. Plan around the smaller number.
The damage happens at declaration, so connecting never matters
Ingris triggers on attacks, not on damage. Once attackers are declared the trigger is on the stack, and it resolves whether the creature is blocked, chump-blocked, killed in response or simply attacking into a wall of 5/5s. That changes what to build and how to attack with it.
First, evasion is worthless. Rogue's Passage is a dead slot in this deck and so is anything else that makes a single creature unblockable; the damage was never going to be prevented by a blocker. Second, you can point the attack at whichever player has the worst board and still take the other two down by the same amount, so the deck picks its combats on politics rather than on maths. Third, and most usefully, an attacker has finished its job the moment it is declared. Sacrificing it to Goblin Bombardment, Ashnod's Altar, Village Rites or Deadly Dispute before blockers costs you nothing you had not already banked.
That last point also inverts a drawback. Goblin Rabblemaster, Legion Warboss and Goblin Assault all force your goblins to attack every combat, which is normally a cost you pay for a cheap rate. Here it is a card that makes you do the thing you wanted to do anyway.
The trap is a token that enters already attacking
A creature put onto the battlefield attacking was never declared as an attacker, so it does not trigger Ingris at all. Hanweir Garrison looks like a perfect fit for this commander and is worth nothing to it; the two Humans it makes arrive tapped and attacking and ping nobody. Blade of Selves fails the same way, and so does every myriad copy it makes.
Den of the Bugbear is in the list as a half-example of the same rule. When the land animates and attacks, that is a declared attacker and Ingris sees it. The 1/1 Goblin the land then makes arrives tapped and attacking, and Ingris does not. This is the mistake most likely to end up in the first wave of decklists for this commander, because the cards that make it look like a synergy.
Rakdos cannot double tokens, so the count grows by repetition
Anointed Procession is white and Doubling Season is green, and there is no equivalent in these two colours. Nothing here multiplies a token wave, so the board is assembled one wave at a time: Bitterblossom every upkeep, Kher Keep for and a tap whenever mana is spare, Siege-Gang Commander and Hordeling Outburst three tokens at a time, Krenko, Mob Boss doubling the goblin count on a tap once there are goblins to count.
What Rakdos does have instead is a second declaration step. Aggravated Assault and Combat Celebrant each grant an additional combat phase, and an additional combat phase is a complete second round of triggers from the entire board. On a board of eight that is another 24 damage across the table. Combat Celebrant does it once a turn for free once it is down; Aggravated Assault does it as often as you can find .
Thirty-five red sources for a commander that costs two of them
The mana base is built around one card: a commander you want on the battlefield on turn three, because turn three is when the attack step starts being worth something. At 36 lands and 35 red sources, the double red arrives on turn three about 89.5% of the time on the play. One more red source would put that on the 90% line, and finding it is the honest first change I would make to this list.
The strain comes from three triple-red payoffs — Torbran, Thane of Red Fell, Gratuitous Violence and Fiery Emancipation — which is a lot of for a two-colour deck to carry. They stay because they are the cards that convert a wide board into a lethal one, and because none of them is a turn-three play. Black runs lighter: 25 sources, and exactly one card in the deck asks for double black at all, Phyrexian Arena, which you cast on turn four or five rather than three.
The list also runs almost no sweepers, and that is a decision rather than a gap. A deck whose damage output is a headcount cannot afford to reset the board, so the only mass effect here is Fiery Confluence, which can pick three modes and does not have to pick the one that kills your own goblins. Against a board you genuinely cannot race, the plan is spot removal on the blocker that matters and an extra combat, not a wipe.
The bracket floor is 3, and it is set by exactly two cards: Jeska's Will and Demonic Tutor. Nothing else in the list touches the criteria — no mass land denial, no extra turns, one nonland tutor. Cut those two and the deck has no floor at all, which is precisely what the budget rung below does.
The core list
The full 100, commander included. Hover any name to see the card; the buttons below load the list into the deck builder or copy it as plain text for Moxfield or Archidekt.
