Golgari Grave-Troll

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters (UMA) Rare
Duel Decks: Izzet vs. Golgari (DDJ) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Golgari Grave-Troll

Creature — Skeleton Troll

Golgari Grave-Troll enters the battlefield with a +1/+1 counter on it for each creature card in your graveyard.

, Remove a +1/+1 counter from Golgari Grave-Troll: Regenerate Golgari Grave-Troll.

Dredge 6 (If you would draw a card, instead you may put exactly six cards from the top of your library into your graveyard. If you do, return this card form your graveyard to your hand. Otherwise draw a card.)

Golgari Grave-Troll Discussion

Craven183 on Lord Windgrace- Spring is Coming

5 days ago

Hey Joe it's Owen! I helped my buddy Ryan build a Windgrace deck a few weeks ago and it reminded me to take a look at your list and throw some suggestions your way (up to you if you want to heed them, of course).

So one of the first things I see when I look at your list is that you're missing one of the key things to Windgrace's land recursion ability: utility lands. Strip Mine and Glacial Chasm are huge stars in the deck since you're able to bring them back to field with either Life from the Loam or Windgrace's -3 ability. Paired with Wayward Swordtooth and other effects ( Azusa, Lost but Seeking , Oracle of Mul Daya , Exploration ), you can use strip mine to blow up 7 or more opponent's lands per turn. This puts you at a tremendous mana advantage and lets you eliminate pesky things like Tyler's Maze of Ith (a card you could run in here as well to prevent Windgrace from dying) or Lotus Vale (another card you could run since you'll just get the sacrificed lands back).

I would like to point out that Glacial Chasm is even better. This land prevents you from taking any damage. You have to pay (cumulatively) 2 life in your upkeep but instead you could sacrifice it in upkeep and then bring it back to field with Windgrace or Ramunap Excavator or Crucible of Worlds . By the way, Crucible of Worlds would be very good to run here.

It's great that you have The Gitrog Monster in here, because this is basically the Lieutenant of any Windgrace deck. You should run Dakmor Salvage here, as well, since you can dredge that land when it's in your graveyard (dredge meaning instead of drawing you can put that card from your graveyard to your hand and then mill however much). Dakmor Salvage has dredge 2, so lets say that in upkeep you have to sacrifice a land to the Gitrog Monster. You choose to sacrifice Dakmor Salvage, which hits the graveyard and thus triggers the Gitrog Monster to draw you a card. Instead of drawing, you then choose to dredge Dakmor Salvage and return it to your hand to mill 3. If you mill 3 lands off the top of your deck, you get 3 more Gitrog triggers to draw cards. This is incredibly useful for drawing through your deck and getting to your win conditions. Paired with a discard outlet such as Borborygmos Enraged or Noose Constrictor you can actually draw your entire deck (or in the case of Borborygmos, draw your entire deck and then kill everyone with it). Either way, Dakmor Salvage is an incredible piece that you should run in here and is only like $2.

Also, have you ever noticed how you create giant creatures like Multani and Zendikar Incarnate in here but someone always has ways to block them or Maze of Ith to prevent combat damage? Say goodbye to those days if you pick up Jarad, Golgari Lich Lord . Instead of being forced to swing out one at a time with your big creatures, you can activate Jarad and sacrifice Multani to him, causing each opponent to lose life equal to Multani's power (which tends to be big). The great thing here is that you can just replay Multani from the graveyard! And if you mill Jarad, he has an ability that lets you play him from the graveyard, as well! So the more you mill with cards like Dakmor Salvage, the closer you could get to assembling this kind of a win condition. Note here that Lord of Extinction is another great card you can use to sacrifice to Jarad, Golgari Lich Lord since its power/toughness will be equal to ALL cards in ALL graveyards. This creature tends to be bigger than 40/40 in a windgrace deck, so count on killing every opponent at once with one Jarad activation with this creature. Speaking of big creatures and dredge, Golgari Grave-Troll is another great card to run in here.

