1.9k
3/25/2025
Raggadragga, Goreguts Boss EDH
Deck Size: 100
Commander
Legal
Est deck cost: $706.27
Salt sum: 46.23
1.9k
3/25/2025
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Commander

Qty: 1 Price: $0.49
Raggadragga, Goreguts Boss

Each creature you control with a mana ability gets +2/+2. Whenever a creature you control with a mana ability attacks, untap it. Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.

Creature
Raggadragga, Goreguts Boss (clb) 291

Commander

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Land

Qty: 31 (36 w/ MDFC)Price: $110.49
Bonders' Enclave

{T}: Add {C}. {3}, {T}: Draw a card. Activate only if you control a creature with power 4 or greater.

Land
Bonders' Enclave (j22) 811
Boseiju, Who Endures

{T}: Add {G}. Channel — {1}{G}, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs {1} less to activate for each legendary creature you control.

Land
Boseiju, Who Endures (neo) 266
Cinder Glade

({T}: Add {R} or {G}.) This land enters tapped unless you control two or more basic lands.

Land
Cinder Glade (scd) 295
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (scd) 297
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (brc) 185
Forest

({T}: Add {G}.)

Land
Forest (fdn) 291
Game Trail

As this land enters, you may reveal a Mountain or Forest card from your hand. If you don't, this land enters tapped. {T}: Add {R} or {G}.

Land
Game Trail (blc) 306
Ghost Quarter

{T}: Add {C}. {T}, Sacrifice this land: Destroy target land. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.

Land
Ghost Quarter (mb2) 109
Gruul Turf

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {R}{G}.

Land
Gruul Turf (2x2) 407
Kessig Wolf Run

{T}: Add {C}. {X}{R}{G}, {T}: Target creature gets +X/+0 and gains trample until end of turn.

Land
Kessig Wolf Run (clb) 898
Mossfire Valley

{1}, {T}: Add {R}{G}.

Land
Mossfire Valley (blc) 316
Mountain

({T}: Add {R}.)

Land
Mountain (thb) 253
Rockfall Vale

This land enters tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 284
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (clb) 913
Rootbound Crag

This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Land
Rootbound Crag (xln) 256
Stomping Ground

({T}: Add {R} or {G}.) As this land enters, you may pay 2 life. If you don't, it enters tapped.

Land
Stomping Ground (rna) 259
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (clb) 929
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (mh2) 261

Land

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Super Dorks

Qty: 7 Price: $19.85
Bighorner Rancher

Vigilance {T}: Add an amount of {G} equal to the greatest power among creatures you control. Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.

Creature
Bighorner Rancher (pip) 73
Cradle Clearcutter

Prototype {2}{G} — 1/3 (You may cast this spell with different mana cost, color, and size. It keeps its abilities and types.) {T}: Add an amount of {G} equal to this creature's power.

Creature Artifact
Cradle Clearcutter (bro) 198
Heronblade Elite

Vigilance Whenever another Human you control enters, put a +1/+1 counter on this creature. {T}: Add X mana of any one color, where X is this creature's power.

Creature
Heronblade Elite (mic) 26
Kami of Whispered Hopes

If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead. {T}: Add X mana of any one color, where X is this creature's power.

Creature
Kami of Whispered Hopes (mom) 196
Marwyn, the Nurturer

Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. {T}: Add an amount of {G} equal to Marwyn's power.

Creature
Marwyn, the Nurturer (khc) 68
Selvala, Heart of the Wilds

Whenever another creature enters, its controller may draw a card if its power is greater than each other creature's power. {G}, {T}: Add X mana in any combination of colors, where X is the greatest power among creatures you control.

Creature
Selvala, Heart of the Wilds (cmm) 320
Viridian Joiner

{T}: Add an amount of {G} equal to this creature's power.

Creature
Viridian Joiner (mrd) 138

Super Dorks

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7+ CMC Spells

Qty: 3 Price: $71.47
Awaken the Woods

Create X 1/1 green Forest Dryad land creature tokens. (They're affected by summoning sickness.)

