1901 views5 hrs ago
Commander
Size: 100Est cost: $12829.66Salt sum: 65.68
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0r1g3n

1901 views5 hrs ago
Commander
Size: 100Est cost: $12829.66Salt sum: 65.68

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{"ops":[{"attributes":{"underline":true},"insert":"The Gitrog Monster - a cEDH Primer:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"What is The Gitrog Monster?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is a turbo dredge deck built around abusing the absurd card advantage provided by "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" and the mana production available in golgari. This deck wants to push as soon as possible because of the deck's primary win condition being so hard to interact with. The midrange gameplan of this deck is not its strong suit but when it has to, it will fall back on "},{"insert":{"card-link":"Six"}},{"insert":", "},{"insert":{"card-link":"Monument to Endurance"}},{"insert":", and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" to provide incremental value and explosive finishes when enough advantage has been achieved.\n\n"},{"attributes":{"underline":true},"insert":"Why Play The Gitrog Monster?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI personally love The Gitrog Monster. Competitive viability aside, there isn't another deck in the current cEDH meta that feels like it warps the rules of magic quite like this one. There are so many ways to continue to improve as a pilot when playing this deck due to the depth and variety to its combos that it has also been extremely good at holding my attention over the long-term. To put it simply, this is the Johnny deck to end all Johnny decks.\n\tThe biggest competitive strength of this deck is that when it can assemble its main combo pieces, it is practically impossible to prevent it from drawing its deck and presenting a win. This is due to the fact that any interaction presented can be met with us discarding one of our 40 lands to place another draw on top of the stack to continue the loop, burying whatever interaction was used. \n\n"},{"attributes":{"underline":true},"insert":"How Does This Deck Win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck uses one of two main combos to win 90% of its games:\n\tThe first is the combo between "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":", "},{"insert":{"card-link":"Dakmor Salvage"}},{"insert":", and a discard outlet like "},{"insert":{"card-link":"Wild Mongrel"}},{"insert":" or "},{"insert":{"card-link":"Oblivion Crown"}},{"insert":". This combo allows us to mill through our deck repeatedly to put as many draws on the stack as we want which can then be resolved to draw our deck, get infinite mana through looping rituals and finally finish the game by looping a card like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" to ping down the table.\n\tOur second combo is the conventional "},{"insert":{"card-link":"Witherbloom Apprentice"}},{"insert":" + "},{"insert":{"card-link":"Chain of Smog"}},{"insert":" combo that the Collaborative Primer omits. This works particularly well in this deck because of its density of creature tutors that are normally used to find the pieces for our other plan but can also be used to grab half of this combo. This option is the deck's fastest but it is also quite fragile when faced with interaction so exercise caution when presenting it.\n\n"},{"attributes":{"underline":true},"insert":"Why Does Your List Differ to the Collaborative Primer?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe differences in this deck list when compared to the primer reflects a difference in philosophy. In general, I run less interaction and more lands than the primer. I run 40 lands so that my opening hands are more consistent, I have better access to weird acceleration pieces like Summer Bloom and Krosan Wayfarer, and my dredge tutoring is more consistent. I don't find that the lack of interaction is a huge issue because I am playing an incredibly parasitic turbo deck so if I am trying to interact, I am going to get out-valued by the blue players. Let them do all of the heavy lifting.\n\n(This portion might become outdated as I change the deck list so beware)\n\n"},{"attributes":{"underline":true},"insert":"Cuts:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Interaction: "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" - I am looking at this card quite hard. The protection does seem quite nice but I can't ignore the fact that this takes the slot of an acceleration piece.\n"},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" - This is the second go-to piece of golgari removal and my list is incredibly parasitic. As such, this didn't quite make the cut.\n"},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" - Grist is cute but a 3 mana creature removal spell is slow and this deck wants to go fast.\n"},{"insert":{"card-link":"Opposition Agent"}},{"insert":" - I hate to not play this card because it's one of my favorites but I just don't think the deck has room for it right now.\n\n"},{"attributes":{"italic":true},"insert":"Acceleration:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Boreal Druid"}},{"insert":" - I really don't like the colourless mana that this creates. I prefer the benefits of Krosan Wayfarer to this in most cases.\n"},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":" - This card is awesome for making five mana and casting the frog or an Ad Nauseum on turn 3. I want to try and win before turn 3 if possible.\n\n"},{"attributes":{"italic":true},"insert":"Consistency:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":" - This is both a tutor and interaction but GGG is quite hard to make. Generally speaking, I prefer other options.\n"},{"insert":{"card-link":"Chord of Calling"}},{"insert":", "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":", "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" - These are all expensive creature tutors. I don't think the deck needs them in its current state.\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" - This card just kind of sucks in starting hands. As a deck that is very light on interaction, I find that when I play One Ring as my game plan, I lose to the decks that decide to go fast and ignore my One Ring.\n"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" - This is a pretty ok draw engine. I personally find it a little slow and taxing on my life total but it is something I am looking at.\n"},{"insert":{"card-link":"Sylvan Scrying"}},{"insert":" - This only tutors for lands. In most cases I would prefer to tutor for other things like better interaction or a value engine also will find me Dakmor.\n"},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" - Ulamog is excluded because running one titan makes my Icetill Explorer mill better as well as my Ad Nauseum better. I never find the cast trigger of Ulamog relevant so I have decided to save the 1 extra mana on my Ad Nauseum curve by going with Kozilek.\n"},{"insert":{"card-link":"Noose Constrictor"}},{"insert":" - This is the main green discard outlet used by the primer. I prefer Wild Mongrel because it can blank certain removal spells and I don't find fliers being much of an issue.