Kogla, the Titan Ape

Kogla, the Titan Ape

Legendary Creature — Ape

When Kogla, the Titan Ape enters the battlefield, it fights up to one target creature you don’t control.

Whenever Kogla attacks, destroy target artifact or enchantment defending player control.

: Return target Human you control to its owner’s hand. Kogla gains indestructible until end of turn.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

Combos Browse all

Legality

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

Kogla, the Titan Ape Discussion

Inkmoth on Yeva Draw-Grow

1 week ago

l13199l: It'd look exactly like that, a dork producing 6 mana, but tutorable. I was mostly considering it cause Selvala Brostorm implemented it. I don't think I could take the psychological toll of swapping Cloudstone Curio with Kogla, the Titan Ape on the principle of messing with my Avg CMC. So I'm really at a loss. Hyrax Tower Scout will find a place, I just can't seem to find a slot atm. For now, I am MORE than satisfied with the list.

Also, Genesis Hydra is almost always looped for the Thousand-Year Elixir on the winning turn. Emergence Zone is for the situation it gets stuck in your hand. Otherwise we dig and Noxious Revival and Genesis Hydra for it.

Kamerot: Thank you so much, dude!! <3

Amoskeag on Gruul swarm

1 week ago

I would add some Domri, Anarch of Bolas to help with your mana, buffing your dudes, and giving you some interaction once those bad boys are down.

The curve is a bit awkward, I would take the opportunity to change up the creature base slightly so your turns have more presence. A great starter would be another 1 drop, Pelt Collector is sweet for that and fits your deck well.

Drop the Dragonlair Spider for Arasta of the Endless Web.

25 lands is a bit much, I believe 23 to 24 is plenty, Kessig Wolf Run is awesome and always fun, keep that, maybe add a 2nd to make sure you see it more often? Don't be afraid to have some basic lands in there.

Eldritch Evolution can be super spicy and help you get some big dudes out, you might want to find space for Goreclaw, Terror of Qal Sisma, Kogla, the Titan Ape, and or Surrak, the Hunt Caller, big fan of Surrak myself.

In regards to your Bloodbraid Elf. Gruul Spellbreaker is a far better target than Taurean Mauler and gives you more devotion to your Xenagos, God of Revels with those green and red pips. Also, Hexproofs you (yay!)

Have fun!
- Amoskeag

Slivortal on Freyalise High Tide

2 weeks ago

Hi ShinyZ and DivineKhaos, sorry for the delayed response; things have been pretty hectic IRL, and I haven't had a chance to play much given that most game stores remain closed. Here are my thoughts on the more recent cards to come out. They're mostly theoretical, though I hope to test them soon.

IKORIA

Vivien, Monsters' Advocate - A powerful card with a powerful effect. The main problem with Vivien though is how she fits into your curve. She's very good on the specific turn between when you cast Freyalise and when you combo off, but she's not very good on other turns. Since this deck's goal is to cast Freyalise on-curve, she's not the first thing we'll cast on 5 mana. And on our combo turn she's not very effective, given that she's 5 mana for her tutor effect. She can still be worth it if you can cast her and a 6+ drop given that she can tutor for a Hermit and make her mana cost back, but that requires specific cards and a lot of mana. One of her upsides though is that she can provide a reach token to fend off fliers, and she obviously has a lot of value in grind games. I can see a place for her, but her clunkiness is noteworthy. The bar for noncreature spells that cost more than 2-3 mana is very high, though.

Kogla, the Titan Ape - This card is relatively good, and outshines all previous Somberwald Stag effects given the size of its body for its mana cost. The ability to toolbox into it makes Kogla actually very tempting. The other two effects are unfortunately somewhat niche; our only humans are Eternal Witness and Dosan the Falling Leaf. Looping Eternal Witness is good, but I think there's a nonzero chance Dosan gets cut (see below). As for the artifact/enchantment removal effect, it's also good, but like Vivien shines much more in grind games. It can also be tutored by Fierce Empath/Woodland Bellower via Fierce Empath, which is a relatively big deal, and it has a great base power for Greater Good

Manascape Refractor - Too slow and clunky, unfortunately. As I mentioned with Vivien, it's only good on the turn between when you play Freya and when you combo. However, unlike Vivien, it's not nearly as good in grind games. It's also very fragile, since this deck tends to dodge and blank artifact removal in a good amount of games, while this plays right into it.

Curious Herd - Again, this is a noncreature spell that costs more than a couple mana, which is almost an immediate death sentence. While it can create a decent amount of tokens, it's also conditional, and I'm not sure if the condition is better than that of Beacon of Creation, Spontaneous Generation, or Saproling Symbiosis, all of which have been tested at various points in this deck's history.

CORE 2021 There isn't much here, but Sporeweb Weaver is worth mentioning as a potential anti-flyer check, if you know you're going into a meta with a lot of flyers.

