End-Raze Forerunners

End-Raze Forerunners

Creature — Boar

Vigilance, trample, haste

When End-Raze Forerunners enters the battlefield, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.

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Set Rarity
Ravnica Allegiance (RNA) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

End-Raze Forerunners occurrence in decks from the last year

Standard:

All decks: 0.06%

Commander / EDH:

All decks: 0.01%

End-Raze Forerunners Discussion

HELLcaster19 on abzan: ladybug's keyword soup

3 days ago

Fauna Shaman is a great card and I believe it will fit well in this particular deck. You can discard a creature (any keyword junkies) to get it into your graveyard to tutor up a creature to your hand.

Nyx Weaver is one that will mill you at each of your upkeeps. If you need to, it can also pull an important creature out of your grave in case someone removes it all in one go (let's face it, these decks will have people looking to remove your grave to power it down).

Ramunap Hydra is probably one that you can put in instead of End-Raze Forerunners. It doesnt do much to enable your board, but you can benefit from all 3 of its abilities when in the grave as opposed to the Boar's 2 and for half of the cost. You do lose the temporary boost though to your creatures. So that one is iffy.

Kunoros, Hound of Athreos is another nice little keyword junkie. However, it will prevent you from any active recursion that you have on board. I see that you have a few already and don't know how much more you plan to have in the deck.

Tomb Robber is one that will allow you discard a card as well to Explore. It can offer you a means of digging for a land if you happen to miss one, as well as potentially putting even more goodies in the grave.

Conqueror's Galleon  Flip is one that will exile itself to turn into a flip land that will allow you to loot your deck, draw a card or return a creature back to your hand from grave, once each round.

Geier Reach Sanitarium Is another nifty land that will tap for a colorless or let everyone draw a card to discard. You may not want everyone drawing, but it adds another permanent to your arsenal.

As far as Haste generators go, the only 2 that come to my mind are Concordant Crossroads and Akroma's Memorial. With the latter offering more abilities to your creatures at the expense of a much higher cmc.

multimedia on All the Green

1 week ago

Hey, a $100 Azusa deck is impressive seeing how she is 1/3 of the cost of the entire deck :)

Fierce Empath + Temur Sabertooth is a budget interaction to consider adding. A problem with Azusa is you have tons of lands, can make lots of mana, but you can't use the mana. Empath can help because it can tutor for any 6 CMC or higher creature, putting it into your hand. Sabertooth is a powerful green support as a mana sink since it can bounce your own creatures who have ETB abilities to protect itself and then you get to cast those creatures again to trigger the ETB abilities again. Bounce Empath to then tutor for another creature.

Genesis Hydra is another creature who has good interaction with Sabertooth and benefits from having lots of mana. Hydra can put an enchantment or Planeswalker if you reveal one onto the battlefield which can be powerful for green. For ten mana you can repeat the ETB ability of End-Raze Forerunners with Sabertooth. For nine mana repeat Regal Force's draw. Castle Garenbrig, pay four mana to make six mana to use to cast creatures or activate abilities of creatures. Being able to activate abilities with this mana makes this land very good for green and with Sabertooth.

Soul of New Phyrexia can make all your permanents indestructible this includes all your lands/enchantments/artifacts/Planeswalker as well as creatures and you can pay for this ability with Garenbrig. Elemental Bond + Garruk, Primal Hunter can be budget repeatable draw and Bond/Garruk has interaction with lots of high powered creatures.

Some budget upgrades to consider:


Cards to consider cutting:

  • Gingerbread Cabin
  • Strength of Cedars
  • Sight of the Scalelords
  • Baloth Woodcrasher
  • Feral Hydra
  • Journeyer's Kite
  • Tower of Fortunes

Good luck with your deck.

thinkoriginal on Ulasht, the Hate Seed EDH

1 week ago

Ulasht is one of my favorites! There are many lines of play that you can take for powerful endgame plans, and you've got a lot of them in here.

Some changes I would make start with trimming down your mana curve. Your creatures are almost all haymakers. The way it stands, your gameplan is a bit too slow. I would begin by choosing a few big creatures that have the most impact and supporting them, cutting the rest. Avenger of Zendikar is a great card, but works better with a higher land count. Deus of Calamity has no immediate board influence. Same goes for Borborygmos. I do like Hornet Queen, Vigor and I would choose between either Dragon Broodmother OR Dragonlair Spider. Add in Craterhoof Behemoth, or, if that's out of budget, End-Raze Forerunners as a great win condition. Tendershoot Dryad is amazing, too.