\n\n"},{"attributes":{"italic":true},"insert":"Lands:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bazaar of Baghdad"}},{"insert":" - Bazaar is excluded here because the deck doesn't enjoy playing the generic dredge gameplan very much and prefers land drops that provide mana acceleration.\n"},{"insert":{"card-link":"Cabal Pit"}},{"insert":" - Cabal Pit is excluded in favour of fetch targets that work well with Icetill Explorer.\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" - This card seems like an ok inclusion when trying to tailor to the Icetill Explorer gameplan. I'm just not a huge fan personally.\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" - Much like Joraga Treespeaker, this card is awesome for turn 3 plays when I want to be doing things on turn 2 as often as possible.\n"},{"insert":{"card-link":"Wastewood Verge"}},{"insert":" - This card seems like the kind of card that would \"tilt\" me when playing because I know that even if the numbers work out, this thing would never make black when I needed it to.\n\n"},{"attributes":{"underline":true},"insert":"Additions:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Interaction: "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Darkblast"}},{"insert":" - This card solves a very specific issue I have. It hits Magda and other dorks that bowmasters hits, but it also kills an opponent's bowmasters when I am trying to present a win.\n"},{"insert":{"card-link":"Display of Dominance"}},{"insert":" - This is a card I am testing out to help protect our board state while also being able to interact with the growing midrange meta. I am quite tight on interaction in this deck so finding ways to have interaction spells be multipurpose is always welcome.\n"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" - This card provides early game interruption, protection, and a cantrip all in one piece. It is very good into many turbo decks like Etali and Rograkh strategies. It is baffling to me that the primer doesn't play this card.\n\n"},{"attributes":{"italic":true},"insert":"Acceleration:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Chain of Smog"}},{"insert":" - This is the first half of the fastest combo golgari is capable of. Chain of Smog in particular can also come in useful during the Gitrog gameplan because it can help me cycle through lands in my hand when looking for combo pieces.\n"},{"insert":{"card-link":"Krosan Wayfarer"}},{"insert":" - This is a pretty trendy card as of recent. I am a very big fan of it because it enables very splashy plays in time for turn 2 as well as it making Necropotence wins easier by being able to put an Emergence Zone into play at instant speed if Crop Rotation isn't available.\n"},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":" - One of the best pieces of acceleration ever created. Makes the early casting of Necropotence or Ad Nauseum very easy. It also has an infinite mana combo with Six. Just don't use it to cast a turn 1 frog, it never works out.\n"},{"insert":{"card-link":"Witherbloom Apprentice"}},{"insert":" - This is the second half of the fastest combo golgari is capable of. I like having the option to have a win like this in my back pocket at any moment.\n\n"},{"attributes":{"italic":true},"insert":"Consistency:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Infernal Tutor"}},{"insert":" - This is an interesting tutor that I have been testing. It fulfills the role of any tutor when using Lion's Eye Diamond to cast Necropotence, but I can also often use it like a Demonic Tutor due to my ability to use my discard outlets to pitch my hand. Cool card.\n"},{"insert":{"card-link":"Wild Mongrel"}},{"insert":" - This is my preferred option between the main two green discard outlets. In a deck who wants to try and avoid interaction as often as possible the fact that this can situationally dodge slaughter pact and snuff out is more relevant than being able to block fliers in my experience.\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" - This card hasn't seen very much discussion within the Gitrog list. I'm testing it out because I believe it could provide a real upgrade to the currently flimsy midrange backup plan.\n"},{"insert":{"card-link":"Praetor's Grasp"}},{"insert":" - This card can tutor for some pretty strong cards including cards we don't have access to in Golgari. We can also sometimes use it as a weird interaction piece or win condition.\n\n"},{"attributes":{"italic":true},"insert":"Lands:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Blooming Marsh"}},{"insert":" - This is a good enough land. In a weird way, frog often ends up having less lands than normal because of his ability to cannibalize its own mana base for card advantage.\n"},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" - This is an objectively bad land, that much is obvious. I find it useful to be able to grab a land with creature tutors when dredge tutoring. This card can also be very useful when using Culling the Weak or Diabolic intent early in the game.\n"},{"insert":{"card-link":"City of Brass"}},{"insert":" - This is just great mana fixing. I prefer this to Wastewood Verge because of reliability and ease of use.\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" - This is a sol land that sacrifices itself for a frog draw. It's not City of Traitors but it tries its best.\n"},{"insert":{"card-link":"Winding Canyons"}},{"insert":" - I find myself often running into issues with Necropotence lines in this deck because Golgari lacks simple flash enablers like Borne Upon a Wind or Final Fortune. Winding Canyons can help solve that seeing as many of our combos are creature-based.\n"},{"insert":{"card-link":"Peat Bog"}},{"insert":" - This is pretty decent acceleration. In hands that don't have mana dorks, this can function as one for our purposes.\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" - This is mana acceleration. Simple as that. When I am trying to win I will often have something that this can sacrifice and the extra mana is very valuable.\n"},{"insert":{"card-link":"Starting Town"}},{"insert":" - This is one of the extra lands included in the deck to put me at 40 lands.\n"},{"insert":{"card-link":"Underground Mortuary"}},{"insert":" - I find myself fetching for this card a ton. Often when using cards like Icetill Explorer or Summer Bloom, you'll end up with one or two extra fetches after taking all of your actions. This makes it so that I can improve the next turn after I dump all of my acceleration.\n"},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" - I don't care about any incidental value my opponents get from Urborg being out. It is great fixing and life total protection, and it means that I am never out of ways to use fetches, even when I am out of fetch targets in the deck.\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" - Everything I said about Urborg applies to Yavimaya. Yavimaya in particular also makes Arbor Elf much stronger when combined with sol lands or lands like Hickory Woodlot and Peat Bog.\n"}]}

