Krosan Tusker

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Vintage Masters Common
Commander 2013 Common
Duel Decks: Heroes vs. Monsters Common
MTG: Commander Common
Archenemy Common
Duel Decks: Garruk vs. Liliana Common
Onslaught Common
Promo Set Rare

Combos Browse all

Krosan Tusker

Creature — Boar Beast

Cycling *(, Discard this card: Draw a card.) *

When you cycle Krosan Tusker, you may search your library for a basic land card, reveal that card, and put it into your hand. If you do, shuffle your library.

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Krosan Tusker Discussion

The_Notebook on Sasaya's Wonderful World

2 weeks ago

Krosan Tusker while he fills your hand with two cards, the extra mana from Magus of the Candelabra will usually be what ends the game for you, he isnt a wincon himself, but its the difference between being able to use almost all of your mana with no regrets and not being able to. For example:

Turn 1: You start with 6 lands and Magus of the Candelabra, you play a forest and pass.Turn 2: You draw Kamahl, Fist of Krosa, play Magus of the Candelabra, play a forest.Turn 3: You draw a forest (5 in hand), you play a forest and pass.(you know how slow this kind of deck is early.) Turn 6(?): Play Sasaya and flip them. You play a forest if not more by now.Turn 7: You pay all but X mana where X is your lands to turn them into 1/1s and overrunning them with Kamahl, Fist of Krosa, untap all your lands and then tap one or two of them overrun even more and win.

Or its extra mana for kickers, its just a really really good amount of utility, compared to two cards (which you have other cards to get you.)

the_earl_0f_grey on It's Not Easy Being Green

1 month ago

I agree that Azusa, Lost but Seeking wouldn't really shine in this deck without bigger changes. She only gives as much as she's given and doesn't generate any advantage on her own. If this deck had some Cultivate, Kodama's Reach, Nissa, Vastwood Seer  Flip, Krosan Tusker, Life from the Loam, Yavimaya Elder, type of ramp it would be ideal, but without it she'll just only work well enough with Oracle of Mul Daya and Lotus Cobra.

This deck is better suited to something like Vorinclex, Voice of Hunger

shaistyone on Lady of the Mole Hill(<15$)

1 month ago

Love it. Had to trim some just so it wasn't a huge card-dump.
Taurean Mauler - gets very big, and helps players learn to pay attention to triggers
Silklash Spider - anti-flyers
Valley Rannet - smooth land plays
Krosan Tusker - great value Hoard-Smelter Dragon - utility + big threat
Garruk's Packleader - excellent value with your creatures
Flametongue Kavu - ease of use + utility
Acidic Slime - ditto
Fires of Yavimaya - haste is clutch for you
Hull Breach - some much needed utility

Demon86RM on Death Pits of Nel Toth

1 month ago

Imho, to make room for the Soul of New Phyrexia, you should remove Krosan Tusker. Of course it's cycle ability it's good and you can fill the graveyard too while fetching a basic. But it's just a 6/5 with no evasion so outside of certain situations where you're running out of lands I don't think it's a piece you'll miss having in your hand.
Another really good fit would be Attrition, imagine its interaction with Grave Pact.
I'd like if you check my meren list and make any critics or suggestions. thx

ibstudent2200 on GIVE ME YOUR LUNCH MONEY, NERD

3 months ago

Horizon Spellbomb < Krosan Tusker.

I'm not a fan of Khalni Heart Expedition, since the ramp is usually delayed by several turns. Any reason for playing it over Sakura-Tribe Elder or Cultivate?

Sicktoid on

4 months ago

First of all: welcome to the format. Right of the bat, I'd like to take out my "old mentor"-glasses and say that you indeed have too few land. Tsk, tsk. A general rule of thumb with Commander manabases, that I've found effective, is to start out with something like 40-42 lands, then cut one land for every two ramp cards or mana rocks/elves that you include. The starting number may vary depending on your deck and it's curve (and the amount of card draw, but I'll get to that later). Another thing about your manabase is that you seem to be running lots of artifact mana even when you have access to green. Artifacts tend to be a lot more fragile than lands, so I would try to replace those with some green land ramp like Explosive Vegetation or Cultivate. Even ones that make sure you got lands in hand aren't all that bad. For example: Sprouting Vines, Borderland Ranger and Krosan Tusker.

Another thing I noticed is that you're really low on card draw and thus very likely to run out of gas in a long game (which commander games tend to be, thanks to 40 starting life and multiple players). Nissa's Revelation isn't even all that great in a deck with a bunch of werewolves, which tend to have pretty mediocre stats before transforming. Green and red, fortunately, have some great card draw options: Greater Good, Garruk, Primal Hunter, Hunter's Insight, Reforge the Soul, Knollspine Dragon. You might wanna give few of those a try.

Now, one last thing about the werewolf/flip-mechanic: I've generally found it to be pretty crappy in commander. You just can't seem to keep your dudes transformed sometimes and sometimes you can't even get them to transform without basically skipping your own turn to do it. Now, there's two things that make the werewolves really good: mass discard and land destruction. Given your colors, mass discard isn't really an option so that leaves land destruction, which people generally hate playing against (and for a good reason). If you decide to go that route, be mindful that people might gang up on you or even refuse to play against your deck. This all depends on your playgroup. My playgroup is usually fine with me blowing up their lands from time to time, but I've restricted those kinds of effects to just one of my many decks and I very rarely play that deck. I'm guessing this is your only commander deck so you would be playing it a lot, so people might get kinda annoyed. Now, with all that in mind, if you decide to take the LD-route, here are some card suggestions: Boom/Bust, Decree of Annihilation, Thoughts of Ruin are the nuclear options. Bend or Break, Ruination and Keldon Firebombers are interesting cards, which can cripple people but usually still allow them to keep playing the game with you. Blood Moon and Magus of the Moon are great if they fit into your budget. If you go LD, you can also ignore my former comment about cutting the artifact ramp :P

There. I hope at least some of these advices were helpful.

rguilbault on

4 months ago

Keen Sense is cheaper than Snake Umbra. Mask of Memory would stick around longer than either (should a dude die) and you can use something like Creeping Renaissance to get all the discarded cards back (if that's a concern).

Elder Pine of Jukai could be interesting if you had more spirits or arcane spells (looks like you have 3 total so probably not a great fit). There could be some other spirits or arcane spells worth swapping in...a couple that seem kinda cool or would otherwise fit your theme: Arashi, the Sky Asunder, Carven Caryatid, Eidolon of Blossoms, Forked-Branch Garami, Haru-Onna, Iname, Life Aspect, Nourishing Shoal, Permeating Mass, Primordial Sage, Rending Vines, Strength of Cedars, Wear Away. Not trying to change up the vibe, just saying...

Other straight up draw cards to consider: Abundant Growth, Elemental Bond, Fecundity, Fa'adiyah Seer, Fruit of the First Tree, Garruk's Packleader, Glimpse of Nature, Hunter's Insight, Hunter's Prowess, Kavu Lair, Krosan Tusker (just to cycle it), Life's Legacy, Nature's Resurgence, Nissa's Revelation, Ohran Viper, Sylvan Library, Zendikar Resurgent.

Viridian Revel could be interesting given you seem to like artifact hate. And then there are all the Enchantresses, if you want to start loading up on enchantments, e.g. Verduran Enchantress. I think there are 4-5 available, which could become some serious card draw off simple cantrips like Abundant Growth.

This looks like a fun deck...might try my hand at a build if I have enough of the cards ;-)

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