Lastly, you wanna make sure that out of your 99 cards you get exactly what you want in your graveyard. There's some cards that can do that for you. Entomb and Buried Alive allow you to fetch Jarad, Golgari Lich Lord , Multani, Yavimaya's Avatar , Dakmor Salvage , Life from the Loam , etc. and put that into the graveyard. Expedition Map and Scapeshift allow you to get the exact lands that you want (scapeshift gives hella landfall triggers for your creatures), and Animate Dead and Necromancy can allow you to pull your creatures back out of the graveyard when you need them.

Again, these cards are just some suggestions. But you've been playing Windgrace for a while now and I thought I'd toss this info your way! Love the look of the new Orzhov deck and how interactive it is. See ya thursday!

JoltsOfEnergy on Meren, Queen of the Grave

5 days ago

Some self mill options: Satyr Wayfinder Golgari Grave-Troll Stinkweed Imp
World Shaper can get you tons of lands. Plaguecrafter and or Ravenous Chupacabra for removal. Disciple of Bolas can draw you more cards. Some win conditions could include reanimating something like Razaketh, the Foulblooded early. And otherwise just make lots of mana and reanimate your whole graveyard with Rise of the Dark Realms , the new Finale of Eternity (sorry not on tapped out yet) or just kill everyone with Torment of Hailfire . Good Luck

Spairut on Blue Green Self Mill help

2 weeks ago

Forgot that Golgari Grave-Troll was banned from modern instead Stinkweed Imp (have to splash black)

Spairut on Blue Green Self Mill help

2 weeks ago

So the idea for fast mill is Golgari Grave-Troll Satyr Wayfinder and Jace's Archivist ( which i havent tried and will replace some narcomoebas ) and retrieve some creatures with some mill is Grapple with the Past , i will post the deck now and you can see if it is good

gocubsgo on Karador

3 weeks ago

Looks great! Cards like Aura Shards and Return to Dust are edh allstars (I'm guessing one of the cards you skipped was Vampiric Tutor ? That one's pretty good too), and there's a bunch of gameplan-specific cards like Buried Alive and Dread Return that will work perfectly with Karador, Ghost Chieftain . Some other staples you might want to add are Eternal Witness and Sol Ring .

First thing you should probably change is playing 2x Makeshift Mannequin ... I know you're into playing banned cards and everything, but this format has RULES!

I'd also look for is more ways to get things into the graveyard. Right now, I see you've got:

Inconsistent Options: Extractor Demon Nyx Weaver Satyr Wayfinder Perpetual Timepiece

Consistent Options: Corpse Connoisseur Buried Alive Jarad's Orders

and a couple sac/discard outlets like: Bloodthrone Vampire Cartel Aristocrat Viscera Seer Harrow Fauna Shaman

The consistent options are great, since they allow you flexibility to find any answer, support synergies, and aren't going to whiff. The inconsistent options don't have the same upsides. The main reason you'd want to play them is to grind out value, so I think Perpetual Timepiece and Nyx Weaver could work (although I've been looking for an excuse to try Grindclock because I'd imagine it can take over a game if let's unintended for a few turns). Corpse Connoisseur is only useful if it's already in the graveyard, and Entomb might be a better option. Extractor Demon has the same issue where it's overcosted for a Thought Scour effect. Overall, since you only have three or so creatures that benefit from being cheated out from the graveyard, cards like Satyr Wayfinder might end up hitting things like Harrow , Buried Alive , etc. too often. This means you're probably going to have to play more self-mill type cards to justify cards like Ramunap Excavator .