Commander

Qty: 1 Price: $19.99
The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog
The Gitrog Monster (inr) 489

Commander

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Combo

Qty: 7 Price: $2062.93
Chain of Smog
Target player discards two cards. That player may copy this spell and may choose a new target for that copy.
Sorcery
Chain of Smog (ons) 132
Chains of Mephistopheles
If a player would draw a card except the first one they draw in each of their draw steps, that player discards a card instead. If the player discards a card this way, they draw a card. If the player doesn't discard a card this way, they mill a card.
Enchantment
Chains of Mephistopheles (leg) 91
Kozilek, Butcher of Truth
When you cast this spell, draw four cards.
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Kozilek is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi
Kozilek, Butcher of Truth (roe) 6
Oblivion Crown
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature has "Discard a card: This creature gets +1/+1 until end of turn."
Enchantment - Aura
Oblivion Crown (fut) 73
Putrid Imp
Discard a card: This creature gains flying until end of turn.
Threshold — As long as there are seven or more cards in your graveyard, this creature gets +1/+1 and can't block.
Creature - Zombie Imp
Putrid Imp (tor) 77
Wild Mongrel
Discard a card: This creature gets +1/+1 and becomes the color of your choice until end of turn.
Creature - Dog
Wild Mongrel (ody) 283
Witherbloom Apprentice
Magecraft — Whenever you cast or copy an instant or sorcery spell, each opponent loses 1 life and you gain 1 life.
Creature - Human Druid
Witherbloom Apprentice (stx) 247

Combo

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Draw

Qty: 3 Price: $409.98
Ad Nauseam
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
Instant
Ad Nauseam (ala) 63
Monument to Endurance
Whenever you discard a card, choose one that hasn't been chosen this turn —
• Draw a card.
• Create a Treasure token.
• Each opponent loses 3 life.
Artifact
Monument to Endurance (dft) 499
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (wot) 74