Sorcery
Awaken the Woods (bro) 170
Nyxbloom Ancient

Trample If you tap a permanent for mana, it produces three times as much of that mana instead.

Creature Enchantment
Nyxbloom Ancient (thb) 190
Turntimber Symbiosis

Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215

7+ CMC Spells

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Mana Dorks

Qty: 16 Price: $110.34
Birds of Paradise

Flying {T}: Add one mana of any color.

Creature
Birds of Paradise (dmr) 151
Bloom Tender

{T}: For each color among permanents you control, add one mana of that color.

Creature
Bloom Tender (2x2) 366
Boreal Druid

{T}: Add {C}.

Creature
Boreal Druid (csp) 105
Bramble Familiar

Creature
Bramble Familiar // Fetch Quest (woe) 164
Circle of Dreams Druid

{T}: Add {G} for each creature you control.

Creature
Circle of Dreams Druid (afr) 176
Delighted Halfling

{T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.

Creature
Delighted Halfling (ltr) 158
Elvish Archdruid

Other Elf creatures you control get +1/+1. {T}: Add {G} for each Elf you control.

Creature
Elvish Archdruid (khc) 57
Elvish Harbinger

When this creature enters, you may search your library for an Elf card, reveal it, then shuffle and put that card on top. {T}: Add one mana of any color.

Creature
Elvish Harbinger (evg) 4
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (khc) 58
Fanatic of Rhonas

{T}: Add {G}. Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater. Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)

Creature
Fanatic of Rhonas (mh3) 152
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
Karametra's Acolyte

{T}: Add an amount of {G} equal to your devotion to green. (Each {G} in the mana costs of permanents you control counts toward your devotion to green.)

Creature
Karametra's Acolyte (ths) 160
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (plst) M19-314
Priest of Titania

{T}: Add {G} for each Elf on the battlefield.

Creature
Priest of Titania (usg) 270
Shaman of Forgotten Ways

{T}: Add two mana in any combination of colors. Spend this mana only to cast creature spells. Formidable — {9}{G}{G}, {T}: Each player's life total becomes the number of creatures they control. Activate only if creatures you control have total power 8 or greater.

Creature
Shaman of Forgotten Ways (dtk) 204
Wirewood Channeler

{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.

Creature
Wirewood Channeler (khc) 79

Mana Dorks

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Synergy

Qty: 4 Price: $27.56
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
Leyline of Abundance

If this card is in your opening hand, you may begin the game with it on the battlefield. Whenever you tap a creature for mana, add an additional {G}. {6}{G}{G}: Put a +1/+1 counter on each creature you control.

Enchantment
Leyline of Abundance (m20) 179
Seedborn Muse

Untap all permanents you control during each other player's untap step.

Creature
Seedborn Muse (cc1) 4
Yeva, Nature's Herald

Flash (You may cast this spell any time you could cast an instant.) You may cast green creature spells as though they had flash.

Creature
Yeva, Nature's Herald (ddu) 27

Synergy

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Draw

Qty: 14 Price: $119.72
Beast Whisperer

Whenever you cast a creature spell, draw a card.

Creature
Beast Whisperer (khc) 54
Commune with Lava

Exile the top X cards of your library. Until the end of your next turn, you may play those cards.

Instant
Commune with Lava (afc) 118
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Elemental Bond

Whenever a creature you control with power 3 or greater enters, draw a card.

Enchantment
Elemental Bond (scd) 180
Garruk's Packleader

Whenever another creature you control with power 3 or greater enters, you may draw a card.

Creature
Garruk's Packleader (c19) 168
Glimpse of Nature

Whenever you cast a creature spell this turn, draw a card.

Sorcery
Glimpse of Nature (slc) 2004
Guardian Project

Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

Enchantment
Guardian Project (rvr) 433
Last March of the Ents

This spell can't be countered. Draw cards equal to the greatest toughness among creatures you control, then put any number of creature cards from your hand onto the battlefield.

