Lotleth Troll

Lotleth Troll

Creature — Zombie Troll


Discard a creature card: Put a +1/+1 counter on Loleth Troll

: Regenerate Loleth Troll

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Lotleth Troll Discussion

Pheardemons on I hate my library. The graveyard is my solace.

23 hours ago

ComboCrazy and chirz2792 let me know of what you think of some of the cards taken out/put in. You can look at the updates for specific cards, but overall I think I've made this deck with a pretty decent toolbox theme. Let me know of any suggestions you can think of, and please let me know what you think of the maybeboard.

chirz2792 - The Gitrog Monster didn't really make the cut. With Crucible of Worlds on the battlefield he was amazing, but if it wasn't I didn't want to draw him, nor wanted to reanimate him. Thanks for the suggestion though.

I am still considering cards to help me mill more, again a little worried about decking myself, but maybe just one card to continuously mill might be worth it. Maybe a creature, Dreamborn Muse so I can sacrifice it whenever I want if it's milling too much.

Also if yal know of any decent cards that can help me discard cards from my hand with a benefit in doing so would be nice. I tried to look and didn't find any that jumped out at me. Lotleth Troll isn't bad, just not sure if it's worth the card slot. Let me know if you can think of any.

Freigare on BG-Aggrifice

3 days ago

Thank you @Iagotripha. Grim Haruspex yes, I already run two of them as you can see..it is a nice acelerator. Blood Scrivener it is a good card to take in consideration, another usefull acelerator against control. And is a very posible inclusion, due to the low cost of the creatures you often find your hand empty. And that's a pretty bad thing.

About zombie Zombie Infestation I think it's a good card but I do not see a place for it un this deck, maybe for a zombie tribal deck with Gravecrawler, Lotleth Troll, etc. I don't want to turn it into a zombie themed deck.

Klayhamn on The neverending quest to beat Meren with Nekusar

1 week ago

I'm not sure i really understand the idea of wheeling before it gives me any direct benefit?

Can you describe to me how you see the "ideal" play out of such a strategy?

let's say i have a few lands (3~4) , a wheel and a mana ramp artifact and maybe an enchantment or a counterspellwhat do i do? just wheel at the first chance for the heck of it?

wheel when i get the fork?

obviously in mutliplayer, when everything's slower, and i have more time to draw into combo's - i will be just "Wheeling a lot",but i don't see how i can do it in 1v1 to a good effect unless i'm also doing some shenanigans at the same time --- like stealing his draws, making him lose his hand, etc.

until now, in all 13 games we've played against one another, i typically either had enough mana to play an "enabler" or a wheel, and not both,and when i did have mana for both, i did some damage, next turn - he removes the enabler - and progresses to build his boardif i had any counterspells or removals in my hand - i've lost them by now to the wheel and drawn a bunch of lands or dead cards

that's typically how most games went

there were also rarely any games where he didn't draw into Thought Vessel quickly enough to protect himself against discard

Jarad is really not his only win conditions. out of the 10 victories he had against me, i think he won only two of them (3 max) strictly with that card.the other victories were with Overwhelming Stampede (twice or so), he won at least a couple with Lotleth Troll , and the rest with simple "grinding" face damage each turn

So, i'm not safe at all :)

When i said the mechanic seems "unfun" i didn't refer to the win-con being "unfair" - i was simply saying it seems like an un-fun way to play, as literally as possible. Of course fun is subjective, but what i meant is that just "surviving one more turn" seems a bit boring to me, while counterspells seem a more "fun" or "natural" or "interactive" way to play (or maybe it's just more intuitive to me) - because it has the same effect (it prolongs the game by preventing threats) - but it has the potential of gaining more the one turn advantage because it removes the threat completely - rather than being a one-time panic button.

Anyway, the bottom line is that beyond fun or not fun i want to bring balance to the match-up (if that's at all possible).

of course i'd include a bunch of forks, Sudden Spoiling etc. if i could,but with all these defensive measures and damage multiplicators - what am i left with?