Draw

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Land

Qty: 40 Price: $4497.40
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (zne) 21
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (3ed) 283
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (zne) 3
Blooming Marsh
This land enters tapped unless you control two or fewer other lands.
: Add
or
.
Land
Blooming Marsh (otj) 300
Boseiju, Who Endures
: Add
.
Channel —
, 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
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 412
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 410b
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (2x2) 403
City of Traitors
When you play another land, sacrifice this land.
: Add
.
Land
City of Traitors (exo) 143
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (brc) 178
Crystal Vein
: Add
.
, Sacrifice this land: Add
.
Land
Crystal Vein (plst) MIR-325
Dakmor Salvage
This land enters tapped.
: Add
.
Dredge 2 (If you would draw a card, you may mill two cards instead. If you do, return this card from your graveyard to your hand.)
Land
Dakmor Salvage (m3c) 333
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (sld) 2281
Emergence Zone
: Add
.
,
, Sacrifice this land: You may cast spells this turn as though they had flash.
Land
Emergence Zone (war) 245
Forest
(
: Add
.)
Basic Land - Forest
Forest (ons) 347
Gaea's Cradle
: Add
for each creature you control.
Legendary Land
Gaea's Cradle (wc99) ml321
Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add
. If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land
Gemstone Caverns (ltc) 364
Hickory Woodlot
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Hickory Woodlot (mmq) 319
Lake of the Dead
If this land would enter, sacrifice a Swamp instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
: Add
.
, Sacrifice a Swamp: Add
.
Land
Lake of the Dead (all) 140
Llanowar Wastes
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Llanowar Wastes (apc) 141
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (sld) 1012a
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 437
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (zne) 10
Nurturing Peatland
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Nurturing Peatland (mh1) 243
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (rvr) 407
Peat Bog
This land enters tapped with two depletion counters on it.
, Remove a depletion counter from this land: Add
. If there are no depletion counters on this land, sacrifice it.
Land
Peat Bog (mmq) 322
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (mh3) 303
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 438
Snow-Covered Forest
(
: Add
.)
Basic Snow Land - Forest
Snow-Covered Forest (ice) 383
Snow-Covered Swamp
(
: Add
.)
Basic Snow Land - Swamp
Snow-Covered Swamp (ice) 372
Starting Town
This land enters tapped unless it's your first, second, or third turn of the game.
: Add
.
, Pay 1 life: Add one mana of any color.
Land - Town
Starting Town (fin) 289
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (inv) 339
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 82
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 333
Undergrowth Stadium
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Undergrowth Stadium (cmm) 666
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (ltc) 375
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 479
Winding Canyons
: Add
.
,
: You may cast creature spells this turn as though they had flash.
Land
Winding Canyons (wth) 167
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 440
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (zne) 4
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (ltc) 377

Land

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Mill

Qty: 3 Price: $44.97
Golgari Grave-Troll
This creature enters with a +1/+1 counter on it for each creature card in your graveyard.
, Remove a +1/+1 counter from this creature: Regenerate this creature.
Dredge 6 (If you would draw a card, you may mill six cards instead. If you do, return this card from your graveyard to your hand.)
Creature - Skeleton Troll
Golgari Grave-Troll (rvr) 348
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (rvr) 434
Six
Reach
Whenever Six attacks, mill three cards. You may put a land card from among them into your hand.
During your turn, nonland permanent cards in your graveyard have retrace. (You may cast permanent cards from your graveyard by discarding a land card in addition to paying their other costs.)
Legendary Creature - Treefolk
Six (mh3) 430

Mill

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Protection

Qty: 4 Price: $29.26
Autumn's Veil
Spells you control can't be countered by blue or black spells this turn, and creatures you control can't be the targets of blue or black spells this turn.
Instant
Autumn's Veil (m11) 162
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (mh3) 287
Veil of Summer
Draw a card if an opponent has cast a blue or black spell this turn. Spells you control can't be countered this turn. You and permanents you control gain hexproof from blue and from black until end of turn. (You and they can't be the targets of blue or black spells or abilities your opponents control.)
Instant
Veil of Summer (m20) 198
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212

Protection

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Ramp

Qty: 23 Price: $4418.29
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (rvr) 344z
Cabal Ritual
Add
.
Threshold — Add
instead if there are seven or more cards in your graveyard.
Instant
Cabal Ritual (tor) 51
Carpet of Flowers
At the beginning of each of your main phases, if you haven't added mana with this ability this turn, you may add X mana of any one color, where X is the number of Islands target opponent controls.
Enchantment
Carpet of Flowers (usg) 240
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Culling the Weak
As an additional cost to cast this spell, sacrifice a creature.
Add
.
Instant
Culling the Weak (exo) 55
Dark Ritual
Add
.
Instant
Dark Ritual (usg) 127
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color.
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (rvr) 363
Delighted Halfling
: Add
.
: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
Creature - Citizen Halfling
Delighted Halfling (pltr) 402s
Elves of Deep Shadow
: Add
. This creature deals 1 damage to you.
Creature - Elf Druid
Elves of Deep Shadow (sld) 1710
Elvish Mystic
: Add
.
Creature - Elf Druid
Elvish Mystic (tsr) 360
Elvish Spirit Guide
Exile this creature from your hand: Add
.
Creature - Elf Spirit
Elvish Spirit Guide (all) 89
Fyndhorn Elves
: Add
.
Creature - Elf Druid
Fyndhorn Elves (ice) 244
Grim Monolith
This artifact doesn't untap during your untap step.
: Add
.
: Untap this artifact.
Artifact
Grim Monolith (ulg) 126
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 192
Krosan Wayfarer
Sacrifice this creature: You may put a land card from your hand onto the battlefield.
Creature - Human Druid
Krosan Wayfarer (jud) 123
Lion's Eye Diamond
Discard your hand, Sacrifice this artifact: Add three mana of any one color. Activate only as an instant.
Artifact
Lion's Eye Diamond (mir) 307
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (pdmu) 1★
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (tmp) 294
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (3ed) 263
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (v10) 10
Rain of Filth
Until end of turn, lands you control gain "Sacrifice this land: Add
."
Instant
Rain of Filth (usg) 151
Sol Ring
: Add
.
Artifact
Sol Ring (fbb) 274
Wild Growth
Enchant land
Whenever enchanted land is tapped for mana, its controller adds an additional
.
Enchantment - Aura
Wild Growth (ice) 277