Sorcery
Last March of the Ents (ltr) 172
Regal Force

When this creature enters, draw a card for each green creature you control.

Creature
Regal Force (ddu) 22
Return of the Wildspeaker

Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.

Instant
Return of the Wildspeaker (clb) 831
Rishkar's Expertise

Draw cards equal to the greatest power among creatures you control. You may cast a spell with mana value 5 or less from your hand without paying its mana cost.

Sorcery
Rishkar's Expertise (ncc) 306
Soul of the Harvest

Trample Whenever another nontoken creature you control enters, you may draw a card.

Creature
Soul of the Harvest (jmp) 432
Tribute to the World Tree

Whenever a creature you control enters, draw a card if its power is 3 or greater. Otherwise, put two +1/+1 counters on it.

Enchantment
Tribute to the World Tree (mom) 211
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174

Draw

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Protection

Qty: 2 Price: $20.98
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (afc) 161
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and {T} no matter when it came under your control.) Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Swiftfoot Boots (scd) 279

Protection

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Tutors

Qty: 6 Price: $74.30
Chord of Calling

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (2xm) 158
Ecological Appreciation

Search your library and graveyard for up to four creature cards with different names that each have mana value X or less and reveal them. An opponent chooses two of those cards. Shuffle the chosen cards into your library and put the rest onto the battlefield. Exile Ecological Appreciation.

Sorcery
Ecological Appreciation (stx) 128
Fierce Empath

When this creature enters, you may search your library for a creature card with mana value 6 or greater, reveal it, put it into your hand, then shuffle.

Creature
Fierce Empath (2xm) 168
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 150
Natural Order

As an additional cost to cast this spell, sacrifice a green creature. Search your library for a green creature card, put it onto the battlefield, then shuffle.

Sorcery
Natural Order (sta) 54
Summoner's Pact

Search your library for a green creature card, reveal it, put it into your hand, then shuffle. At the beginning of your next upkeep, pay {2}{G}{G}. If you don't, you lose the game.

Instant
Summoner's Pact (tsr) 234

Tutors

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Haste Enablers

Qty: 5 Price: $15.75
Fervor

Creatures you control have haste. (They can attack and {T} as soon as they come under your control.)

Enchantment
Fervor (m13) 129
Fires of Yavimaya

Creatures you control have haste. Sacrifice this enchantment: Target creature gets +2/+2 until end of turn.

Enchantment
Fires of Yavimaya (scd) 228
Rhythm of the Wild

Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1 counter or haste.)

Enchantment
Rhythm of the Wild (nec) 142
Rising of the Day

Creatures you control have haste. Legendary creatures you control get +1/+0.

Enchantment
Rising of the Day (ltr) 145
Urabrask the Hidden

Creatures you control have haste. Creatures your opponents control enter tapped.

Creature
Urabrask the Hidden (sld) 212

Haste Enablers

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Removal

Qty: 8 Price: $21.24
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (scd) 172
Blasphemous Act

This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.

Sorcery
Blasphemous Act (lcc) 216
Chaos Warp

The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

Instant
Chaos Warp (scd) 127
Collective Resistance

Escalate {G} (Pay this cost for each mode chosen beyond the first.) Choose one or more — • Destroy target artifact. • Destroy target enchantment. • Target creature gains hexproof and indestructible until end of turn.

Instant
Collective Resistance (mh3) 147
Naturalize

Destroy target artifact or enchantment.

Instant
Naturalize (plst) M19-190
Nature's Claim

Destroy target artifact or enchantment. Its controller gains 4 life.

Instant
Nature's Claim (plst) IMA-177
Shatterskull Smashing

Sorcery
Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161Shatterskull Smashing // Shatterskull, the Hammer Pass (znr) 161
Wilt

Destroy target artifact or enchantment. Cycling {2} ({2}, Discard this card: Draw a card.)

