Boartusk Liege


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Boartusk Liege

Creature — Goblin Knight


Other red creatures you control get +1/+1.

Other green creatures you control get +1/+1.

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Boartusk Liege Discussion

TheSpiritombEnthusiast on Scary Dragons

5 months ago

Maybe replace Rubblebelt Raiders for Boartusk Liege? That's all I can really think of.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

6 months ago

CHANGELOG 08/05/17



Potential cuts (not removed, waiting your feedback):


Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!

I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.

Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.


apxl on This is how we Rage

6 months ago

Perhaps Skarrg Goliath for commander damage win out of no where? Maybe even Ghor-Clan Rampager. I really do like the synergy Bloodrush brings to the table in this deck, getting around Ruric Thar's ability and all.

Recommending Primordial Sage because you can't get enough card draw. Also consider Hua Tuo, Honored Physician for pretty consistent recursion. Skullwinder is good too. Bloodmark Mentor helps keep RT alive in combat. Boartusk Liege and Instigator Gang  Flip if you're looking for more anthems. Khenra Charioteer if you need more trample enablers.

I would replace Goblin War Drums with Champion of Lambholt asap. It's pretty necessary if you want your creatures to be evasive. Elder of Laurels is great for pumping, gets crazy in the late game.

EtheriumProdigy on Radha, gritty R/G edh multiplayer

7 months ago

Eternal Witness should get pulled of the maybeboard and slapped in.

Lifecrafter's Bestiary is the magic Pokedex. You'll love it top deck manipulation and card draw. (I see that you aren't running a single artifact. Does your meta hate on them that bad?)

Fires of Yavimaya is great for haste, and you could cut some of the heavier CMC haste enablers for it.

Your mana curve is kinda scary, people are going to be staring at your 2 CMC commander and nothing else for a minute, you might try looking for lower CMC substitutes for the cards you play for fun.

Here are a few other things I like, just bringing them to your attention for you to browse:

Savage Ventmaw

Vexing Shusher

Spellbreaker Behemoth

Courser of Kruphix

Boartusk Liege

Stonehoof Chieftain

Thunderfoot Baloth

Dredgar on Why not both?

9 months ago

Maybe have some way to mega buff those creatures with Overrun or Beastmaster Ascension. Boartusk Liege helps all the elves and goblins.

PartyJ on *RETIRED* Thousand Victories: Saskia EDH

1 year ago

Hi Daedalus,

this looks tricky indeed! But challenging :) And surely in a casual environment.

So nothing else but creatures and lands.... hmmm

I had to give this some thought before I was able to get something 'valuable' down here.

The deck consists of 100 cards, which you want to get out of control in no time. This looks tricky, pretty tricky.... Hear my brains pop ;-)

I think a solid thought would be - knowing the lack of .... uhhh ....everything besides creatures - to add as much ramp&pamper as possible. So I would consider this:

1.) Ramp(ag)ing creatures

2.) Creatures pumping, so that even the rampers could go bonkers lategame...

If we want some level of consistency, I would at least use these numbers: 18+ ramp and 18+ boost




This turned out into a big list. I am curious how this evolves.... but as they say; no guts, no glory!

Good luckt mate!

Wizno on AR AR AROOOOOO!!!!!!!!!

1 year ago

This deck looks a solid starting point for a werewolf tribal deck. I run one as well and have a few suggestions for you based on my own play-testing experience. I'm not sure what your budget constraints may be so please feel free to only focus on the cards that fit your budget.

Okay, so starting with your creatures, I think you're running too many at this moment. If you had Ruric Thar, the Unbowed as your commander it would work better but if you still with Ulrich, then I would cut some out. Think about which wolves/werewolves you would be happy top-decking and which ones you would not. That's how I made my early cuts. Basically if a werewolf doesn't have an effect on the back, I would cut it. Most of the recent wolves printed aren't going to scale with other decks for long so I would look at only the top tier wolves.

Some creatures that are worth a look may be:

Xenagos, God of Revels
Nylea, God of the Hunt
Yisan, the Wanderer Bard
Yeva, Nature's Herald

The latter two are especially good because they can help your werewolves flip more consistently. You can also replace some of the more vanilla werewolves with the Eldrazi werewolves from Eldritch Moon. They are great mana sinks later in a game.

Many of your instants aren't going to be great in a multiplayer format beyond those which support werewolves. I would add Waxing Moon in for sure. Chaos Warp is also a form of removal. Hunter's Insight is quite nice and helps gain you card advantage which is something Gruul deck have a hard time with. Other solid card draw sources are Harmonize, Shamanic Revelation, Sylvan Library. Red offers up Wheel effects but a cheap one is Magus of the Wheel.

Smoothing out flips is probably the biggest challenge in multiplayer EDH so that should be a big focus of your deck. It's a two-fold approach: controlling when you play cards and de-incentivizing other players from casting cards.

To help you get flips easier you can play the following:

Winding Canyons
Belbe's Portal
Cryptic Gateway
Quicksilver Amulet
Selvala's Stampede
Lurking Predators
Descendants' Path
Hibernation's End
Vedalken Orrery
Yisan, the Wanderer Bard
Yeva, Nature's Herald

Cards to punish opponents playing spells:

Price of Glory
Dosan the Falling Leaf
Ruric Thar, the Unbowed
Dragonlair Spider
Lurking Predators

Despite all of this, your werewolves are going to be on their human side more often than not so consider some ways to boost your team when they're weaker.

Shared Animosity
Door of Destinies
Obelisk of Urd
Coat of Arms
Boartusk Liege
Adaptive Automaton

Lastly, your manabase will need some improving over time. It'll help speed you up and make your games more consistent. I would look at the following lands:

Cinder Glade
Oran-Rief, the Vastwood
Temple of Abandon
Karplusan Forest
Raging Ravine
Fire-Lit Thicket
Mossfire Valley
Gruul Turf

Also, 30 lands is way too low for EDH. You should be running 37-40 lands. In this case, 37-38 is probably fine. Some mana rocks wouldn't be bad either. Cards like Sol Ring, Gruul Signet, etc.

Lastly, Domri Rade and Xenagos, the Reveler wouldn't be bad additions either.

Best of luck to you!

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