“Load into the deck builder” opens this list in your account, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena — no account needed.
Commander 1
- Ingris Stingerquill
Creatures 23
- Beetleback Chief
- Blood Artist
- Combat Celebrant
- Goblin Instigator
- Goblin Rabblemaster
- Goblin Warchief
- Hellrider
- Krenko, Mob Boss
- Krenko, Tin Street Kingpin
- Legion Warboss
- Mirkwood Bats
- Mogg War Marshal
- Ogre Battledriver
- Ophiomancer
- Pashalik Mons
- Pitiless Plunderer
- Purphoros, God of the Forge
- Sengir Autocrat
- Siege-Gang Commander
- Skirk Prospector
- Torbran, Thane of Red Fell
- Urabrask the Hidden
- Witty Roastmaster
Planeswalkers 1
- Chandra, Flamecaller
Instants 6
- Chaos Warp
- Deadly Dispute
- Infernal Grasp
- Rakdos Charm
- Terminate
- Village Rites
Sorceries 12
- Demonic Tutor
- Dragon Fodder
- Feed the Swarm
- Fiery Confluence
- Hordeling Outburst
- Jeska's Will
- Krenko's Command
- Night's Whisper
- Read the Bones
- Reckless Impulse
- Vandalblast
- Wrenn's Resolve
Artifacts 9
- Arcane Signet
- Ashnod's Altar
- Experimental Synthesizer
- Fellwar Stone
- Hammer of Purphoros
- Rakdos Signet
- Skullclamp
- Sol Ring
- Talisman of Indulgence
Enchantments 12
- Aggravated Assault
- Bastion of Remembrance
- Bitterblossom
- Fervor
- Fiery Emancipation
- Goblin Assault
- Goblin Bombardment
- Gratuitous Violence
- Impact Tremors
- Outpost Siege
- Phyrexian Arena
- Theater of Horrors
Lands 36
- Blackcleave Cliffs
- Blightstep Pathway // Searstep Pathway
- Blood Crypt
- Castle Locthwain
- Command Tower
- Den of the Bugbear
- Dragonskull Summit
- Foreboding Ruins
- Haunted Ridge
- Kher Keep
- Luxury Suite
- Malakir Rebirth // Malakir Mire
- 14× Mountain
- Ojer Axonil, Deepest Might // Temple of Power
- Smoldering Marsh
- Sulfurous Springs
- 5× Swamp
- Tainted Peak
- Urborg, Tomb of Yawgmoth
What a rung buys is a bigger ping, or more of them
The core list above sits at bracket 3. The two ladders below are the same deck moved down and up: cuts on the left, what replaces them on the right, with each rung's own land count, average mana value, bracket floor and price recomputed for the deck you would actually be holding. Neither is a discount or a splurge on the other: the attack trigger is the deck at every price, and what the money buys is a bigger number on each ping or more attack steps to spend it on.
Down to bracket 2 takes the deck from at least $354.19 to at least $96.04 across fourteen swaps, and losing Jeska's Will and Demonic Tutor removes the bracket floor entirely. Two of the swaps genuinely change how the deck plays. Ojer Axonil, Deepest Might becomes Dictate of the Twin Gods, which doubles damage for everybody, including the player attacking you — a real card, and a scarier one to sleeve. Bitterblossom becomes Grave Titan, so the repeating token engine still exists but arrives on turn six instead of turn two, which is most of why the average mana value drifts from 2.84 up to 2.91. Aggravated Assault becoming Relentless Assault is the third: one extra combat per card instead of as many as you can pay for.
Up to bracket 4 costs at least $807.45 and changes the deck from a fast aggro plan into one with a kill on the board. Kiki-Jiki, Mirror Breaker copies Combat Celebrant, which is already in the core list, and the copy's exert gives another combat phase; do that as often as you like and every creature you control attacks arbitrarily many times. Breath of Fury is the same idea on a single card, attached to a token that gets through. Ancient Tomb and Mana Vault make a turn-two commander realistic, Deflecting Swat protects it for free, and The One Ring fixes the card draw, which is the one count in the core list that sits below where it should. Six Game Changers puts the floor at 4, which is the honest label for a deck that can win out of nowhere.