Instant
Wilt (iko) 176

Removal

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Win Conditions

Qty: 3 Price: $41.47
Anzrag, the Quake-Mole

Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase. {3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able.

Creature
Anzrag, the Quake-Mole (mkm) 186
Craterhoof Behemoth

Haste When this creature enters, creatures you control gain trample and get +X/+X until end of turn, where X is the number of creatures you control.

Creature
Craterhoof Behemoth (sld) 375
Kamahl, Heart of Krosa

At the beginning of combat on your turn, creatures you control get +3/+3 and gain trample until end of turn. {1}{G}: Until end of turn, target land you control becomes a 1/1 Elemental creature with vigilance, indestructible, and haste. It's still a land. Partner (You can have two commanders if both have partner.)

Creature
Kamahl, Heart of Krosa (cmr) 237

Win Conditions

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Sideboard

Qty: 15 Price: $72.61
Devoted Druid

{T}: Add {G}. Put a -1/-1 counter on this creature: Untap this creature.

Creature
Devoted Druid (2x2) 143
Druid of the Cowl

{T}: Add {G}.

Creature
Druid of the Cowl (m19) 177
Gilt-Leaf Archdruid

Whenever you cast a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls.

Creature
Gilt-Leaf Archdruid (plst) MOR-124
Joraga Treespeaker

Level up {1}{G} ({1}{G}: Put a level counter on this. Level up only as a sorcery.) LEVEL 1-4 1/2 {T}: Add {G}{G}. LEVEL 5+ 1/4 Elves you control have "{T}: Add {G}{G}."

Creature
Joraga Treespeaker (plst) ROE-190
Lifecrafter's Bestiary

At the beginning of your upkeep, scry 1. Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.

Artifact
Lifecrafter's Bestiary (ncc) 370
Llanowar Loamspeaker

{T}: Add one mana of any color. {T}: Target land you control becomes a 3/3 Elemental creature with haste until end of turn. It's still a land. Activate only as a sorcery.

Creature
Llanowar Loamspeaker (dmu) 170
Primordial Sage

Whenever you cast a creature spell, you may draw a card.

Creature
Primordial Sage (jmp) 422
Quest for Renewal

Whenever a creature you control becomes tapped, you may put a quest counter on this enchantment. As long as there are four or more quest counters on this enchantment, untap all creatures you control during each other player's untap step.

Enchantment
Quest for Renewal (wwk) 110
Quirion Elves

As this creature enters, choose a color. {T}: Add {G}. {T}: Add one mana of the chosen color.

Creature
Quirion Elves (dde) 39
Shared Summons

Search your library for up to two creature cards with different names, reveal them, put them into your hand, then shuffle.

Instant
Shared Summons (m20) 193
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (scd) 276
Song of the Dryads

Enchant permanent Enchanted permanent is a colorless Forest land.

Enchantment
Song of the Dryads (c14) 47
Thousand-Year Elixir

You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.

Artifact
Thousand-Year Elixir (c21) 271
Vedalken Orrery

You may cast spells as though they had flash.

Artifact
Vedalken Orrery (2x2) 317
Wild Magic Surge

Destroy target permanent an opponent controls. Its controller reveals cards from the top of their library until they reveal a permanent card that shares a card type with that permanent. They put that card onto the battlefield and the rest on the bottom of their library in a random order.