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Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (wmc) 2016
Collector Ouphe
Activated abilities of artifacts can't be activated.
Creature - Ouphe
Collector Ouphe (mh1) 158
Culling Ritual
Destroy each nonland permanent with mana value 2 or less. Add
or
for each permanent destroyed this way.
Sorcery
Culling Ritual (pw25) 4
Darkblast
Target creature gets -1/-1 until end of turn.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Instant
Darkblast (rvr) 454
Display of Dominance
Choose one —
• Destroy target blue or black noncreature permanent.
• Permanents you control can't be the targets of blue or black spells your opponents control this turn.
Instant
Display of Dominance (dtk) 182
Orcish Bowmasters
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Creature - Archer Orc
Orcish Bowmasters (ltr) 103

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Tutor

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Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (pewk) 2024b
Demonic Tutor
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Demonic Tutor (fbb) 105
Diabolic Intent
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Diabolic Intent (fca) 34
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (dmr) 304
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 (spg) 127
Imperial Seal
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Sorcery
Imperial Seal (2x2) 354
Infernal Tutor
Reveal a card from your hand. Search your library for a card with the same name as that card, reveal it, put it into your hand, then shuffle.
Hellbent — If you have no cards in hand, instead search your library for a card, put it into your hand, then shuffle.
Sorcery
Infernal Tutor (rvr) 326z
Praetor's Grasp
Search target opponent's library for a card and exile it face down. Then that player shuffles. You may play that card for as long as it remains exiled.
Sorcery
Praetor's Grasp (nph) 71
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
. If you don't, you lose the game.
Instant
Summoner's Pact (tsr) 234
Survival of the Fittest
, Discard a creature card: Search your library for a creature card, reveal that card, put it into your hand, then shuffle.
Enchantment
Survival of the Fittest (exo) 129
Tainted Pact
Exile the top card of your library. You may put that card into your hand unless it has the same name as another card exiled this way. Repeat this process until you put a card into your hand or you exile two cards with the same name, whichever comes first.
Instant
Tainted Pact (sta) 33
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (dmr) 314
Worldly Tutor
Search your library for a creature card, reveal it, then shuffle and put the card on top.
Instant
Worldly Tutor (dmr) 442

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Agatha's Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
Legendary Artifact
Agatha's Soul Cauldron (woe) 242
Allosaurus Shepherd
This spell can't be countered.
Green spells you control can't be countered.
: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.
Creature - Elf Shaman
Allosaurus Shepherd (2x2) 132
Archdruid's Charm
Choose one —
• Search your library for a creature or land card and reveal it. Put it onto the battlefield tapped if it's a land card. Otherwise, put it into your hand. Then shuffle.
• Put a +1/+1 counter on target creature you control. It deals damage equal to its power to target creature you don't control.
• Exile target artifact or enchantment.
Instant
Archdruid's Charm (mkm) 408
Chord of Calling
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
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 (sld) 1595
Compost
Whenever a black card is put into an opponent's graveyard from anywhere, you may draw a card.
Enchantment
Compost (uds) 102
Demonic Consultation
Choose a card name. Exile the top six cards of your library, then reveal cards from the top of your library until you reveal a card with the chosen name. Put that card into your hand and exile all other cards revealed this way.
Instant
Demonic Consultation (sld) 1127
Finale of Devastation
Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.
Sorcery
Finale of Devastation (cmm) 700
Grim Tutor
Search your library for a card, put that card into your hand, then shuffle. You lose 3 life.
Sorcery
Grim Tutor (m21) 315
Heartwood Storyteller
Whenever a player casts a noncreature spell, each of that player's opponents may draw a card.
Creature - Treefolk
Heartwood Storyteller (fut) 127
Joraga Treespeaker
Level up
(
: Put a level counter on this. Level up only as a sorcery.)
LEVEL 1-4
1/2
: Add
.
LEVEL 5+
1/4
Elves you control have "
: Add
."
Creature - Elf Druid
Joraga Treespeaker (sld) 1281
Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant
Legolas's Quick Reflexes (ltc) 493
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (2xm) 275
Noose Constrictor
Reach
Discard a card: This creature gets +1/+1 until end of turn.
Creature - Snake
Noose Constrictor (inr) 415
Once Upon a Time
If this spell is the first spell you've cast this game, you may cast it without paying its mana cost.
Look at the top five cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
Instant
Once Upon a Time (eld) 169
Opposition Agent
Flash
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.
Creature - Human Rogue
Opposition Agent (cmr) 141
Seedtime
Cast this spell only during your turn.
Take an extra turn after this one if an opponent cast a blue spell this turn.
Instant
Seedtime (jud) 130
Summer Bloom
You may play up to three additional lands this turn.
Sorcery
Summer Bloom (por) 187
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (leg) 207
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 451
Ulamog, the Infinite Gyre
When you cast this spell, destroy target permanent.
Indestructible
Annihilator 4 (Whenever this creature attacks, defending player sacrifices four permanents of their choice.)
When Ulamog is put into a graveyard from anywhere, its owner shuffles their graveyard into their library.
Legendary Creature - Eldrazi
Ulamog, the Infinite Gyre (roe) 12
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
Yawgmoth's Will
Until end of turn, you may play lands and cast spells from your graveyard.
If a card would be put into your graveyard from anywhere this turn, exile that card instead.
Sorcery
Yawgmoth's Will (usg) 171

