Tarmogoyf

Tarmogoyf

Creature — Lhurgoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. (The card types are artifact, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.)

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Printings View all

Set Rarity
Ultimate Masters (UMA) Mythic Rare
Ultimate Masters Promo (UMAP) Mythic Rare
Modern Masters 2017 Edition (MM3) Mythic Rare
Modern Masters 2015 Edition (MM2) Mythic Rare
Modern Masters (MMA) Mythic Rare
Future Sight (FUT) Rare

Combos Browse all

Legality

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

Tarmogoyf occurrence in decks from the last year

Modern:

All decks: 0.21%

Golgari: 2.14%

Tarmogoyf Discussion

Femme_Fatale on Synonyms/Nicknames System for Deckbuilding and ...

1 week ago

Introducing the synonyms/nicknames system to alleviate all those "wtf was that one land of that one cycle named?" problems that plague you.

This system is simple. It is designed to redirect terms that you typed out that match a synonym/nickname of a card, to that card name. This lets you never have to remember the name "Seachrome Coast" and can instead just type out "WU Fastland" (as an example). Note that this only works in text edit entries on deck lists and inventory, not the live edit or the card search forms.

There is a lot of other things that are utilised here as well.

  • Godzilla Names
  • Non-American Spellings
  • Common Nicknames
  • Common Misspellings
  • Redirections of Misspelled Submissions
  • Each side of a split card as a synonym (unless they already exist as a card).

Not needing to know the name of each card in a land/artifact cycle is a big boon, but you still need to know the nickname of that cycle and the syntax. For lands/mana rocks/the swords of X and Y at the present moment it is always "XY Nickname" or "YX Nickname". Examples:

  • WU Fastland
  • GR BFZ
  • GW ABUR Dual Land
  • BW Fetch

For 2 colour lands, it is always the two colour letters, followed by the nickname, and then followed by the option to have the world land either connected to the nickname or not. (these are all viable options for example: "WU Fast", "UW Fastland", "UW Fast Land".) For 3 colour lands, it is only the primary order of colour letters you see on cards, or the Alara/Khans name. (WUB Lair, Mardu Triome as examples.) Swords and other artifact cycles follow the same setup (though swords can also be "Sword of GB" or "Sword of G and B"), and mono colour land cycles use the same setup just with only one letter. Note that none of these are plural, so don't put that s in. Colourless cards that are a part of a cycle use C/Colorless/Colourless.

Some of these cycles don't have well defined names yet (like BBD) and some of these cycles have had too many names that people constantly fight over so there was no point in bothering to put them all in and instead I just used the TLA (specifically BFZ).

Goals:

The primary purpose of this is to make the ability to tag cards and edit decks/inventory far more robust than what it has been. Tappedout doesn't presently have a spellchecker, and to be fair most sites don't. It's not an easy feature to implement. So with this synonyms/nicknames feature, we can alleviate some of those aggravations of misspellings or different ways to spell a word by making them valid targets and redirecting them to the right card name. Another benefit of this is the ability to give cards shorthands or nicknames when the community largely doesn't remember the actual name of a card, just their shorthand. We have all been hit with "wtf is that land's name again?" when we know for a fact that it's just "the blue and white shadows over innistrad reveal land". This saves the step of having to open up a search engine to figure out the card name, and in general speeds up and makes the process of building decks and inventory, a lot more enjoyable.


Cycles that currently have nicknames: Show

A lot of the cycle synonyms are meant to intuitive and robust so that you won't even have to think about knowing what the exact written synonym actually is and still be able to get it right on the first try, though it will take time to reach a point in which this is 100% true. As an example of scope, each recognized nickname for a cycle creates 6 entries for each given card in that cycle. So the AKH lands have 30 entries for each card in that cycle, resulting in a total of 150 entries. The Triomes have the same amount, but if I were to add each individual string combination of the colour letters (WUB, BUW, WBU etc) then that count would increase by 45 for each entry, resulting 75 entries for each one, totalling at 375 entries for the whole cycle.


Nicknames will usually be things like "Snappy", "Bolt", "Path", "Bob", "FoW", etc. They are to be commonly used by the larger community as a whole, not what your FNM/play group exclusively uses (though this isn't a hard set in stone as I'm not omniscient).