Other important additions are mana dorks. They are the most efficient way to ramp into your larger things, while also making Ulasht bigger. Llanowar Elves, Elvish Mystic, Arbor Elf, Fyndhorn Elves, Boreal Druid, Zhur-Taa Druid, Radha, Heir to Keld all want to be in this deck. You're in green, so mana rocks not named Sol Ring or Mana Vault/Crypt can be dropped. Fecundity, too, as you don't have enough sac outlets to really garner a lot of value.

I would also say that your land count is low. Even with a bunch of mana dorks, you'll be mulliganning far more often than is comfortable. Add in a few more dual lands, or even basics, to smooth that out.

Hope some of this helps!

LFudge on Rhys Selesnya Tokens

2 weeks ago

I've played this deck for several years and made a lot a changes to try to get it win more. I think I've finally got it to be a strong deck that can win regularly. I think it's about a 7 or 8 power level. This latest edit was intended to really lower the CMC to speed things up and also learn more into card draw and ramp. I've found this is so important. Generally speaking, this is the kind of deck that puts out threats/questions and challenges people to answer. How this deck is piloted is very important. Here's a few key tips. An ideal start is Rys on turn 1, ramp on turn 2, make a token with Rys on turn 3. I like to play some things in the first 4 turns to start already putting pressure on my opponents. I'm OK if they answer and destroy a lot of stuff because Rhys is still cheap to play of cmc 3 (or even 5 isn't bad), and as long as I'm drawing and ramping, I'll have lots of gas to swarm with tokens. This deck was lacking on big finishing moves, but I think the addition of Finale of Devastation and End-Raze Forerunners really helped. This is in addition to Craterhoof Behemoth

multimedia on Nissa who shakes her A**

3 weeks ago

Hey, in the future please link to the deck you would like me to look at. Nice Gaea's Cradle :)

Why is this your favorite deck of the three? Why Hydras with Nissa? Some Hydras are fine, but with many you risk disrupting the main game plan of Vastwood Seer of getting lands. When you're established in the mid to late game and can make lots of mana, that's when most Hydras become options to cast. Before that happens, in the early game, you want to focus on getting seven lands to have Animist.

The early game is more important with Nissa as Commander then the late game. Animist helps you in the mid and late game, but you can't get Animist's repeatable value unless you get a lot of lands in the early to mid game.


The strength of Vastwood Seer is being a three drop who can flip fast into Nissa, Sage Animist, only needing seven lands. Vastwood Seer is all about lands, consider more lands? More lands and Vastwood Seer can benefit from more cards that let you play additional lands per turn. Consider expanding on this for upgrades?

Nissa's Pilgrimage is nice with cards that let you play an additional land per turn. Crop Rotation is among the best land tutors in Commander for Cradle because it's a one drop, instant and puts the land onto the battlefield. Nature's Lore and Wood Elves search for and put a Forest onto the battlefield untapped.

Other cards to consider adding:

Avenger, Kalonian Hydra or End-Raze Forerunners can be a win condition interaction. Finale of Devastation where X=10 or more, tutor for Forerunners/Kalonian. You must have Avenger/Plants on the battlefield before you cast Finale that way Avenger/Plants get the +X/+X haste bonus. Unfortunately, can't tutor for Avenger with Finale and get the +X/+X haste bonus with all the Plants only with Avenger.

Good luck with your deck.

BossPrime on Nikya Spell less

1 month ago

For your consideration:

Card Draw / Tutor:

IMO, with no tutors or card draw like Harmonize you need to dig deep to find answers on the board. These should help you find the card you need.

Pump:

Since the mana isn't restricted to just casting creatures use that mana to help make your board big. Monstrous and firebreathing effects are another area to investigate. Steel Hellkite even helps clear the board of what ails you.

Win-Con:

End the game with these.

Other:

Gruul Ragebeast allows you to remove trouble creatures, see also Thorn Mammoth and Apex Altisaur. Primal Surge isn't a creature but basically says place your deck on the field. Ruric Thar will never punish you and allows aerial blocking.

Demon519 on Wildest Dreams '88 [Budget Oviya Tokens]

1 month ago

Nice budget tokens deck. +1 Would Decimator of the Provinces be better than End-Raze Forerunners since you have From Beyond to search for it? Maybe run both since they are great payoff cards for you.

Airdrop07 on Mono Green Stompy

1 month ago

Thank you so much Barbarian_Sun_Pope I decided to swap out Surrak, the Hunt Caller for Samut, Tyrant Smasher because, like you said, it gives haste like Surrak but pumps too. Then I decided to sub out End-Raze Forerunners to make room for Hidden Herbalists because it's so late on my mana curve that by the time it's relevant I've already won or the game is way too far gone for it to help much. Thank you so much for the card recs, I really appreciate it!

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