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 15 cards
0 pips - 0 cards
0 mana - 15 cards
29 pips - 25 cards
54 mana - 34 cards
0 pips - 0 cards
0 mana - 15 cards
30 pips - 29 cards
36 mana - 33 cards
0 pips - 0 cards
24 mana - 15 cards
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Description

{"ops":[{"attributes":{"underline":true},"insert":"The Gitrog Monster - a cEDH Primer:"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"underline":true},"insert":"What is The Gitrog Monster?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is a turbo dredge deck built around abusing the absurd card advantage provided by "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":" and the mana production available in golgari. This deck wants to push as soon as possible because of the deck's primary win condition being so hard to interact with. The midrange gameplan of this deck is not its strong suit but when it has to, it will fall back on "},{"insert":{"card-link":"Six"}},{"insert":", "},{"insert":{"card-link":"Monument to Endurance"}},{"insert":", and "},{"insert":{"card-link":"Icetill Explorer"}},{"insert":" to provide incremental value and explosive finishes when enough advantage has been achieved.\n\n"},{"attributes":{"underline":true},"insert":"Why Play The Gitrog Monster?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nI personally love The Gitrog Monster. Competitive viability aside, there isn't another deck in the current cEDH meta that feels like it warps the rules of magic quite like this one. There are so many ways to continue to improve as a pilot when playing this deck due to the depth and variety to its combos that it has also been extremely good at holding my attention over the long-term. To put it simply, this is the Johnny deck to end all Johnny decks.\n\tThe biggest competitive strength of this deck is that when it can assemble its main combo pieces, it is practically impossible to prevent it from drawing its deck and presenting a win. This is due to the fact that any interaction presented can be met with us discarding one of our 40 lands to place another draw on top of the stack to continue the loop, burying whatever interaction was used. \n\n"},{"attributes":{"underline":true},"insert":"How Does This Deck Win?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck uses one of two main combos to win 90% of its games:\n\tThe first is the combo between "},{"insert":{"card-link":"The Gitrog Monster"}},{"insert":", "},{"insert":{"card-link":"Dakmor Salvage"}},{"insert":", and a discard outlet like "},{"insert":{"card-link":"Wild Mongrel"}},{"insert":" or "},{"insert":{"card-link":"Oblivion Crown"}},{"insert":". This combo allows us to mill through our deck repeatedly to put as many draws on the stack as we want which can then be resolved to draw our deck, get infinite mana through looping rituals and finally finish the game by looping a card like "},{"insert":{"card-link":"Orcish Bowmasters"}},{"insert":" to ping down the table.\n\tOur second combo is the conventional "},{"insert":{"card-link":"Witherbloom Apprentice"}},{"insert":" + "},{"insert":{"card-link":"Chain of Smog"}},{"insert":" combo that the Collaborative Primer omits. This works particularly well in this deck because of its density of creature tutors that are normally used to find the pieces for our other plan but can also be used to grab half of this combo. This option is the deck's fastest but it is also quite fragile when faced with interaction so exercise caution when presenting it.\n\n"},{"attributes":{"underline":true},"insert":"Why Does Your List Differ to the Collaborative Primer?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe differences in this deck list when compared to the primer reflects a difference in philosophy. In general, I run less interaction and more lands than the primer. I run 40 lands so that my opening hands are more consistent, I have better access to weird acceleration pieces like Summer Bloom and Krosan Wayfarer, and my dredge tutoring is more consistent. I don't find that the lack of interaction is a huge issue because I am playing an incredibly parasitic turbo deck so if I am trying to interact, I am going to get out-valued by the blue players. Let them do all of the heavy lifting.\n\n(This portion might become outdated as I change the deck list so beware)\n\n"},{"attributes":{"underline":true},"insert":"Cuts:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Interaction: "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Allosaurus Shepherd"}},{"insert":" - I am looking at this card quite hard. The protection does seem quite nice but I can't ignore the fact that this takes the slot of an acceleration piece.\n"},{"insert":{"card-link":"Assassin's Trophy"}},{"insert":" - This is the second go-to piece of golgari removal and my list is incredibly parasitic. As such, this didn't quite make the cut.