Here's a list of nicknames that I have. Show

Here's a list of non-american spellings I have in: Show

Here's a list of things that is in the works to do. Show

Limitations:

A card can have any number of synonyms/nicknames. But only one synonym/nickname can be tied to a card. So if a new card/land cycle gets printed that has covers a misspelling (like an UNcard might) or has that nickname as it's actual card name, those synonyms will get removed (as an example, Snapcaster Mage cannot have Snap as a nickname). We are also looking to limit the amount of times a synonym has to get removed so nicknames of cards during their presence in the standard formats are not likely to be put in, as they become forgotten or even re-used when they rotate out. These are also done manually so sometimes a change might just take a while to do if it encompasses a large number of cards or a large number of synonyms.. We also won't be going through alternate language as possible synonyms because WotC doesn't nearly double check duplicate card names for foreign languages as well as they do for English cards.

This is not something on the card submission form, so it is not available to edit for any user.

If you know of something missing like common misspellings or common non-American spellings that will be needed, or cycle syntaxes that you tried to use but didn't work, post them here and I'll review them for possible inclusion in the future.

EDIT: Before you ask for a nickname etc to be added:

  1. Check if it exists first by trying it out.
  2. Check if the larger community recognizes it, this is done by going around discords, lgs' and other forums about that nickname.
  3. Check if it has any nsfw, discriminatory or derogatory terminology, we straight up will not allow these.

This isn't a system for your pet nickname that your local playgroup uses. This is a system that can utilize nicknames that naturally grew organically out of continued use from the larger mtg community as a whole. This isn't a "which nicknames do you think this system could use" but rather "which nicknames that are used across the world that we have missed".

Reznorboy on Temur Hooting Delver

3 weeks ago

Hi, I really like this deck. I play EDH and am pretty terrible at Modern, but if I were to play Modern again, I would definitely want to play something similar to this. The only issue is the budget, how would you build this for cheap? The expensive cards are currently the Lands, Tarmogoyf, and Force of Negation. How would you replace those cards?

TriusMalarky on Deck inspirations

4 weeks ago

Modern Jund.

Is exactly that(I think).

It's specifically built around Tarmogoyf so it has some artifacts, lands, planeswalkers, creatures, instants, and sorceries, and probably some enchantments depending on the exact list.

It has good creatures, good spells, has a lot of interaction, a lot of card draw-esque effects(especially now that they have Wrenn and Six and its whole gameplan is "target opponent doesn't get to do anything". Basically, you get to play as a dictator and your opponent is the rebellion trying to kill you so they can be free.

Tylord2894 on The Atla Palani Loop

1 month ago

This is probably one of the most initially unintuitive things about Magic. Your line of thinking makes a lot of sense, it follows the actions that are happening in a strict chronological order. That is not quite how Magic works. The game uses a system of layers and sublayers to determine the characteristics of an object in the game (in this case, a creature).

All of the interaction in this question happens in layer 7 (the last one), which handles the power and toughness of a creature. In layer 7, there are 4 sublayers. The first determines the P/T as printed or as calculated by characteristic-defining abilities (like Tarmogoyf). Next, P/T setting effects are applied to the previous P/T. Mirror Entity's abilities happens here. Third, "plus and minus" effects adjust that P/T, things like counters or pump spells (i.e. Giant Growth). Lastly, P/T inverting effects happen (no need to go into those here).

As a quick note, if there are multiple effects in the same sublayer, then "timestamp" order (i.e. chronological) is used.

So, here's what that means for the interaction you pointed out. First, Atla Palani, Nest Tender has it's P/T increased by Giant Growth. Then we stack a bunch of Mirror Entity activation for . The first resolves and the game moves through layer 7. Changing Atla from a 2/3 into a 0/0 in the second sublayer. Then from a 0/0 into a 3/3 in the third sublayer. The game then considers Atla to be a 3/3, so she won't die. As the tower of activations resolves, this will only change how many times she becomes a 0/0 before applying the +3/+3 from Giant Growth.

Hope this helps!!

TriusMalarky on Is Lurrus going to be ...

1 month ago

Free card? Great.