The bracket 2 build is a deck for a table that has agreed nobody is comboing, and it still closes a game from 40 because the damage plan does not need expensive cards. The core list is what I would bring to an unfamiliar pod. The bracket 4 build should be introduced as one.
Budget / bracket 2 14 swaps
- Demonic Tutor becomes Goblin Matron−$12.08
- Urborg, Tomb of Yawgmoth becomes Cinder Barrens−$53.61
- Jeska's Will becomes Rakdos Locket−$38.09
- Aggravated Assault becomes Relentless Assault−$22.84
- Bitterblossom becomes Grave Titan−$29.98
- Purphoros, God of the Forge becomes Angrath's Marauders−$28.45
- Ojer Axonil, Deepest Might becomes Dictate of the Twin Gods−$19.80
- Ashnod's Altar becomes Goblin Bushwhacker−$13.07
- Fiery Emancipation becomes Seize the Day−$5.80
- Malakir Rebirth becomes Rakdos Carnarium−$13.97
- Luxury Suite becomes Bloodfell Caves−$9.04
- Blightstep Pathway becomes Temple of Malice−$5.57
- Fervor becomes Rabbit Battery−$2.03
- Urabrask the Hidden becomes Sling-Gang Lieutenant−$3.82
This rung: 100 cards, 35 lands, average mana value 2.91, no bracket floor (no Game Changers, no mass land denial). Whole deck at least $96.04 (99 of 100 copies priced, so a floor). How brackets work →
Up to bracket 4 8 swaps
- Sengir Autocrat becomes Ancient Tomb+$126.48
- Beetleback Chief becomes Mana Vault+$86.62
- Goblin Assault becomes Deflecting Swat+$65.06
- Witty Roastmaster becomes Breath of Fury+$7.95
- Ophiomancer becomes Vampiric Tutor+$47.97
- Mogg War Marshal becomes Kiki-Jiki, Mirror Breaker+$13.90
- Skirk Prospector becomes Goblin Recruiter+$5.50
- Phyrexian Arena becomes The One Ring+$99.78
This rung: 100 cards, 37 lands, average mana value 2.84, bracket floor 4 (Optimized). Whole deck at least $807.45 (99 of 100 copies priced, so a floor). How brackets work →
FAQ
What colors is Ingris Stingerquill?
Rakdos — black and red. The card costs and its colour identity is exactly those two, so the deck can play any black or red card and nothing else.
When is Ingris Stingerquill legal in Commander?
From 2 October 2026, when Reality Fracture releases. Until then the card reads as not legal, which means not legal yet rather than banned or restricted.
Does the damage need the attacker to get through?
No. The ability triggers when a creature attacks, so the damage is dealt whether that creature is blocked, killed in response, or swinging into an empty board. Making an attacker unblockable adds nothing.
Do tokens that enter the battlefield attacking trigger Ingris Stingerquill?
No. A creature put onto the battlefield attacking was never declared as an attacker, so cards like Hanweir Garrison and Blade of Selves produce bodies that ping nobody.
Is Ingris Stingerquill good?
Nobody has played with it yet, so this is a read rather than a verdict. The ceiling is high, because the ability charges nothing per creature and ignores power entirely, which makes the cheapest cards in the format scale it. The floor is a 1/4 flier that dies to most removal.
What bracket is this Ingris Stingerquill deck?
The core list has a bracket floor of 3, set by Jeska's Will and Demonic Tutor. The budget rung cuts both and has no floor at all; the upgraded rung runs six Game Changers and sits at 4.
How much does an Ingris Stingerquill deck cost?
At the cheapest printing of each card, at least $96.04 for the budget rung, at least $354.19 for the core list and at least $807.45 for the bracket 4 build. Those are floors: 99 of the 100 cards have a price today, the exception being Ingris itself, which has no listing until release.