\n"},{"insert":{"card-link":"Grist, the Hunger Tide"}},{"insert":" - Grist is cute but a 3 mana creature removal spell is slow and this deck wants to go fast.\n"},{"insert":{"card-link":"Opposition Agent"}},{"insert":" - I hate to not play this card because it's one of my favorites but I just don't think the deck has room for it right now.\n\n"},{"attributes":{"italic":true},"insert":"Acceleration:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Boreal Druid"}},{"insert":" - I really don't like the colourless mana that this creates. I prefer the benefits of Krosan Wayfarer to this in most cases.\n"},{"insert":{"card-link":"Joraga Treespeaker"}},{"insert":" - This card is awesome for making five mana and casting the frog or an Ad Nauseum on turn 3. I want to try and win before turn 3 if possible.\n\n"},{"attributes":{"italic":true},"insert":"Consistency:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Archdruid's Charm"}},{"insert":" - This is both a tutor and interaction but GGG is quite hard to make. Generally speaking, I prefer other options.\n"},{"insert":{"card-link":"Chord of Calling"}},{"insert":", "},{"insert":{"card-link":"Invasion of Ikoria // Zilortha, Apex of Ikoria"}},{"insert":", "},{"insert":{"card-link":"Nature's Rhythm"}},{"insert":" - These are all expensive creature tutors. I don't think the deck needs them in its current state.\n"},{"insert":{"card-link":"The One Ring"}},{"insert":" - This card just kind of sucks in starting hands. As a deck that is very light on interaction, I find that when I play One Ring as my game plan, I lose to the decks that decide to go fast and ignore my One Ring.\n"},{"insert":{"card-link":"Sylvan Library"}},{"insert":" - This is a pretty ok draw engine. I personally find it a little slow and taxing on my life total but it is something I am looking at.\n"},{"insert":{"card-link":"Sylvan Scrying"}},{"insert":" - This only tutors for lands. In most cases I would prefer to tutor for other things like better interaction or a value engine also will find me Dakmor.\n"},{"insert":{"card-link":"Ulamog, the Infinite Gyre"}},{"insert":" - Ulamog is excluded because running one titan makes my Icetill Explorer mill better as well as my Ad Nauseum better. I never find the cast trigger of Ulamog relevant so I have decided to save the 1 extra mana on my Ad Nauseum curve by going with Kozilek.\n"},{"insert":{"card-link":"Noose Constrictor"}},{"insert":" - This is the main green discard outlet used by the primer. I prefer Wild Mongrel because it can blank certain removal spells and I don't find fliers being much of an issue.\n\n"},{"attributes":{"italic":true},"insert":"Lands:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Bazaar of Baghdad"}},{"insert":" - Bazaar is excluded here because the deck doesn't enjoy playing the generic dredge gameplan very much and prefers land drops that provide mana acceleration.\n"},{"insert":{"card-link":"Cabal Pit"}},{"insert":" - Cabal Pit is excluded in favour of fetch targets that work well with Icetill Explorer.\n"},{"insert":{"card-link":"Prismatic Vista"}},{"insert":" - This card seems like an ok inclusion when trying to tailor to the Icetill Explorer gameplan. I'm just not a huge fan personally.\n"},{"insert":{"card-link":"Urza's Saga"}},{"insert":" - Much like Joraga Treespeaker, this card is awesome for turn 3 plays when I want to be doing things on turn 2 as often as possible.\n"},{"insert":{"card-link":"Wastewood Verge"}},{"insert":" - This card seems like the kind of card that would \"tilt\" me when playing because I know that even if the numbers work out, this thing would never make black when I needed it to.\n\n"},{"attributes":{"underline":true},"insert":"Additions:"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"italic":true},"insert":"Interaction: "},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Darkblast"}},{"insert":" - This card solves a very specific issue I have. It hits Magda and other dorks that bowmasters hits, but it also kills an opponent's bowmasters when I am trying to present a win.\n"},{"insert":{"card-link":"Display of Dominance"}},{"insert":" - This is a card I am testing out to help protect our board state while also being able to interact with the growing midrange meta. I am quite tight on interaction in this deck so finding ways to have interaction spells be multipurpose is always welcome.\n"},{"insert":{"card-link":"Vexing Bauble"}},{"insert":" - This card provides early game interruption, protection, and a cantrip all in one piece. It is very good into many turbo decks like Etali and Rograkh strategies. It is baffling to me that the primer doesn't play this card.\n\n"},{"attributes":{"italic":true},"insert":"Acceleration:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Chain of Smog"}},{"insert":" - This is the first half of the fastest combo golgari is capable of. Chain of Smog in particular can also come in useful during the Gitrog gameplan because it can help me cycle through lands in my hand when looking for combo pieces.