Instant
Wild Magic Surge (clb) 206

Sideboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
0 mana - 11 cards
0 pips - 0 cards
0 mana - 11 cards
15 pips - 12 cards
26 mana - 25 cards
88 pips - 58 cards
51 mana - 46 cards
0 pips - 0 cards
7 mana - 7 cards
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Description

{"ops":[{"insert":"\t"},{"insert":{"card-link":"Raggadragga, Goreguts Boss"}},{"insert":" caught my attention as soon as he was spoiled. I love Gruul, I love creature based decks, and pushing mana dork tribal is just a comfy place to be. Having all of our creatures tap for mana means the deck runs quite smooth--albeit fearfully aware of board wipes--and so long as we can manage to find a draw engine the deck can make explosive plays. I have had turns with this deck where I played almost my entire deck; if we can continue to draw, and have haste on the board, then dropping new dorks and triggering Ragga's ability to untap a \"super dork\" (more on that below) can allow us to continue storming like crazy. Now, this is not required to win the game, but it is very fun that the deck can absolutely pop off in insane ways. \n\n\tThe important distinction in the deck between dorks and super dorks comes down to this: some dorks tap for mana equal to their power, such as "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":", and these interact in an insane way with Raggadragga's triggered ability. If we can cast a 7 cost spell and untap one of the super dorks and give it +7/+7 it will now tap for 7 extra mana. So imagine casting a "},{"insert":{"card-link":"Regal Force"}},{"insert":" and drawing 6 cards off of the green creatures you have on the field. Now we untap Marwyn, who may already have a fairly high power, and she can give us 7 more mana to cast all of the cards in our hand potentially. Or, we can cast the next 7 cost spell we drew to do it again and she will then be tapping for at least 14 mana. These kinds of plays can be explosive and incredibly satisfying, but also require playing cards in the correct order and seeing the combo. And that's what the deck is all about! These decision points are plentiful, and the deck gets going hard out of the gate with all of the dorks unless someone slows us down. \n\n\tOk, let's break down the categories in the deck. \n\nDorks: \n\tThere is a lot of range in the dork category. We have the basic 1 drop "},{"insert":{"card-link":"Llanowar Elves"}},{"insert":" variations, along with "},{"insert":{"card-link":"Birds of Paradise"}},{"insert":". Then we have a few 2 drops that simply tap for a mana and some that also have upside, like "},{"insert":{"card-link":"Bloom Tender"}},{"insert":" and "},{"insert":{"card-link":"Devoted Druid"}},{"insert":". We have some bangers in this category as well, like "},{"insert":{"card-link":"Circle of Dreams Druid"}},{"insert":" and "},{"insert":{"card-link":"Karametra's Acolyte"}},{"insert":", which can tap for a lot of mana once we get going. There are 21 Elves in the deck, so "},{"insert":{"card-link":"Priest of Titania"}},{"insert":", "},{"insert":{"card-link":"Elvish Archdruid"}},{"insert":" and "},{"insert":{"card-link":"Wirewood Channeler"}},{"insert":" all have the potential to tap for a fair amount of mana; just tapping for more than one mana is gravy, and it happens consistently with this many elves in the deck. This is why I run some of these dorks over other non-Elf options. "},{"insert":{"card-link":"Elvish Harbinger"}},{"insert":" is almost always used to find "},{"insert":{"card-link":"Marwyn, the Nurturer"}},{"insert":" if we need a super dork, or if we are ready to win then we can grab "},{"insert":{"card-link":"Fierce Empath"}},{"insert":" to go for the "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":". \n\nSuper Dorks: \n\tThis section is the secret sauce in this deck. I described the reasoning in-depth above, so I won't belabor the point here. I also just swapped out the Sol Ring for "},{"insert":{"card-link":"Selvala, Heart of the Wilds"}},{"insert":" since she can also accomplish the same goal, albeit slightly roundabout. I did not realize that she fit the bill until writing this, and we need as many options as possible in this category. The original list had 3, and we are now up to a respectable 7! If I end up not needing this many then "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":" is next on the chopping block. \n\nHaste Enablers: \n\tHaste is paramount in this deck, both so that we can