Rograkh, Son of Rohgahh
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rograkh, Son of Rohgahh

Legendary Creature — Kobold Warrior

First strike, menace, trample

Partner (You can have two commanders if both have partner.)

Recommendations View more recommendations

Theasus7 on Smol AnGrY Man *Budget*

2 months ago

Looking for suggestions to make the deck more consistent. I sometimes struggle to get actual stats onto Rograkh, Son of Rohgahh.

heartunderblade42 on BDD copy

8 months ago

Good deck, 100% fr fr. Only possible improvment is to add Rograkh, Son of Rohgahh. He will improve your ramp and is an excellent voltron option. Everything else is solid.

Delphen7 on Pattern Recognition #289 - Voltron …

9 months ago

I think speed is the most important part of Voltron. The strategy needs to rack up the damage as quickly as possible to avoid giving opponents time to respond to your threat(s). This means cheating on costs, and playing very cheap commanders that are hard to interact with.

Rograkh, Son of Rohgahh, and Ardenn, Intrepid Archaeologist, for example, are a very difficult pair to interact with, because they can cheat costs (Colossus Hammer :D ), have evasion, and are low CMC. The first turn is spent playing them, and subsequent turns are spent building up your threats. If they are removed, you can esaily recast them, or use Ardenn to make another random creature a massive threat

Commanders like Balan, Wandering Knight, or Uril, the Miststalker are slow(er), don't intrinsically have evasive abilities, and require you to wait on them to build up, so once they're gone you're severely set back.


Sometimes you're not fast enough though, and Voltron tends to turn into a very political deck at that point as you try to get opponents to let your threat stick in order to deal with other opponents. "If you don't remove my creature I can stop player C from winning next turn".

You usually still lose at this point though if everyone knows what they're doing. Speed is of the essence.


This is why I love utilizing other players combats. You could limit yourself to one combat, but cards like Assault Suit can quadruple how fast you're killing your opponents (and has the perk of preventing the pesty sacrifice that was mentioned).

This is also why Slicer, Hired Muscle  Flip has been so competitive, because it's Assault Suit built into a commander with incredibly aggressive stats -- 28 damage a turn cycle is more than most decks can do with lots of setup, and that's just the minimum. It can come down turn 1, and no one wants to remove it because everyone wants to use it. It's free damage!


Voltron, while more direct than a Giant Growth, does tend to play a lot of the same head games with people to make your creature stick as long as possible.

Coward_Token on UB: LOTR

10 months ago

Templating confusion:

  • Why doesn't Fealty to the Realm doesn't just goad?
  • Why doesn't Gollum, Obsessed Stalker just say "...dealt combat damage by it..."?

I get that there's some nuance to not having the above (e.g. Helm of the Host on Gollum), but it seems minute.

Thankfully no Horsemanship on Rohan cards, AFAIK.

Boromir, Gondor's Hope: feels weird flavor-wise. The sea power thing again?

The faces in Lorien Revealed look more horrified than amazed

Call of the Ring is basically a more wrath-resistant Dark Confidant in decks with a black inclusive mana value <= 1, namely: Rograkh, Son of Rohgahh (with the proper partner), Ashnod, Flesh Mechanist (skulk + 1 base power means she can often attack safely for her trigger), Frodo, Sauron's Bane (obviously). Also Valentin, Dean of the Vein  Flip, I guess.

Fall of Cair Andros: Man, Blasphemous Act was already overpowered. Gogo Rem Karolus, Stalwart Slayer (+ a haste source), the Army will probably be able to finish someone off on its own while you attack someone else with the rest of your creatures.

Rising of the Day: Randomly strictly Fervor, I actually don't like this.

Long List of Ents: Cute, but the amount of hoops you need to hop trough for one extra counter per turn feels pretty anti-climatic. But hey, if your proliferate an extra chapter counter onto this (or something) and you then cast a changeling (or something), it'll get two counters! Woho...

Quickbeam: Kinda feel like he should have haste?

Horn of Gondor: Even if it's non-free to activte, Human Krenko is pretty good.

Palantir of Orthanac: I feel people are overestimating this for the purpose of self-milling. After 2-3 counters in a graveyard deck, people are just going to let you have that free Preordain

Basshunter on Kykar and the BigBois

1 year ago

Thanks for the comment, I wasnt expecting that for a deck I'm not playing at the moment. I changed my polymorph deck to izzet with Sakashima of a Thousand Faces and Rograkh, Son of Rohgahh as commanders.

The thing i love about polymorph is

a) you never know what u get, every game is a different one

b) you have a lot of space in the 99 for interaction, counters, removals

c) the most polymorph spells are removal-spells aswell if i cant use them for my board..

Delphen7 on Salty Commanders!

1 year ago

Neat project! Can't wait to see who gets salt score 100 XD

FormOverFunction Maybe Rograkh, Son of Rohgahh?

I pair him with Ardenn, Intrepid Archaeologist, and lots of tutors for Colossus Hammer and Masterwork of Ingenuity. People are always salty after being to first to die to him t2 :D

CommanderNeyo on Musashi's Mosh Pit [Primer]

1 year ago

I have a deck with a similar playstyle, but I went with Rograkh, Son of Rohgahh and Tymna the Weaver as the commanders.

I think you should seriously look at Mardu Ascendancy, since it has the potential to generate you a ton of tokens (on top of having some built-in protection).

Another card I would recommend taking out of the Maybeboard is Breena, the Demagogue. She has worked extremely well for me, and she will easily draw you four cards in one turn all the while buffing your creatures into large threats.

I also think that Fiery Emancipation is a great card, and worth a consideration. The triple-damage easily ends games on the spot, and is a huge swing not many people are prepared for.

How is Dismantling Wave working for you? I like that it hits all opponents, but seems a bit pricey for artifact/enchantment removal. I run Wear / Tear instead, but might give Wave more of a look.

Death Tyrant seems fairly mana-intensive for its effect, does your meta run a lot of token decks?

Surprised not to see Boros Charm here. I would definitely give it a look, it has personally saved me more than once!

For ramp, I see you don't have any of the traditional signets (Boros Signet, Rakdos Signet, Orzhov Signet). Do you feel as though you have enough ramp already? Also, how has Liquimetal Torque worked out for you? I have considered it in the past, but never knew how often its ability would be useful.

Because your creatures are low to the ground, have you considered Austere Command?

Have you considered some of the backgrounds, namely Guild Artisan and Veteran Soldier? Artisan will generate you four treasures, and Veteran will generate 6 tokens.

Have you also considered Combat Calligrapher? Every swing will generate you a good amount of tokens, and it lures your enemies into attacking each other.

My apologies for the long post, but I hope it is helpful!

Andramalech on Ignacio's Firehouse Dubs

1 year ago

lcarl3035 I would also be open to suggestions if it seems to lack cohesiveness, but I think the point was being a Burn deck with extra sprinkles.

Rograkh, Son of Rohgahh was chosen because when I first saw Ignacio of Myra's Marvels I wanted to do something chaotic and fun.

Hope my commentary sheds some light on my build.

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