Some options to get stuff into the yard: Grim Flayer Underrealm Lich Life from the Loam Golgari Grave-Troll (not my favorite since you don't draw a card, but if you have enough graveyard effects, it could work)

Sylvan Ranger seems strictly worse than both Sakura-Tribe Elder (puts the land into play and puts himself in the graveyard to reduce Karador cost) and Rampant Growth . There seem to be a couple cards like this that are meant to provide some enter-the-battlefield trigger and then get sacrificed for value, but I only see Viscera Seer , Cartel Aristocrat , and Bloodthrone Vampire . That means most of the time you play cards like Elvish Visionary , it'll just be a 1/1 on the battlefield. Viscera Seer is fantastic, but the other two outlets don't get you much value anyway, which makes cards like Yavimaya Elder more valuable. Looking into effects like Qasali Pridemage , Selfless Spirit , and maybe even Spore Frog is probably where you want to go, since they are situationally fantastic, can put themselves in the graveyard to cast karador, and are much stronger options to cast with Karador later in the game. They can subtly win you games sometimes. Maybe looking into things like Skullclamp could help if you want extra sac outlets, but you'd probably want ~10-15 cards that make 1/1's to justify it (not entirely sure though). It's wildly powerful though, especially if you can recur 1/1's with Karador.

Tutors: Eldritch Evolution Diabolic Intent (These two double as sac outlets if you want to go with that strategy)

Recursion: Unburial Rites Living Death Journey to Eternity  Flip (imagine how fun turn two Sakura-Tribe Elder into card could be? Also can be used to protect Sheoldred, Whispering One or Karador later in the game)

Finally, figuring out how you want to use your toolbox cards ahead of time help. Right now, there are a couple good lines for Buried Alive , such as Dread Return + Sheoldred, Whispering One , but what happens if you don't have three creatures available? Then you want Unburial Rites in your deck so you can pay 3W next turn.

Some final things to hammer out: 1. What's the plan for early game? Is it playing sac outlets then creatures with ETB triggers for extra value? It is playing utility creatures like Qasali Pridemage to develop a relevant board and solid recur value later in the game? Is it to ramp as quickly as possible into huge threats? Is it getting creatures into the graveyard ASAP with Grim Flayer or Entomb so you can Reanimate something huge on turn three? It's not bad to dip into each method, but you can have the best synergies if you heavily commit to one strategy, otherwise you might end up with great curve like Reanimate , Bloodthrone Vampire , and Ramunap Excavator , but no real value. 2. What's the win condition? I'd expect reanimating huge things out providing too much value with Karador, but even the best reanimation target Sheoldred, Whispering One isn't going to close out a game. The other targets like Soul of the Harvest and Harvester of Souls are great value, but bashing with a 6/6 can only go so far. If you're going more the reanimation route, perhaps dreaming bigger like It That Betrays could help. If you play these big boys, playing Ashnod's Altar could be fun, plus I think it's got a bunch of infinite combos. Sadly, a lot of the best options like Elesh Norn, Grand Cenobite are ~10-20 bucks. 3. My personal strategy would be to play a bunch of cheap value creatures like Selfless Spirit , ramp like Sol Ring and Sakura-Tribe Elder , the best graveyard stashers like Entomb and some self-mill cards (but only ones that can win me the game if left unattended, like Underrealm Lich ), 3-5 board wipes (you can always recur your threats) and the classic interaction package ( Swords to Plowshares , etc.), and probably 7-10 or so curve-topping creatures that can end games for you (from Grave Titan to It That Betrays ).

The deck looks great, it's gonna be scary in no time!

Entity97 on A Cuberino

4 weeks ago

Cube Stats!
This past weekend saw my cube’s first seven player draft (eight had homework to finish). Now, some of them are filthy casuals but here are the deck lists drafted with (W-L) stats! No basic lands included, however.

