|Commander / EDH||Legal|
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Legendary Creature — Cyclops
Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand and the rest into your graveyard.
Discard a land card: Borborygmos Enraged deals 3 damage to target creature or player.
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Borborygmos Enraged Discussion
2 weeks ago
Courser of KruphixBorborygmos EnragedRampaging BalothsSeer's SundialHorn of GreedNissa, Vital ForceUndergrowth ChampionAvenger of ZendikarRishkar's ExpertiseSplendid ReclamationCultivateKodama's ReachRubblehulkExplosive VegetationTitania, Protector of ArgothZendikar IncarnateYavimaya ElderGrazing GladehartXenagos, God of RevelsSylvan SafekeeperStonehoof Chieftain
3 weeks ago
I'm not sure what you mean by "state ability."
There are state triggers, which occur when the game reaches a certain state and continue to trigger as long as the state is true and the ability is not already on the stack.
There are also static abilities, which are neither triggered nor activated. Static abilities make statements about the game. Some establish continuous effects. Some create allowances or prohibitions on certain actions.
Borborygmos Enraged has three abilities: a static ability (trample), a triggered ability ("whenever ~ deals combat damage to a player..."), and an activated ability ("discard a land card...").
Unless otherwise specified, activated abilities may be activated any time you have priority. This is typically called "instant speed" because you can use them like instants. So when your opponent casts Eldrazi Monument, you can respond by activating Borborygmos Enraged's ability several times.
4 weeks ago
I'd do this imo if ya wanted to go the land route
If he's a win condition you really want to hit run more than 1. Because he's a legendary creature and high cost, running 4 of these would be to hard and hurt your early game. Running 2 of them is just right.
take out the rest of these
4x Civic Wayfinder4x Dragonmaster Outcast4x Endless One4x Primal Druid4x Scute Mob2x Ulvenwald Hydra4x Splendid Reclamation4x Slab Hammer4x Cinder Glade
They are okay, but you need ways of getting the land out asap and those are too slow.
4x Sakura-Tribe Elder These guys let you sneak in damage or chump block an attack for free and still get his sacrifice effect because of the way sacrifice and something being blocked works.
4x Birds of Paradise These guys mana ramp and mana fix for the two colours well and also let you block a nasty flyer or hit for lethal if you can buff them and the opponent has no flyers/reach.
4x Primeval Titan Big hitters and more land, not to mention any land. So you can search for the non-basic lands!
2x Xenagos, the Reveler Gives you LOTS of mana if you have the creatures and helps get creatures via the haste tokens and has an awesome ult!
4x Atarka's Command An extremely versatile card! this lets you play an extra land and burn for 3 for only 2 mana, so good!
4x Life from the Loam This is a must for your style of using land as burn spells. Only issue is the cost. I'd use proxies for these perhaps till they get reprints and come down in price maybe xD
1x Overwhelming Stampede This is another win condition for green decks as they tend to have big hitters!
4x Lightning Bolt This is more a maybe if you want to deal with any early creatures or just enough damage to finish your opponent off. Best 1 drop burn spell there is!
With mana fixing creatures and planeswalkers you can afford to run 22 lands easily with a r/g deck without getting mana screwed from my experience. Hell some run 18-20 I play and do fantastic!
1 month ago
1 month ago
Saw your comment on my profile and i'm happy to help. Let me start by saying there is no one "right way to build" reanimator in modern. It is important to keep in mind though that relative to the rest of the meta, reanimator is worse in modern due to its legacy counterpart due to not having access to things like Reanimate, Animate Dead, or Exhume. As a result, you have to get a bit creative and approach it from a different angle. Here are a few different decklists and why they work.
1) Unburial Gifts
This deck works off of the interaction between Unburial Rites and Gifts Ungiven. Since gifts specifies UP TO four cards, at the end of your opponents turn you can choose just rites and a big creature (and you get to choose which one is the best in the current situation you can even have a 1-of Elesh Norn, Grand Cenobite as a tutor target), forcing your opponent to put both in the yard. Then you untap and bring it back. Since counterspells work nicely with keeping your mana up, this deck tends to be a bit more on the controlling side. You also have the option to grab 4 similar spells like 4 hand disruption cards such that you can shred your opponents hand no matter which they pick.
I know i said at the beginning a lot of good reanimation spells aren't modern legal. Goryo's Vengeance however is. It's also instant speed so if you can get Emrakul, the Aeons Torn into your graveyard you can respond to the trigger by bringing it into play. Sure you need to exile it at the end of turn and don't get the cast trigger but attacking for 15 and making them sacrifice 6 permanents often gets the job done. The other big creature it brings back is Griselbrand. His activated ability is great and refills your hand (also a 7/7 flying lifelink isn't bad either). This deck also has easy ways to get around graveyard hate, something most reanimator decks can't deal with in the form of Through the Breach. Whereas the first deck works more as a control deck, this one is more focused on combo and runs the maximim number of copies of Serum Visions and Sleight of Hand
This is a modification of the second deck. The way tit works is you first cheat out a Griselbrand but then it gets a bit different. When you draw your deck using his ability, you hit Nourishing Shoal and Worldspine Wurm to gain your life back. Lastly you bring out Borborygmos Enraged and discard all the lands you drew.
If I were to build modern reanimator it would probably be built around one of those three. I'm not saying zombify won't work but i think the gifts version is significantly more consistent. If you want to stick with what you have, i'd look into picking up Griselbrand as it is arguably the best card to reanimate (iona being second) assuming you can't instant speed out Emrakul, the Aeons Torn. Also Collective Brutality is another way to discard fatties while still disrupting the opponent.
1 month ago
This looks a lot like Grishoalbrand
If you'd like, you could use Griselbrand's draw ability to draw through your deck, discarding Worldspine Wurm to Nourishing Shoal, then hucking all of your lands at your opponent's face with Borborygmos Enraged, but I also really appreciate this build. It looks really fun and good.
1 month ago
Thunderous Wrath is a great card in any format it's available in, and it's not all that pricey either. I personally love Temple of Abandon, too. It's a slow land, but never underestimate the ability to Scry. You can't go wrong with a little Vexing Shusher, either.
Now, if you want to add in a bit more green, you could throw in some ramp cards like Utopia Sprawl, Arbor Elf, Birds of Paradise and Sylvan Caryatid, or even do a little ramp-burn combo with Zhur-Taa Druid. With the extra ramp, you could very easy catch your opponent off-guard with high-costing heavy hitters like Banefire or Borborygmos Enraged.
1 month ago
I understand your thoughts regarding Dread. Do you find yourself encountering mill decks? One reason I'm keeping Dread in my deck is as a little bit of mill protection as there are some mill decks in my meta. I also like it because it doesn't specify COMBAT damage in order to destroy the creature. There is a Saskia the Unyielding deck and a Borborygmos Enraged deck in my meta and Dread gives them pause from targeting me with their abilities. I can see how it would be meta dependent though.