tap our dorks the turn they come down as well as allowing us to make our alpha strike without needing to wait a full turn rotation. "},{"insert":{"card-link":"Rhythm of the Wild"}},{"insert":" is excellent because of the added counter spell protection, and we will always opt for haste unless we have another haste enabler out for some reason. Notice that the reason "},{"insert":{"card-link":"Urabrask the Hidden"}},{"insert":" is in the deck is so that we can tutor a haste enabler with a creature tutor in a pinch. I don't think there's much more to cover here. \n\nDraw: \n\tDrawing off of our creatures is extremely important. We have the classics, such as "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" and "},{"insert":{"card-link":"Guardian Project"}},{"insert":", but there are a few interesting choices here as well. With Raggadragga out, all of our dorks have at least 3 power so "},{"insert":{"card-link":"Elemental Bond"}},{"insert":" and "},{"insert":{"card-link":"Garruk's Packleader"}},{"insert":" will trigger for us. "},{"insert":{"card-link":"Return of the Wildspeaker"}},{"insert":" and "},{"insert":{"card-link":"Rishkar's Expertise"}},{"insert":" both play nicely with Raggadragga's third ability to draw a lot of cards. "},{"insert":{"card-link":"Regal Force"}},{"insert":" trigger's Raggadragga's third ability and usually draws a lot of cards on entry. "},{"insert":{"card-link":"Commune with Lava"}},{"insert":" can be insane with a lot of mana dumped into it, and might be the best card in the deck. Casting it as the second or third 7+cmc spell in a chain where X is 20+ can often win the game outright: we will have insane mana from the super dork untapping again, and will often draw a tutor and other 7+ cmc cards to keep the chain going--potentially dumping our entire hand and demolishing the table, so long as we get a haste enabler. \n\nRemoval: \n\tSelf-explanatory, but we need good interaction to stay in the game. Gruul struggles in this area, so we do what we can with the tools available to us. \n\nProtection: \n\tOur board gets scary quickly and we can struggle to rebuild if we haven't been drawing consistently; that's where this category comes in. The deck is tight, so we only have boots to protect our most important piece on the board from spot removal and of course "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" to save us from a board wipe. I could maybe stand to add another spell of this kind, but for now this is what we have. \n\nSynergy: \n\t"},{"insert":{"card-link":"Bala Ged Recovery // Bala Ged Sanctuary"}},{"insert":" is our recursion in the deck. "},{"insert":{"card-link":"Leyline of Abundance"}},{"insert":" is absolutely absurd, allowing all of our basic dorks to tap for 2 mana and you can even begin the game with it on the field; the activated ability is also one that can be easy to sink mana into if the opportunity presents itself. "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" is an obvious choice here since it allows us to use all of our dorks for mana during any turn; which brings us directly to "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" since she is allows us to utilize our mana in each turn. Obviously casting spells at instant speed is always powerful, and here since we often want to pop off in one turn the ability to hide how close we are getting--by delaying playing our key pieces until the end step before our big turn--can be crucial. This section is a bit flexible; I don't think Leyline, Seedborn, or Yeva are essential to the deck in any way. However they are very fun to play with and can potentially be removal magnets that draw removal away from our other important pieces. \n\nTutors:\n\tThis is self-explanatory. Notice that we run a lot of X-cost tutors in order to trigger Raggadragga. "},{"insert":{"card-link":"Ecological Appreciation"}},{"insert":" requires some thought, and usually we want to pick cards that have overlap (such as 4 super dorks, or wincon/tutor options such as "},{"insert":{"card-link":"Elvish Harbinger"}},{"insert":", "},{"insert":{"card-link":"Fierce Empath"}},{"insert":", "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Kamahl, Heart of Krosa"}},{"insert":"). Early game you may consider tutoring a super dork, while late game the choice is almost always going to be Craterhoof if we can win. \n\nWin Condition: \n\tMost of this section is relatively straightforward, but I want to call attention to a few cards. First is Kamahl; I