Me – Mardu Angels (3-0)
Akroma, Angel of Wrath
Assemble the Legion
Baneslayer Angel
Boros Signet
Bruna, the Fading Light
Cavern of Souls
Conqueror's Galleon  Flip
Crystalline Crawler
Emeria Angel
Exhume
Faithless Looting
Gisela, the Broken Blade
Godless Shrine
Golgari Thug
Grim Monolith
Loyal Retainers
Lyra Dawnbringer
Nahiri, the Harbinger
Reanimate
Resplendent Angel
Restoration Gearsmith
Smuggler Captain (finds Reanimate )
Sphere of the Suns
Tidehollow Sculler
Windswept Heath

Pritch – Golgari Midrange (2-1)
Bayou
Chainer's Edict
Cryptbreaker
Damnation
Doom Blade
Doomed Dissenter
Go for the Throat
Golgari Grave-Troll
Golgari Signet
Grave Titan
Herald of Torment
Heir of the Wilds
Hissing Quagmire
Innocent Blood
Liliana of the Veil
Liliana, the Last Hope
Night Incarnate
Ravenous Chupacabra
Rite of Belzenlok
Scavenging Ooze
Sidisi, Undead Vizier
Thoughtseize
Thrun, the Last Troll
Tragic Slip
Urborg, Tomb of Yawgmoth
Verdant Catacombs
Westvale Abbey  Flip
Yahenni, Undying Partisan

Paul – Grixis Control (1-1)
Academy Ruins
Baleful Strix
Bitterblossom
Bituminous Blast
Brain Maggot
Creeping Tar Pit
Cruel Ultimatum
Cyclonic Rift
Eldrazi Monument
Force of Will
Havengul Lich
Inferno Titan
Kitesail Freebooter
Lich Lord of Unx
Mesmeric Fiend
Murderous Redcap
Nicol Bolas, the Ravager  Flip
Purphoros, God of the Forge
Rakdos's Return
Tezzeret, Artifice Master
Thassa, God of the Sea
Thing in the Ice  Flip
Twilight Prophet
Unscythe, Killer of Kings
Whirler Rogue

Abby – Bant Midrange (0-1)
Austere Command
Bow of Nylea
Celestial Colonnade
Counterspell
Courser of Kruphix
Crush of Tentacles
Dauntless Bodyguard
Elixir of Immortality
Felidar Sovereign
Glacial Fortress
Imposing Sovereign
Kiora, the Crashing Wave
Loxodon Hierarch
Mikaeus, the Lunarch
Noble Hierarch
Plaxcaster Frogling
Qasali Pridemage
Reclamation Sage
Sagu Mauler
Sakashima's Student
Selfless Spirit
Sigarda, Host of Herons
Simic Signet
Solemn Simulacrum
Sphinx's Revelation
Spirit of the Labyrinth
Sun Titan
Supreme Verdict
Suture Priest
Sword of War and Peace
Temple Garden
Terminus
Traveler's Amulet

Matt – Four Color Good Stuff (1-1)
Ancestral Vision
Arch of Orazca
Ayli, Eternal Pilgrim
Badlands
Birds of Paradise
Bomat Courier
Brimaz, King of Oreskos
Clifftop Retreat
Crop Rotation
Desolate Lighthouse
Domri Rade
Dualcaster Mage
Elesh Norn, Grand Cenobite
Experiment One
Ghost Quarter
Hallowed Fountain
Isolated Chapel
Lotus Cobra
Maze of Ith
Murderous Cut
Odric, Master Tactician
Path to Exile
Phyrexian Metamorph
Plateau
Price of Fame
Sacred Foundry
Savannah
Silverblade Paladin
Sunpetal Grove
Sword of Light and Shadow
Teferi, Hero of Dominaria
Tetzimoc, Primal Death
Through the Breach
Tropical Island
Ugin, the Spirit Dragon
Ultimate Price
Voice of Resurgence
Warden of the First Tree
Wasteland
Zacama, Primal Calamity

