Ogre Battledriver

Ogre Battledriver

Creature — Ogre Warrior

Whenever another creature enters the battlefield under your control, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)

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Printings View all

Set Rarity
Duel Decks: Speed vs. Cunning (DDN) Rare
Magic 2014 (M14) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Ogre Battledriver occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.33%

Ogre Battledriver Discussion

Mournslayer on Dragonclaw, Bounty Hunter

1 week ago

Juicy_J82 What would you switch it out with? I'm thinking about Ogre Battledriver I've wanted to put her in for a while, but kind of forgot, because my playgroup got wise to the deck. It's much stronger than I anticipated because it doesn't copy their stuff, it steals it, and usually it steals it for good.

Optimator on Return of the Loving Dead

3 weeks ago

In the Web of War might be better than Ogre Battledriver due to wraths

golgarigirl on Awkward Eye Contact with Death

1 month ago

I used to play a lot more of the ETB trigger cards, but cut them for more of the Toolbox theme. But I know where you're coming from. Since Mardu is very good at both tokens and aggro, you can be really selective with the few you use for your aggro suite...I would focus on ones that do something along with the tokens or make really good tokens. Corpse Knight, Angel of Invention, Sling-Gang Lieutenant, Ogre Battledriver, and Priest of the Blood Rite are some examples I can think of. Resolute Blademaster + Mirror Entity is one of my common win-cons if I have to go aggro and overwhelm the board with my somewhat tiny creatures.

You can easy accidentally slide or purposely build into full-on Aristocrats, which along with the ETB damage also deals leaving the battlefield damage with more of the Sir Konrad effects like Zulaport Cutthroat and Blood Artist and more cheap, efficient token makers.

Being conscious of yard-filling cards is always a trick. I would run at least 10 that can get cards from your hand and deck into your graveyard, and a few sacrifice outlets (another 5 or so) to get them off the board. Of course, having extra reanimation is a great idea to get at those things you dumped in case someone neutralizes your commander. I will never get tired of recommending Perpetual Timepiece, since it both mills and saves your good things from exile. Mire Triton has also been impressive recently.

Some of my choices for places to look for cuts (if you're struggling) include Marchesa's Decree, Leave/Chance, Batwing Brume, Sands of Delirium, Quietus Spike, and Raving Dead. Don't feel pressured if any of these are pet cards that you think work really well, they are just my picks for ones we can find replacements to work better for your deck.

Orsett on Xyris, the Writhing Storm

1 month ago

So, nearly a week since I last updated. I feel like enough of the substitutions have aggregated to warrant a new commentary.

First up, more Haste providers. Ogre Battledriver and In the Web of War now join the ranks of the already present Temur Ascendancy and Cavalier of Flame. Upping the chances of Haste feels like the right call to help close out games. After playing even just one Windfall-like card, you'll suddenly have up to 21 new snake friends to play with and Haste makes them immediately viable beyond ETB and Sacrifice effects. Whether it be for the swing or making mad Mana with Cryptolith Rite, it'll be sure to make an impression (especially if you keep your Haste a secret until the turn of).

Next a few odds and ends. Following my own advice, I ended up dropping Expropriate and Tooth and Nail, alongside others whose names are already forgotten. In exchange, a couple of new faces: Ohran Frostfang, Teferi's Puzzle Box, Steely Resolve, and Riptide Shapeshifter. Plus Sylvan Library for funsies, since I remembered that I already own a copy!

You could say that the Riptide Shapeshifter is my budget option replacing Tooth and Nail. On the plus side, I like that you can activate its ability at any time, which can make for a neat Combat Trick if you choose "Beast". "God" is also a good choice, as Purphoros, God of the Forge and The Locust God both really hum in this deck.

Thanks for reading this far, by the way! There hasn't been much outside interaction to date (it feels like I'm talking to the wind). But maybe I'm wrong, since there's no way of knowing how many folks take the time to navigate my admittedly chonky stream of consciousness.

Halflingz on Queen Marchesa

1 month ago

Board wipes that seem "on theme" and white "ramp" to consider. Kaya's Wrath Fumigate Retaliate Austere Command Decree of Pain Martial Coup Merciless Eviction Descent of Dragons Angel of the Dire Hour Magister of Worth Sunblast Angel Boreas Charger Oreskos Explorer Surveyor's Scope Solemn Simulacrum Sword of the Animist Verge Rangers Smothering Tithe Sword of Feast and Famine Dowsing Dagger  Flip

Queen Marchesa doesn't have a clear single way to build so you have lots of options. However, I feel like said you want to play her like the Kween she is and create a royal court full of politicin' and group interaction to make all the boys whine. I don't think you want to discourgage people from taking the monarch from you, more encourage them to swing others IE: NO Ghostly Prisons, YES Teysa effects. Punish the ones who swing you only after the fact and reward the ones who swing others. There is a lot listed!