think this card is so on theme for the deck, and it works wonders. Between him and Raggadragga our dorks are getting +5/+5 and trample, and that can be enough to win on it's own. The activated ability plays well with Raggadragga since he will also boost the P/T on the land creatures. A turn that goes: play Kamahl -> untap a super dork -> tap that super dork to animate a handful of lands -> swing for lethal is totally viable and simply awesome. "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" is a fun new addition here; he plays excellently with Raggadragga's untap effect since we can swing out with dorks, they untap, then we can use our dorks to activate the mole's ability, and then he will untap all of our board for another combat where we can potentially do it again. This also plays well with Kamahl because his ability will give us an additional overrun effect for each combat step. And of course, Craterhoof is Craterhoof. \n\n\t"},{"attributes":{"background":"var(--light-background)","color":"var(--color)"},"insert":"I have a few closing notes to add. I did not make a separate category for this, but we have 9 cards which are 7cmc or greater (or include an X in the cost) that can trigger Raggadragga's third ability. This number could probably be bumped up, and X cost spells are excellent options, but we also don't want to overload the deck with high costed spells; "},{"insert":{"card-link":"Turntimber Symbiosis // Turntimber, Serpentine Wood"}},{"insert":" is excellent for this purpose since it can also just be a land. I also think it is important to point out that "},{"insert":{"card-link":"Klauth, Unrivaled Ancient"}},{"insert":" does NOT work with Raggadragga's ability; Klauth's triggered ability does produce mana, but it does not count as a mana ability, so he does not untap and does not get the +2/+2 buff either. It can still absolutely go in the deck if you so choose, and it does cost 7 so it will trigger Raggadragga's third ability; I have run him in the past to solid effect. \n\n\tThis deck is an absolute blast to play. If you love creature based decks, flooding the board, never running low on mana, and big explosive plays, then give this deck a go. I think this is one of the most fun decks I have built because it just works. You always get Raggadragga down a turn early if you want to, although sometimes stacking a few dorks early is nice so we can swing with them when he comes down, untap, and then cast more spells in our second main phase. The deck can be exceedingly simple and yet has the possibility for big-brain plays, which makes for a fun game every time. As always, please leave any comments, questions or suggestions you may have down below! Cheers\n\n\nEdit 01:\nLifecrafter's Bestiary out for "},{"insert":{"card-link":"Tribute to the World Tree"}},{"insert":". This is a strict upgrade in every way. \n\nEdit 02: 05/29/24\nMade several changes, the most important of which is adding three new \"Super Dorks\" which is a huge upgrade. The changes are as follows: \n\nOut: "},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":", "},{"insert":{"card-link":"Quirion Elves"}},{"insert":", "},{"insert":{"card-link":"Reclusive Taxidermist"}},{"insert":", "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":", "},{"insert":{"card-link":"Gilt-Leaf Archdruid"}},{"insert":", "},{"insert":{"card-link":"Devoted Druid"}},{"insert":", "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":", and "},{"insert":{"card-link":"Wild Magic Surge"}},{"insert":". \nIn: "},{"insert":{"card-link":"Awaken the Woods"}},{"insert":", "},{"insert":{"card-link":"Cradle Clearcutter"}},{"insert":", "},{"insert":{"card-link":"Kami of Whispered Hopes"}},{"insert":", "},{"insert":{"card-link":"Bighorner Rancher"}},{"insert":", "},{"insert":{"card-link":"Delighted Halfling"}},{"insert":", "},{"insert":{"card-link":"Natural Order"}},{"insert":", and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":". \n\nMost of these are obvious upgrades. The three new \"Super Dorks\" and the Delighted Halfling are huge, and Awaken the Woods is an amazing 7+ mana spell for the deck. Natural Order and Blasphemous Act are nice includes here as well. \n\nEdit 03: 06/07/24\nCutting "},{"insert":{"card-link":"Imperial Recruiter"}},{"insert":" for the new "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":". We have plenty of tutoring available in the deck, and this one is least effective at finding a win con. The Fanatic is an amazing dork