38 land + 8 mana ramp = 46 cards just for mana, leaving 54 cards for playhow many of those should be forks?how many of those should be one-time defensive spells like Sudden Spoiling?

it's basically a big math exercise and i'm not sure i know how to do it :)

using this tablei can do some rudimentary approximations but i'm not sure how to combine things since some cards can participate in two different calculations(i.e - some wheels interact with both discard punishers and draw punishers, others only with draw punishers).

it just feels to me like - the more i try to make the deck's strategy viable (or "streamlined" as you call it) - the less interactive it becomes and the less of a chance i have to stop any threats against me - and vice versa

so far my attempts to go "full combo" (i tried to run the multiplayer version vs. him at the start ) has failed miserablythe list i originally used is [this] (http://tappedout.net/mtg-decks/mind-seize-mod-nekusar/)

so obviously the deck needed to change tremendously (of course it's also possible i'm misplaying, but i really don't think i am)

i can't play like all my enchantments and/or creatures will stay on board for me to wheel them unless i deal with his GY and or board, and to do that consistently i need to devote quite a bit of the deck (over 5%? over 10%?) to that alone

but if i don't play them in advance, i won't have enough mana to play them AND wheel at the same turn, and when i do - they just get removed the next turn and all i did is 7 or with some luck - 14 dmg.

what typically happens immediately afterwards is that the threat (creature/artifact/enchantment/whatever) gets removed,and even if i wheeled into another wheel - it simply won't do anything anymore... and then i'm stuck with no useful card draw, no board, etc. - just dying slowly as i keep drawing lands.

it just somehow seems crucial to me to DESTROY his hand (with Sire Of Insanity or Rakdos's Return or whatever) --or even better - to do so while stealing all his draws - with Notion Thief

without that, it just seems - from a strictly probabilistic aspect, unlikely to defeat him in time

So ya, ok - the "tools" at my disposal are all clear:

  1. forks
  2. infects
  3. mass removal
  4. counterspell
  5. wheels
  6. draw/discard punishers
  7. tutors
  8. mana artifacts
  9. various defense mechanisms (Propaganda, Sudden Spoiling, etc.)

now the question is what's the correct balance in quantities between all of thesethat's what i'm just absolutely failing to understand

Axioma on graveyard powered big greens

1 week ago

Your deck it's pretty cool.

I suggest you Lotleth Troll

Drakorya on B/G Zombie Commander

2 weeks ago

I would probably cut Zombie Master, Skullbriar, the Walking Grave, Phyrexian Ghoul, Nantuko Husk, Lotleth Troll, Llanowar Dead, Helldozer, Elves of Deep Shadow, and Diregraf Colossus.

I understand some of them are sac outlets, but there are better sac outlets, like Fauna Shaman (in your Maybeboard) and Birthing Pod. Also, Eldrazi Monument goes really well. My brother has a Meren deck and that card lets him beat the crap out of everyone.

Grim Haruspex, Mazirek, Kraul Death Priest and Sakura-Tribe Elder would be good too (all in your maybeboard, I know).

Mikaeus, the Unhallowed, Sheoldred, the Whispering One, Woodfall Primus, Solemn Simulacrum and The Gitrog Monster are probably worth a look too.

High Market and Phyrexian Tower are great sac lands.

Hawko0313 on Help me build a modern ...

3 weeks ago


here's a deck that my brother and i built after oath came out, it is very much budget even though it uses some cards you havent mentioned. I did however change the land base around to fit what you had available as my brother currently borrows from my collection for that.

hope you get some ideas, we built this for under $50 Australian so it should be very manageable for someone looking to enter modern. Since buying this list he has since added; Abrupt Decay, Bloodghast, Lotleth Troll and Gravecrawler as his end goal is to transfer from the b/g rock like deck he has now to dredgevine.

Crayfish on Jund Mad Baddies

3 weeks ago

Flaying Tendrils > Biting Rain. I dont care if it has madness, tendrils is awesome. Exiling is extremely powerful.

Other madness creatures that can synergize with Lotleth Troll: Arrogant Wurm, Big Game Hunter, Gorgon Recluse, Grave Scrabbler, Muck Drubb, Reckless Wurm.

Other madness cards in general: Avacyn's Judgment, Gibbering Descent, Senseless Rage, Strength of Lunacy.

Fetches can help with your manabase.

With the large amount of, well, aggro in this deck, might I suggest Gaea's Anthem, Beastmaster Ascension, Whip of Erebos, or Bow of Nylea? Those could help.

Also, Having 2 discard enablers, one being creature specific, is not recommended. With discard being so heavily needed, more outlets are in demand.

DarthSmitty on Jund Mad Baddies

3 weeks ago

Okay, the concept is ok, but some of the cards you have in the deck aren't even good cards for the deck.

Bloodmad Vampire- Great in Sealed, but shouldn't see constructed play

Wild Hunger-Pretty good for getting damage in with Lotleth Troll, but there are a lot better pump spells in modern

For the land, you should really have some fetches, because they are essential to getting the right mana. I am a little confused on why you would go green just for a discard enabler, as well as most of the cards being from shadows over innistrad. You could just try rakdos unless you find some more key green cards for the deck.

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