576
5/2/2024
Raggadragga, Goreguts Boss EDH
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $504.32
Salt Sum: 37.62
576
5/2/2024
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Commander

Quantity: 1Price: $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
1

Draw

Quantity: 13Price: $66.77
Beast Whisperer

Whenever you cast a creature spell, draw a card.

Creature
Beast Whisperer (khc) 54
1
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
1
Elemental Bond

Whenever a creature with power 3 or greater enters the battlefield under your control, draw a card.

Enchantment
Elemental Bond (scd) 180
1
Garruk's Packleader

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

Creature
Garruk's Packleader (c19) 168
1
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
1
Guardian Project

Whenever a nontoken creature enters the battlefield under your control, 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 (rna) 130
1
Primordial Sage

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

Creature
Primordial Sage (jmp) 422
1
Regal Force

When Regal Force enters the battlefield, draw a card for each green creature you control.

Creature
Regal Force (ddu) 22
1
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
1
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
1
Soul of the Harvest

Trample Whenever another nontoken creature enters the battlefield under your control, you may draw a card.

Creature
Soul of the Harvest (jmp) 432
1
Tribute to the World Tree

Whenever a creature enters the battlefield under your control, 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
1
Valakut Awakening

Instant
Valakut Awakening // Valakut Stoneforge (znr) 174Valakut Awakening // Valakut Stoneforge (znr) 174
1

Haste Enablers

Quantity: 5Price: $27.75
Fervor

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

Enchantment
Fervor (m13) 129
1
Fires of Yavimaya

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

Enchantment
Fires of Yavimaya (scd) 228
1
Rhythm of the Wild

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

Enchantment
Rhythm of the Wild (nec) 142
1
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
1
Urabrask the Hidden

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

Creature
Urabrask the Hidden (sld) 212
1

Land

Quantity: 33Price: $110.13
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
1
Cinder Glade

({T}: Add {R} or {G}.) Cinder Glade enters the battlefield tapped unless you control two or more basic lands.

Land
Cinder Glade (scd) 295
1
Command Tower

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

Land
Command Tower (scd) 297
1
Cragcrown Pathway

Land
Cragcrown Pathway // Timbercrown Pathway (znr) 261Cragcrown Pathway // Timbercrown Pathway (znr) 261
1
Exotic Orchard

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

Land
Exotic Orchard (brc) 185
1
Field of Ruin

{T}: Add {C}. {2}, {T}, Sacrifice Field of Ruin: Destroy target nonbasic land an opponent controls. Each player searches their library for a basic land card, puts it onto the battlefield, then shuffles.

Land
Field of Ruin (mid) 262
1
Forest

({T}: Add {G}.)

Land
Forest (one) 276
11
Gruul Turf

Gruul Turf enters the battlefield tapped. When Gruul Turf enters the battlefield, return a land you control to its owner's hand. {T}: Add {R}{G}.

Land
Gruul Turf (2x2) 407
1
Karplusan Forest

{T}: Add {C}. {T}: Add {R} or {G}. Karplusan Forest deals 1 damage to you.

Land
Karplusan Forest (dmu) 250
1
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
1
Mountain

({T}: Add {R}.)

Land
Mountain (one) 275
5
Rockfall Vale

Rockfall Vale enters the battlefield tapped unless you control two or more other lands. {T}: Add {R} or {G}.

Land
Rockfall Vale (mid) 284
1
Rogue's Passage

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

Land
Rogue's Passage (clb) 913
1
Rootbound Crag

Rootbound Crag enters the battlefield tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.

Land
Rootbound Crag (xln) 256
1
Spire Garden

Spire Garden enters the battlefield tapped unless you have two or more opponents. {T}: Add {R} or {G}.

Land
Spire Garden (clb) 361
1
Stomping Ground

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

Land
Stomping Ground (rna) 259
1
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
1
Winding Canyons

{T}: Add {C}. {2}, {T}: You may cast creature spells this turn as though they had flash.

Land
Winding Canyons (wth) 167
1
Yavimaya, Cradle of Growth

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

Land
Yavimaya, Cradle of Growth (mh2) 261
1

Mana Dorks

Quantity: 17Price: $67.49
Birds of Paradise

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

Creature
Birds of Paradise (dmr) 151
1
Bloom Tender

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

Creature
Bloom Tender (2x2) 366
1
Boreal Druid

{T}: Add {C}.

Creature
Boreal Druid (csp) 105
1
Circle of Dreams Druid

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

Creature
Circle of Dreams Druid (afr) 176
1
Devoted Druid

{T}: Add {G}. Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

Creature
Devoted Druid (2x2) 143
1
Druid of the Cowl

{T}: Add {G}.

Creature
Druid of the Cowl (m19) 177
1
Elvish Archdruid

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

Creature
Elvish Archdruid (khc) 57
1
Elvish Harbinger

When Elvish Harbinger enters the battlefield, 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
1
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (khc) 58
1
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
1
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
1
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
1
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (plst) M19-314
1
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
1
Priest of Titania

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

Creature
Priest of Titania (usg) 270
1
Quirion Elves

As Quirion Elves enters the battlefield, choose a color. {T}: Add {G}. {T}: Add one mana of the chosen color.

Creature
Quirion Elves (dde) 39
1
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
1

Protection

Quantity: 2Price: $15.78
Heroic Intervention

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

Instant
Heroic Intervention (afc) 161
1
Swiftfoot Boots

Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control.) Equip {1}

Artifact
Swiftfoot Boots (scd) 279
1

Removal

Quantity: 7Price: $13.29
Beast Within

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

Instant
Beast Within (scd) 172
1
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
1
Nature's Claim

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

Instant
Nature's Claim (plst) IMA-177
1
Return to Nature

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.