and will be an excellent 2 drop moving forward. Also cutting "},{"insert":{"card-link":"Druid of the Cowl"}},{"insert":" for "},{"insert":{"card-link":"Bramble Familiar // Fetch Quest"}},{"insert":"; this is a strict upgrade since the two act the same in the early game, but late game I can trigger Ragga by returning Bramble Familiar to my hand and casting it's Adventure with 7cmc. \n\nEdit 04: 10/30/24\nThe deck list needed a little facelift. I cleaned up the categories and made a few edits. Added in "},{"insert":{"card-link":"Collective Resistance"}},{"insert":" (my new favorite card, the flexibility is awesome) and cut Return to Nature. I also tweaked the mana base a bit. Some of the better lands in the deck have moved to other decks that need the fixing/utility more. The two most important includes are "},{"insert":{"card-link":"Boseiju, Who Endures"}},{"insert":" (I was gifted another copy and this deck struggles with removal so it is a welcome addition) and "},{"insert":{"card-link":"Shatterskull Smashing // Shatterskull, the Hammer Pass"}},{"insert":" (this is not only removal but can trigger Ragga with the 7+ cmc). "},{"insert":{"card-link":"Disciple of Freyalise // Garden of Freyalise"}},{"insert":" also swapped into the deck for a forest; although she just misses 7+ cmc, I think the draw upside is too much to ignore if we are attempting to pop off and dig for a win. Even if we have to sacrifice our super dork in the process, if we have 10+ mana still floating then that is a perfectly fine trade off if we can dig 16+ deep to find the tutor/Craterhoof and close out the game; and who knows, you may find another super dork anyway. I also added "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" as a win condition. Quest for Renewal was cut; it hasn't been very impactful for me although the pseudo-vigilance is nice. Lastly, I added "},{"insert":{"card-link":"Last March of the Ents"}},{"insert":" as another great draw spell with cmc higher than 7; it should act very similarly to Commune with Lava. I cut Primordial Sage for it. \n\nEdit 04: 02/17/25\nI added in "},{"insert":{"card-link":"Glimpse of Nature"}},{"insert":" and I cut "},{"insert":{"card-link":"Shared Summons"}},{"insert":" since the deck has plenty of tutors. My draw permanents, like "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":" or "},{"insert":{"card-link":"Guardian Project"}},{"insert":", are always the biggest targets on my board, so I like the idea of paying 1 mana for a little storm turn to play out 3 or 4 creatures to progress the boardstate while refilling my hand. And then I'm not worried about playing a Guardian Project that gets removed immediately. I also added in "},{"insert":{"card-link":"Rising of the Day"}},{"insert":" and cut "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":"; real haste is better than haste only for tapping my dorks, and the +1 attack to legendary creatures is useful. I also added "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" back into the deck; it was in a previous iteration of the deck and the one game I almost pulled off a turn 4 win with the activated ability I was foiled. I'm still chasing that win. I cut "},{"insert":{"card-link":"Llanowar Loamspeaker"}},{"insert":" for it; it costs 1 more, but also produces an extra mana, so the tradeoff is minimal I think while the upside on the Shaman is a sick win condition. \n\nNote: The next big upgrade to the deck will probably be a "},{"insert":{"card-link":"Finale of Devastation"}},{"insert":"; it fits perfectly with the deck and would be an excellent win condition win condition. Cutting another tutor for it would be easy. Also looking at a mana base upgrade for more utility; lands like "},{"insert":{"card-link":"Arena of Glory"}},{"insert":". \n\nThe new Zenith Festival card from Tarkir Commander is an auto include here. It's just another copy of "},{"insert":{"card-link":"Commune with Lava"}},{"insert":" except it can be cast twice; and, if you have a super dork out, you can chain the two casts together to leave you with an untapped dork tapping for 17+ and 10+ cards in exile. That's potential to win on the spot. This card will maybe become the best card in the deck. Also going to add in the new "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" since it is essentially another copy of "},{"insert":{"card-link":"Green Sun's Zenith"}},{"insert":" which is a house in this deck. \n"}]}
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