Joraga Warcaller

Legality

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

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Commander 2014 (C14) Rare
Worldwake (WWK) Rare
Promo set for Gatherer (PSG) Rare

Combos Browse all

Joraga Warcaller

Creature — Elf Warrior

Multikicker {{1,G}} (You may pay an additional {{1,G}} any number of times as you cast this spell.)

Joraga Warcaller enters the battlefield with a +1/+1 counter on it for each time it was kicked.

Other Elf creatures you control get +1/+1 for each +1/+1 counter on Joraga Warcaller.

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Joraga Warcaller Discussion

titanreaver on Dark Elves

5 days ago

Yes the savagery and the magistrate were the two cards I meant. To be fair you aren't wrong those cards are great value, I just wondered if they were then use you needed for this particular deck. Mostly because you don't have much that makes use of them out side of just the buff they provide. I have quite a few elf decks which are built for various purposes of you want to check them out go ahead. But if you like the counters there are a few cards that make them better you could play like Joraga Warcaller, Marwyn, the Nurturer, and Rishkar, Peema Renegade

Neotrup on Can multikicker costs be paid ...

5 days ago

You can also use Elfhame Druid to pay the non kicker portion of a kicked spell, for instance casting a kicked Joraga Warcaller with it and a colorless mana.

Pocketmouse on Can multikicker costs be paid ...

5 days ago

I have a few Elfhame Druids and was thinking about putting one in my Ezuri, Renegade Leader Elf Tribal EDH deck because I have a few spells with Kicker and Multikicker costs like Joraga Warcaller. Can multikicker costs be paid with Elfhame Druid's second ability, or can it only be used to pay for spells specifically with kicker costs?

imafreak05 on This F&*#ing Guy!

2 weeks ago

I like the idea of getting a lot of Elves that you can tap for 1 and then Multikicking Joraga Warcaller, then you use Ezuri, Renegade Leader to give Trample, and then just swinging for the fences with like 20 20/20 elves with Trample.

Phaetion on Hallar, They Who Kick Fire

3 weeks ago

ive-been-degaussed:

  1. Thank you for the link. I'll update the description accordingly.

  2. Elfball was something I was trying to avoid, mostly because of how very targeted they tend to be. That said, I do agree with you on the mediocre kicker costs coming out. The big question is how many at max. should be run. 10 is too few, imo, and I'm starting to believe the answer here is 20.

  3. I'm not sold on Joraga Warcaller because it's he that only gets the counters. His P/T boosting ability is static, not +1/+1 counters. I wasn't sold on Immaculate Magistrate either, but I see where you're coming from. The rest I could definitely try and find room for. Thanks.

ive-been-degaussed on Hallar, They Who Kick Fire

3 weeks ago

Phaetion Here's the link to Hallar's bio. - https://78.media.tumblr.com/d82bdbe94e4f86d7ed1a14dc739ffdd5/tumblr_p7cme7ynhV1u9beo8o2_1280.jpg

As for thoughts on the deck itself, I've had luck with cutting down on some of the more mediocre kickers and adding an elfball theme in to ramp and pay the costs. You should also be putting in some more cards that play with counters, as kicking isn't the only way to make Hallar grow. Some cards I think you're missing:

  • Joraga Warcaller - Easily the best kicker spell in this deck. Comes down cheap, boosts your commander, and benefits from other +1/+1 counter spells.

  • Rishkar, Peema Renegade - Gives Hallar something to do when they can't attack.

  • Selvala, Heart of the Wilds - She can easily tap for 6+ mana in this deck.

  • Marwyn, the Nurturer - Gets big fast and ramps just as quickly.

  • Wirewood Symbiote - Absurdly underrated. At least, it's a way to bounce Hallar that can't be interacted with, as the bounce is a cost and not an ability. At most, it untaps one of your dorks or powerful tappers to double the fun.

  • Ivy Lane Denizen - The bulk of your creatures are green, so Hallar will grow quickly with him in play.

  • Immaculate Magistrate - Will always put at least 2 counters on Hallar each turn, maybe more. Can get out of hand quickly.

  • Kalonian Hydra - Read that effect, then come back to me and tell me it isn't perfect. Go ahead.

  • Ring of Valkas - Gives Hallar haste and grows them each of your turns.

  • Ancient Animus - Not super flashy, but it pumps your commander and will almost always kill a dude, and only for 2 mana.

  • Chandra's Ignition - Always a good board wipe and potential wincon if you have a big elf on board.

Let me know your thoughts on these guys, and hope I at least cleared up the confusion surrounding Hallar's pronouns!

Optimator on Fochlucan Lyrist -- (Yisan Elves)

3 weeks ago

Joraga Warcaller would indeed be good though. Fits in nicely with what I'm trying to do with the elves, and I often have mana to spare.

I think I have a Soul of the Harvest lying around...

PookandPie on Marwyn, the Midwife [[Needs Help]]

1 month ago

A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.

Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.

Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.

For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.

Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.

So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).

Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.

Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.

Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.

Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.

All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.

Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.

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