Instant
Return to Nature (scd) 206
1
Song of the Dryads

Enchant permanent Enchanted permanent is a colorless Forest land.

Enchantment
Song of the Dryads (c14) 47
1
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
1
Wilt

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

Instant
Wilt (iko) 176
1

Super Dorks

Quantity: 4Price: $27.66
Heronblade Elite

Vigilance Whenever another Human enters the battlefield under your control, put a +1/+1 counter on Heronblade Elite. {T}: Add X mana of any one color, where X is Heronblade Elite's power.

Creature
Heronblade Elite (mic) 26
1
Marwyn, the Nurturer

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

Creature
Marwyn, the Nurturer (khc) 68
1
Selvala, Heart of the Wilds

Whenever another creature enters the battlefield, 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
1
Viridian Joiner

{T}: Add an amount of {G} equal to Viridian Joiner's power.

Creature
Viridian Joiner (mrd) 138
1

Synergy

Quantity: 8Price: $78.32
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (znr) 180Bala Ged Recovery // Bala Ged Sanctuary (znr) 180
1
Leyline of Abundance

If Leyline of Abundance 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
1
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
1
Quest for Renewal

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

Enchantment
Quest for Renewal (wwk) 110
1
Seedborn Muse

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

Creature
Seedborn Muse (cc1) 4
1
Turntimber Symbiosis

Sorcery
Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215Turntimber Symbiosis // Turntimber, Serpentine Wood (znr) 215
1
Vedalken Orrery

You may cast spells as though they had flash.

Artifact
Vedalken Orrery (2x2) 317
1
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
1

Win Conditions

Quantity: 10Price: $94.06
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
1
Craterhoof Behemoth

Haste When Craterhoof Behemoth enters the battlefield, 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
1
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
1
Fierce Empath

When Fierce Empath enters the battlefield, 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
1
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
1
Imperial Recruiter

When Imperial Recruiter enters the battlefield, search your library for a creature card with power 2 or less, reveal it, put it into your hand, then shuffle.

Creature
Imperial Recruiter (mh2) 281
1
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
1
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
1
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
1
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
1

Sideboard

Quantity: 2Price: $2.58
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
1
Sol Ring

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

Artifact
Sol Ring (scd) 276
1

Deck Stats

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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. \n\nHaste Enablers: \n\tHaste is paramount in this deck, both so that we can tap our dorks the turn they come down (which is the primary point of "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":") as well as 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. 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 since Raggadragga untaps our dorks after combat we can cast this for a huge X value on the endstep before our turn to have an absurd hand to start the turn; or, since it can trigger Raggadragga with an X value of 5 or greater we can also get a lot of mileage out of using it during our own turn. "},{"insert":{"card-link":"Lifecrafter's Bestiary"}},{"insert":" is a subpar option but we have plenty of disposable mana and we desperately require draw so I included it anyway; however, it is probably the weakest of the bunch. Since we have 21 Druids in the deck "},{"insert":{"card-link":"Gilt-Leaf Archdruid"}},{"insert":" should be able to pay off, and if you can activate the Druid-based activated ability that is also an absurd play. We can tutor her with Elvish Harbinger if you have a lot of druids on the board and want to try and ruin someone's day. \n\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":"Quest for Renewal"}},{"insert":" and "},{"insert":{"card-link":"Seedborn Muse"}},{"insert":" are obvious choices here since it allows us to use all of our dorks for mana during any turn; which brings us directly to "},{"insert":{"card-link":"Vedalken Orrery"}},{"insert":" and "},{"insert":{"card-link":"Yeva, Nature's Herald"}},{"insert":" since they are the perfect ways 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. "},{"insert":{"card-link":"Turntimber Symbiosis // Turntimber, Serpentine Wood"}},{"insert":" is a free slot that will trigger Raggadragga's third ability and also let us dig into the deck for a key piece. "},{"insert":{"card-link":"Nyxbloom Ancient"}},{"insert":" is busted in any deck, but here it puts us into overdrive and also triggers Raggadragga's third ability. I was very stoked when I finally sprung for one of these for the deck. \n\n\nWin Condition: \n\tAs I tend to do, I've included the tutors in the win condition category. This does not mean that they should be used solely to find a win con; there are plenty of times where an early tutor into a value piece (such as draw or ramp) to get ahead is a winning move. And, of course, using them effectively comes with familiarity with the deck.\n\t"},{"insert":{"card-link":"Summoner's Pact"}},{"insert":" is incredibly easy to pay for in this deck, and we love the instant speed. It is worth noting that the three X cost tutors can trigger Raggadragga if we make them cost at least 7 cmc. "},{"insert":{"card-link":"Ecological Appreciation"}},{"insert":" requires some thought, and usually we want to pick cards that have overlap (such all 4 of the super dorks, or win con options such as "},{"insert":{"card-link":"Fierce Empath"}},{"insert":", "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and "},{"insert":{"card-link":"Kamahl, Heart of Krosa"}},{"insert":"). Most 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. We also like the fact that he is a Druid, and 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. Finally, "},{"insert":{"card-link":"Shaman of Forgotten Ways"}},{"insert":" is a favorite win condition in this deck, both for flavor and for power. Not only is he a dork, but he also has an absurd activated ability stapled on that we simply love. We often have the widest board, and regardless if we can lower life totals this drastically in a turn we can certainly close out the game. \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. Also, I am very high on "},{"insert":{"card-link":"Anzrag, the Quake-Mole"}},{"insert":" for this deck, and I think he will find a slot before too long. He plays excellently with Raggadragga's untap effect since we can swing out with dorks, they untap, then we can activate the mole's ability, and then he will untap all of our board for another combat. This also plays well with Kamahl because his ability will give us an additional overrun effect for each combat step. \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"}]}
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