Ben – Temur Cascade– (0-1)
Akroma, Angel of Fury
Arboretum Elemental
Blasphemous Act
Bloodbraid Elf
Braid of Fire
Chief Engineer
Chrome Mox
City of Brass
Combustible Gearhulk
Deep Analysis
Dream Eater
Etched Champion
Eternal Witness
Fauna Shaman
Ghalta, Primal Hunger
Genesis Wave
Gruul Signet
Heart of Ramos
Hedron Archive
Hellkite Charger
Hinterland Harbor
Inkwell Leviathan
Izzet Signet
Kira, Great Glass-Spinner
Lumbering Falls
Maelstrom Wanderer
Master Transmuter
Metalwork Colossus
Mishra's Factory
Mox Opal
Myr Enforcer
Mystic Snake
Pact of Negation
Sai, Master Thopterist
Sarkhan Unbroken
Search for Azcanta  Flip
Shardless Agent
Sword of Fire and Ice
Taiga
Temporal Mastery
Urabrask the Hidden
Verdurous Gearhulk
Voidslime
Volatile Chimera (I forget what was on it, never came up)
Wurmcoil Engine

Courrtney – Green Black Delirium (0-1)
Avenger of Zendikar
Blood Artist
Dark Petition
Empty the Pits
Emrakul, the Promised End
Expedition Map
Explosive Vegetation
Garruk Relentless  Flip
Ghoulcaller Gisa
Great Sable Stag
Greenwarden of Murasa
Ink-Eyes, Servant of Oni
Isareth the Awakener
Ishkanah, Grafwidow
Living Death
Master of the Wild Hunt
Mox Amber
Mox Diamond
Oracle of Mul Daya
Phyrexian Delver
Primeval Titan
Putrid Leech
Rampaging Baloths
See the Unwritten
Sylvan Ranger
Thran Dynamo
Volrath's Stronghold
Merciless Eternal
Whip of Erebos
Worn Powerstone

dhannum on Gyrus Raise all the Things

1 month ago

Golgari Grave-Troll -> Stinkweed Imp

Dredge is great, but the Imp is cheaper and has other utility

Siege-Gang Commander -> Shambling Shell

More dredge! The deck is less tiny tokens and more beefy tokens. For example, there's no Craterhoof in here.

Ghoulcaller Gisa -> Disciple of Griselbrand

I needed more ways to sac for value and the Disciple does it, plus is a way to gain life, plus is tutorable. Gisa is great, but she's so slow and see what I said above about how this isn't a token deck

Mountain -> Lord of Extinction

Happy to see this one drop in price. It's a wincon, either attacking with Brawn or thrown at people with Jarad. The land I think I can afford to lose, but no more

cdkime on Modern shouldnt have a ban ...

2 months ago

For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.

  • Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.

  • Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.

  • Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.

  • Chrome Mox - almost every single deck will run a copy of this card, just as 88% of Vintage decks run Black Lotus . Whoever draws this card first will be at a significant advantage.

  • Cloudpost - not worth running if the Locuses are all Restricted.

  • Dark Depths - Like Birthing Pod , this is banned due to combo potential. Restricting it is no different from banning it, as there's no point in trying to assemble the combo.

  • Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.

  • Dig Through Time / Treasure Cruise - if you draw this, you've basically won the game, since you're getting two cards, stacking your deck, and likely going to find other broken cards in the process.

  • Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.

  • Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.

  • Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.

  • Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.

  • Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.

  • Green Sun's Zenith - draw this card and you get easy ramp ( Dryad Arbor ) or your best creature.

  • Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.

  • Krark-Clan Ironworks - combo piece, restriction is similar to ban.

  • Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.

  • Ponder / Preordain / Sensei's Divining Top - you get to dig for your broken cards easier.

  • Punishing Fire - probably not going to see much play, as the deck it was designed around ( Grove of the Burnwillows will not be too effective in conjunction with only one copy.

  • Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.

  • Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.

  • Skullclamp - if Elves or other weanies draw this card, it's game over.

  • Splinter Twin - combo piece, likely restriction is similar to ban.

  • Stoneforge Mystic - Might be fine as a one-of.

  • Summer Bloom - puts you incredibly far ahead.

  • Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.


Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.

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Golgari Grave-Troll occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Golgari: 0.33%