Politic theme links to Scryfall searches Monarch, Will of the Council, Council's Dilemma, Join Forces, Curses, Tempting offer, Goad

You will also want to get retake the throne each turn and lets face it, the Assasin's won't always get through Dauthi Embrace Dauthi Trapper Nether Shadow Nether Traitor Soltari Visionary Changeling Outcast Tormented Soul Break Through the Line Ferropede Gingerbrute Key to the City Whispersilk Cloak Trailblazer's Boots Zhang He, Wei General Yellow Scarves Cavalry Wei Night Raiders Wei Scout Xiahou Dun, the One-Eyed Lu Bu, Master-at-Arms Guan Yu, Sainted Warrior Shadow Alley Denizen

Finally here are some other fun interactions befitting the royal court. Crown of Doom Kor Haven Cathars' Crusade Electropotence + Pandemonium (Nasty with deathtouch) Field of the Dead Mentor of the Meek In the Web of War Mace of the Valiant Ogre Battledriver Orc Sureshot Mathas, Fiend Seeker Master of Cruelties Anya, Merciless Angel Tree of Perdition Alesha, Who Smiles at Death Ashling, the Extinguisher Azra Oddsmaker Aurification Bloodforged Battle-Axe Contested War Zone Thaumatic Compass  Flip Dread Elbrus, the Binding Blade  Flip Iroas, God of Victory Aurelia, the Warleader Gisela, Blade of Goldnight Five-Alarm Fire Hellrider Hixus, Prison Warden Larceny Necropolis Regent No Mercy Phage the Untouchable Quietus Spike Skeleton Key Throat Slitter Varchild, Betrayer of Kjeldor Vraska, Scheming Gorgon Scourge of the Throne Akroan Horse Captive Audience Goblin Spymaster Forbidden Orchard Clackbridge Troll Hunted Dragon Hunted Lammasu Hunted Horror

Theme directions to explore? Lifegain to stay above the swings? Angelic Chorus Answered Prayers Anointer Priest Authority of the Consuls Ayara, First of Locthwain Daxos, Blessed by the Sun Healer of the Pride Impassioned Orator Pious Evangel  Flip Soul's Attendant Soul Warden Archangel of Thune Suture Priest Ajani's Welcome Dawn of Hope Deathgreeter Exquisite Blood Epicure of Blood Falkenrath Noble Karlov of the Ghost Council Noble Purpose Righteous Cause Sanguine Bond Searing Meditation Seraph Sanctuary Serene Steward Shattered Angel Spirit Loop Sun Droplet Vizkopa Guildmage Well of Lost Dreams Alhammarret's Archive Licia, Sanguine Tribune Ayli, Eternal Pilgrim Eternity Vessel Chalice of Life  Flip Resolute Archangel Storm Herd Felidar Sovereign Divinity of Pride Serra Ascendant

Aristocrats of the Court (slow life drain strategy)? Bastion of Remembrance Corpse Knight Impact Tremors Purphoros, God of the Forge Blood Artist Zulaport Cutthroat Outpost Siege Bontu's Monument Brutal Hordechief Campaign of Vengeance Cliffhaven Vampire Cruel Celebrant Kambal, Consul of Allocation Polluted Bonds Retreat to Hagra Vindictive Vampire revenge Sorin, Grim Nemesis Judith, the Scourge Diva Stalking Vengeance Syr Konrad, the Grim

DankMagicianD on Xyris - Danger Noodle

1 month ago

Maybe add haste enablers for massive damage out of nowhere? Mass Hysteria and Concordant Crossroads are cheap. while Ogre Battledriver is more explosive. Seshiro the Anointed is very good, but is also very reliant on your commander to be impactful. Finally, if you're drawing lots of cards, Psychosis Crawler is exellent.

rjphilla on

2 months ago

Super Fun! A fun addition could be Ogre Battledriver

4/2 haste saytrs are fun

Just a thought!

Vulnoth on Turbo Aggro Grind Time

2 months ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

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