JUMPSTART

There's a lot to go over here, even though the spoilers aren't even over yet.

Llanowar Visionary is actually playable, surprisingly. This deck primarily values ramp creatures that are 1 mana, but it also values ramp creatures at 3 mana, for the 1-3-5 T3 Freya curve. Of 3-mana ramp creatures, Visionary is pretty strong given that it gives you back your card, and still cycles at minimum during your combo turn.

Allosaurus Shepherd - On to the big one. This card is absolutely absurd. For 1 mana, you get a creature in an extremely relevant creature type that can't be countered, and prevents all our other power spells from being countered as well. Additionally, the 6-mana effect is relevant with Greater Good, since it gives all your elves an effective +3 to +4 power. Immediate comparisons will be drawn with Dosan, and I don't think there is room for both given tight deck space. Shepherd has several benefits over Dosan; it's in a better creature type, it has far more relevant text in games where you don't need the interruption protection, it costs far less mana, and its inability to be countered is key in games where the opponent has multiple counterspells. It's also not legendary, which means that it's a valid part of the Woodland Bellower toolbox. It's also easier to play on turns you don't go off, given that it doesn't shut down other players' abilities to interact with other players' combos. The downsides are worth mentioning though, in that Shepherd only stops counterspells. That means it's weaker against opposing counters + removal, since the Shepherd can be removed and counterspells can be turned online. It also still allows opponents to interact with removal at key chokepoints in certain combo lines, even with a lack of counterspells. However, I think the benefits of Shepherd far outweigh the negatives, and I fully expect to replace Dosan upon release.

Takeaways - Takeaways - Vivien, maybe. Kogla, strong maybe. Refractor, no. Herd, no. Visionary, maybe. Shepherd, yes. No other cards worth discussing. Potential cuts:

Ramunap for Kogla - Depends on which toolbox you value more; creature removal or land recursion.

Song for Vivien - The problem with this cut is that Song is much easier to cast and is one of our few answers. Vivien's strong, but it's really hard to find a noncreature to replace. You can replace Carpet if you're going into games where you know that you're not playing against blue, but I think the potential cuts are low.

Ramunap for Visionary. I think if you don't cut Ramunap for Kogla, cutting Ramunap for Visionary is very tempting. While Ramunap is an additional recursion piece for Cradle and Nykthos, Visionary is simply far more proactive, and the more I play this deck, the more I value proactive cards.

Dosan for Shepherd. Unfortunately, I think Dosan's time is up. He's a pet card of mine, and he's served his purpose well over the years. However, Shepherd is extremely powerful, and I don't think there's room in this deck for two cards with this same effect.

CaptCreek on Xenagos, the G.O.A.T.

4 weeks ago

Ranglez7

Big fan of this list! It looks very similar to my own list, and I like a lot of the cards here. I just added cards like Quartzwood Crasher, Hellkite Tyrant, Balefire Dragon and Kogla, the Titan Ape and I can't wait to try them out!

I know you've been debating this already, but I would strongly recommend adding Return of the Wildspeaker It's a clutch draw spell, and instant speed has saved me in plenty of occasions. Also, though I haven't used the alternate option too often, pumping your team could easily be just as useful if you need to pump through some surprise damage. Personally, I would run both it and Rishkar's Expertise, since they both have their merits, and they don't rely on one specific creature like Life's Legacy. Since it checks the greatest power and not a specific creature's power, you can't get blown out as easily if you have another creature on the board.

Either way, I really like your list, and I'd love to hear your thoughts on mine, if you feel like it!

Xenagos's Party Animals

campcappuccino on Selvala Brostorm

1 month ago

Hey FlavorPolice,

Your way of thinking is pretty cool, and you're right, these are all good cards.

However, these cards aren't "good enough" in modern selvala lists because of the way we win. All selvala lists win by storming off, drawing your entire deck, and killing your opponents by presenting a insurmountable boardstate/infinite damage.

Yes, Helix Pinnacle and Aetherflux Reservoir can win the game on the spot when you're storming off. But so can Beast Within Eternal Witness Kogla, the Titan Ape loop. But so can Finale of Devastation. And all these cards actually do something when you're not trying to win.

Your entire matrix of what constitutes a "good wincon" changes when your win-condition is drawing your deck + infinite mana.

As for Sword of the Paruns, I find that Umbral Mantle is good because its a 1 card infinite mana combo with selvala, and they aren't really comparable. I dont think mantle isn't even as good as Cloudstone Curio or Staff of Domination. It is a good budget option though!

seshiro_of_the_orochi on TypicalTimmy

1 month ago

Writing on the walls seems fine.

So, what are some janky ideas you currently have?

On my part, I'm currently thinking about a Zirda, the Dawnwaker foxes list with Sensei Golden-Tail, Flourishing Fox and some cycling, and an Ape tribal with Kogla, the Titan Ape, both as 60-card casual lists.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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