Reason to brew with Wrenn and Six, Tarmogoyf, Dark Confidant, Scavenging Ooze, Satyr Wayfinder and Grim Flayer? You bet! You can run maindeck Damping Sphere, Pithing Needle and more just to randomly hose Storm and Tron!

Bannable? Possibly. The card advantage is good enough and most Modern decks are close enough to the requirements that you can just shove out some slower cards just to have free card advantage supreme.

jacobpmesser on Golgari Graveyard (Modern) w/ new Fiend Artisan

1 month ago

You don't need Rancor. You've got Splinterfright.

Keep it simple. Get cards in the grave. Play cheap big creatures that put Tarmogoyf to shame. Use your creatures to take care of whatever problems you have.

4 Hedron Crab 4 Stitcher's Supplier, 4 Satyr Wayfinder Wayfinder is better. You want that land in your hand or on the battlefield. You don't want a dead draw into a land. You need to draw fuel.

Artisan Fiend, Spinterfright and Nighthowler can all be snatched by Unearth. So...

4 Artisan Fiend 4 Splinterfright (your trampler) 3-4 Nighthowler, 4 Unearth

If you want to use Claim for redundancy, +4 Tarmogoyf or the +4 Boneyard Wurm. Myself, I like a little p/t in case they Relic or RIP. Keep it around til you get your answer. Maybe Grim Flayer? But if you play more 1-2cc ETB's, I could see more Claim. Try a 1 of Call of the Death-Dweller.

You've got all these cheap creatures in your deck. 2 Lazav, the Multifarious. Need answers? Eldritch Evolution, 2 Neoform

What are your problems? Creatures. Artifacts. Enchantments. 1 Plague Engineer 2 Plaguecrafter 1 Reclamation Sage 1 Haakon, Stromgald Scourge, Nameless Inversion Thrashing Brontodon
Costs three but he's got a 3/4 body so why not?

4 Force of Negation out of the side. You may want to board in 4 Force of Negation for RIP. I don't know how else you're going to beat it without a counterspell with Flashback. Play some number of Life from the Loam with Raven's Crime.

Late game shenanigans: Sidisi, Brood Tyrant or you could Neoform/Eldritch sooner. Genesis because that's awesome. Alt win: Laboratory Maniac

I don't know. Keep it together. Streamline the idea because the deck you'll be playing against, people have refined it to hell the past few years.

Side note - You can Collected Company these creatures. Imagine that. Not so good idea Nightmare Shepherd. Eh idea Creeping Chill Maybe out of the side? Burn is real.

hungry000 on Faerie Rogue Tribal

1 month ago

Sure thing! I'm going to be looking at this from the perspective of someone who wants to make the deck as "competitive" as possible; I won't talk about stuff like flavor and such because then all of my opinions would clash and you'd be confused. >.<

In the main deck:

I like Quickling, but I would change those Silkbind Faeries back to Pestermite, because even though Silkbind is reusable, it uses up mana and takes a turn to get the effect. Pestermite, while only a single-use creature, gives you an immediate effect and has a more flexible ability that can tap opposing lands, untap one of your own lands to play another creature or leave up counterspell mana, untap one of your creatures to block, etc. whereas Silkbind can only tap creatures. I can't tell you how many times I've saved myself from a turn 4 sweeper or other removal spell by flashing in Pestermite on an opponent's upkeep and tapping down one of their splash colors. Also, the difference between a spell that does something on turn 3 and a spell that sits around on turn 3 then takes mana to do something on turn 4 is huge in Modern (I realize your daughter will be playing against Standard Challengers, but there's still a big difference there).

Faerie Trickery: As an aggressive deck, you want to deal with threats for as little mana as possible, even if the effect is only temporary; that way, you can play your offensive spells on top of the removal and continue to push pressure onto your opponent. This is somewhat less of a deal when you have flash creatures (makes threat evaluation a bit easier), but I've found that it still works far better to keep the cmc of removal spells low. So, I suggest you replace Faerie Trickery with Mana Leak. Exile effects won't matter as much when the deck is as proactive as this one is, so it's better to take the lower cmc and easier-to-cast colors of Mana Leak.

