Ghor-Clan Rampager


Format Legality
Pre-release Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Gatecrash (GTC) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Ghor-Clan Rampager

Creature — Beast


Bloodrush, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.

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Recent Decks

Ghor-Clan Rampager Discussion

Chill_Casual on Super Stonebrothers

3 days ago

There are not nearly enough draw engines, too many trample enablers. Arlinn Kord  Flip is strong, but unnecessary. Her +1/+1 trample anthem takes two turns to go off and the rest of her abilities (aside from her ult) have zero synergy. Gruul War Chant is less expensive and gives a better pay off immediately. You don't need a trample static buff, when everyone already has trample. Hazoret's Monument gives a reduction in CMC for cast spells, but the discard/draw effect is a gamble and unnecessary compared to a simple draw engine, which actually gives you card advantage (i.e. Soul of the Harvest). Tana, the Bloodsower may have trample, but at 4 CMC for a 4/4 (post swing) is not really that much kick. Something Faster could be put in it's place. Mina and Denn, Wildborn is just a 4 cost Azusa, Lost but Seeking, and the trample effect is redundant. For 7 CMC Pelakka Wurm is weak in value, compared to other high CMC cards that could be ran. Fanatic of Xenagos is cheap, but aside from being a fatty (with or without haste) it's kind of a one note card, there's already enough big creatures on the field, he doesnt bring anything to the table aside from strength. Skarrg Guildmage is redundant as is Khenra Charioteer. Atarka, World Render is not worth the seven, sure she hit's hard but is not as strong as double damage cards that buff ALL your creatures. Deus of Calamity has to be blocked by a creature with 2 or less toughness, otherwise he's not doing anything. Ghor-Clan Rampager is just a titanic growth. Slith Predator is boring, a +1/+1 counter is not much. There is not nearly enough draw in here, too many trample enablers, too few value cards, not enough bombs. Why have so much ramp, when there is too little draw, and not enough high CMC value cards? You removed gold cards from my schematics like Genesis Wave, Rage Reflection, Insult, Gruul War Chant, Elemental Bond, Soul of the Harvest, Rapacious One, Moldgraf Monstrosity, Lurking Predators, Garruk's Horde, Hunter's Prowess, Veilstone Amulet, and Harvest Season. The utter lack of value, draw power, and game ending cards is my only skepticism. That being said, I think Gruul Keyrune, One with Nature, Destructive Urge, and Hellkite Tyrant would be great additions. Also, why 37 lands?

Masterdragon64 on Red/Green Haste

1 month ago

Thank you for the recommandations I do like the changes it makes sense to change out Vexing Shusher and Goblin Rabblemaster for Ash Zealot and Rip-Clan Crasher I dropped Huntmaster of the Fells  Flip for the Ghor-Clan Rampager its a really good combat trick people wont expect and lastly I dropped 2 Magus of the Moon for 2 Domri Rade he help with the game plan and you are right 8 moons seems a bit slow and can sometimes make things arkward.

Deruvid on Red/Green Haste

1 month ago

I like the haste theme. The cards I take most exception with are the Goblin Rabblemaster and the Vexing Shusher. The Rabblemaster is almost a liability because he forces your goblins to attack when that may not be advantageous to do so. Rabblemaster works great in a goblin deck when his tokens are becoming 2/2s and 3/3s but since they will always be little 1/1s, they will just die to anything larger than 1/1. As simple as it is, I actually like Rip-Clan Crasher in this slot, to combo off of Emissary, or Ash Zealot to keep graveyard decks in check.

The Shusher is less important in a deck like this because you have so many creatures you want to just keep the threats coming. I would recommend putting them in place of the Blood Moons in your sideboard for control matchups. Why not run 8 Blood Moon? Because they don't help your gameplan and you've already got 4 main-deck, so cutting some out of the sideboard to make room for things you don't have will help.

Lastly, I'd swap out the Huntmaster of the Fells  Flip for another high-value card like Domri Rade that you can Blood-Braid cascade into. Admittedly, a pet card of mine in the 4-drop slot is Ghor-Clan Rampager because punching an extra +4/+4 Trample into a blocking creature feels great. But it has the same anti-synergy with BBE that Huntmaster does.

Squirrelbacon on Bring Out The Bushwhacker

1 month ago

Have you thought about adding a few copies of Hidden Herbalists? I've run them in my list for a while since I despise SSG as a card and they've worked out well. Might also want to consider Ghor-Clan Rampager to push through some extra damage.

Experiment One is an all-star in the deck and I'd definitely keep it in the list.

ej133 on Budget Temur Delver

2 months ago

Well, about Looting... the big thing isn't even about snapping back cards, because Looting can flashback itself alone and I almost always use them all to exile into Hooting Mandrills. And, heck, a 4/4 trampling monkey on turn 2 is super zonkers.

But, then again, having 4 snappies makes the gameplay lot easier.

The Anger is like... a metagame trick. When I'm playing Anger, I take off the Delvers and put it into some sort of slow-tempo-control build. I'm looking for 1 Keranos, God of Storms too, but I'm off money right now.

Last, but not least, test some Ghor-Clan Rampager. For real. I mean, I don't recall casting it for it's actual creature value, but it interacts SO good with a temur shell. I tried B-Immense once, but I quite often ran out of graveyard for its delve cost, due to mankeys and snappies, so having the Rampager is really sick.

Keep it up! :D

jasonkylebates on Budget Temur Delver

2 months ago

Yo, ej133! I think Faithless Looting is a great call because you have Snapcaster Mage. It really lets you get full value from it and Thought Scour.

The biggest tuning questing with these decks, to me anyway, is finding the correct balance of cantrips, removal, and countermagic. Again, Snapcaster Mage is a perfect card for these decks because it makes those decisions less punishing if they are slightly incorrect.

I'm curious about Anger of the Gods in the board. What are the matchups that you find it useful? Does it come in when you want to take the control posture against aggro/beatdown? How do you play around it with Delver and Snapcaster?

With Ghor-Clan Rampager, is it strictly played for Bloodrush? I'd be curious about Become Immense in that slot, but it may be that the added trample is too important.

colton815 on Speed Werewolves

3 months ago

if you're going for pure aggro, i would highly recommend Geier Reach Bandit as one of your 3-drops, and probably Kruin Outlaw as well. cards with "bloodrush" such as Ghor-Clan Rampager can also be used to pump up your werewolves without "casting" anything. bloodrush is an activated ability, so using it does not count as casting a spell.

ZephyrMage on keyb

5 months ago

Ooh, good catch! I meant Zhur-Taa Swine. The Ghor-Clan Rampager is for if I have to cast one of my bloodrush creatures instead of discarding them.

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