\n"},{"insert":{"card-link":"Krosan Wayfarer"}},{"insert":" - This is a pretty trendy card as of recent. I am a very big fan of it because it enables very splashy plays in time for turn 2 as well as it making Necropotence wins easier by being able to put an Emergence Zone into play at instant speed if Crop Rotation isn't available.\n"},{"insert":{"card-link":"Lion's Eye Diamond"}},{"insert":" - One of the best pieces of acceleration ever created. Makes the early casting of Necropotence or Ad Nauseum very easy. It also has an infinite mana combo with Six. Just don't use it to cast a turn 1 frog, it never works out.\n"},{"insert":{"card-link":"Witherbloom Apprentice"}},{"insert":" - This is the second half of the fastest combo golgari is capable of. I like having the option to have a win like this in my back pocket at any moment.\n\n"},{"attributes":{"italic":true},"insert":"Consistency:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Infernal Tutor"}},{"insert":" - This is an interesting tutor that I have been testing. It fulfills the role of any tutor when using Lion's Eye Diamond to cast Necropotence, but I can also often use it like a Demonic Tutor due to my ability to use my discard outlets to pitch my hand. Cool card.\n"},{"insert":{"card-link":"Wild Mongrel"}},{"insert":" - This is my preferred option between the main two green discard outlets. In a deck who wants to try and avoid interaction as often as possible the fact that this can situationally dodge slaughter pact and snuff out is more relevant than being able to block fliers in my experience.\n"},{"insert":{"card-link":"Monument to Endurance"}},{"insert":" - This card hasn't seen very much discussion within the Gitrog list. I'm testing it out because I believe it could provide a real upgrade to the currently flimsy midrange backup plan.\n"},{"insert":{"card-link":"Praetor's Grasp"}},{"insert":" - This card can tutor for some pretty strong cards including cards we don't have access to in Golgari. We can also sometimes use it as a weird interaction piece or win condition.\n\n"},{"attributes":{"italic":true},"insert":"Lands:"},{"attributes":{"header":3},"insert":"\n"},{"insert":{"card-link":"Blooming Marsh"}},{"insert":" - This is a good enough land. In a weird way, frog often ends up having less lands than normal because of his ability to cannibalize its own mana base for card advantage.\n"},{"insert":{"card-link":"Dryad Arbor"}},{"insert":" - This is an objectively bad land, that much is obvious. I find it useful to be able to grab a land with creature tutors when dredge tutoring. This card can also be very useful when using Culling the Weak or Diabolic intent early in the game.\n"},{"insert":{"card-link":"City of Brass"}},{"insert":" - This is just great mana fixing. I prefer this to Wastewood Verge because of reliability and ease of use.\n"},{"insert":{"card-link":"Crystal Vein"}},{"insert":" - This is a sol land that sacrifices itself for a frog draw. It's not City of Traitors but it tries its best.\n"},{"insert":{"card-link":"Winding Canyons"}},{"insert":" - I find myself often running into issues with Necropotence lines in this deck because Golgari lacks simple flash enablers like Borne Upon a Wind or Final Fortune. Winding Canyons can help solve that seeing as many of our combos are creature-based.\n"},{"insert":{"card-link":"Peat Bog"}},{"insert":" - This is pretty decent acceleration. In hands that don't have mana dorks, this can function as one for our purposes.\n"},{"insert":{"card-link":"Phyrexian Tower"}},{"insert":" - This is mana acceleration. Simple as that. When I am trying to win I will often have something that this can sacrifice and the extra mana is very valuable.\n"},{"insert":{"card-link":"Starting Town"}},{"insert":" - This is one of the extra lands included in the deck to put me at 40 lands.\n"},{"insert":{"card-link":"Underground Mortuary"}},{"insert":" - I find myself fetching for this card a ton. Often when using cards like Icetill Explorer or Summer Bloom, you'll end up with one or two extra fetches after taking all of your actions. This makes it so that I can improve the next turn after I dump all of my acceleration.\n"},{"insert":{"card-link":"Urborg, Tomb of Yawgmoth"}},{"insert":" - I don't care about any incidental value my opponents get from Urborg being out. It is great fixing and life total protection, and it means that I am never out of ways to use fetches, even when I am out of fetch targets in the deck.\n"},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" - Everything I said about Urborg applies to Yavimaya. Yavimaya in particular also makes Arbor Elf much stronger when combined with sol lands or lands like Hickory Woodlot and Peat Bog.\n"}]}
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