As for Faerie Tauntings, I just don't think it's a very good card. Three mana is a lot for a card that doesn't do much the turn it comes into play. In my opinion, it would be better to just play a couple Vapor Snag in its spot, since this deck needs a few creature removal spells to keep up with other aggressive decks. A 4:2 or 3:3 split of Vapor Snag:Mana Leak would be preferable, actually.

In the sideboard:

Peppersmoke: Generally, when building sideboards you want every card to have as much of an affect on a specific matchup as possible. Peppersmoke is just not that type of card, haha. Fun fact: against Jund specifically, Peppersmoke is pretty bad since it counts as two card types in the graveyard for Tarmogoyf, which means the creature is literally unkillable (even if it's a 0/1) and gets a +2/+2 buff if you try to do so! If you want more creature removal, I suggest playing something more powerful, like Echoing Truth (deals with tokens well), Fatal Push if you can spare the money, Victim of Night, Dismember.

Hypnotic Sprite: This is, once again, not a great sideboard card. You do not want to counter Burn spells with a 3 mana counter (3 mana spent vs 1 mana spent = mana lost and a whole turn spent on your part), and the combo decks I know of will either kill before turn 3 (Neoform combo) or have a >3 cmc spell as their most important combo piece (Past in Flames in Storm, Ad Nauseam). These 3 card slots are much better used by Duress, Spell Pierce, Negate, or Dispel since they cover the same matchups and more for a lower cmc.

Thieving Sprite: They're okay, but I wouldn't play more than 2 of them. This is another example of a card whose function can be covered by a lower cmc card (Duress). Also, Earwig Squad is a really good card in the control matchups since you can search their deck to preemptively take out removal or win conditions, and it can't be hit by Fatal Push.

Notorious Throng: To answer your question, no, the card can definitely be worth it in single player formats. Especially if you're pitting this deck up against a Standard deck. In fact, I would totally play three of them in the main if I knew I was playing against a Standard deck. But putting that aside, the card is very good in midrange matchups, like Jund and them. It's very difficult for black-based midrange to deal with tokens because of their reliance on one-for-one removal; a card that makes a bunch of tokens that fly and occasionally force discards is crazy good against them. Not to mention the Prowl ability on it. shiver

As for the other cards in your list, I think Thieves' Fortune, Latchkey Faerie, and Faerie Macabre are the best of the bunch (that's why they're in the original deck, haha). Macabre is a great graveyard hate card, and Latchkey is very good if you want to take the deck along a more aggressive path; creatures that cantrip, like Silvergill Adept and Elvish Visionary, have always been a staple of their respective tribe archetypes. The only thing that makes me particularly hesitant about playing Faerie Seer, Thornwind Faeries, Sower of Temptation, or Faerie Formation is the fact that they don't have the Rogue creature type. Putting them in the deck can lead to inconsistencies, and when two of the three lords only work with Rogues, I would rather not risk it. Of those, I think Sower has the best chance of being a decent sideboard card (because it is one). Don't play Faerie Formation. Its cmc is too high and its ability uses too much mana.

But honestly, if you think any of those cards would be good includes for their competitive value or flavor or whatnot and you think your daughter might think so too, I say just buy them (if possible) so you and your daughter can play around with numbers yourselves. That's what I did when I bought the deck (I have a set of Latchkey and a set of Cloak and Dagger that have fallen to the wayside lol). When you're trying to decide how best to build a deck, a question which has no definitive answer imo, buying cards like that saves a lot of time; the process of optimizing/customizing a deck to be your own is also a fun activity in itself. But if you want to take my opinion one more time, I believe the best way to navigate the details is to ask your daughter which cards she wants to play with herself, since at the end of the day she's the one whose opinion really matters!

Anyways, I'm really glad your daughter's happy! Have fun with the deck!!!

Xica on ToolmasterOfBrainerd

1 month ago

Hello, i see that you added a LOT of 4c Stoneforge Mystic decks.
If you care about their compeitiveness here are my two cents.

The Stoneforge Mystic "shell" requires you to run 7x cards.
The real issue with that is the fact that Batterskull is much worse, when Tarmogoyf is not the only creature that is able to stonewall it all day.
That is relevant.
Due to the fact that using SFM to play batterskull is the only efficient way to use it in the decks that run SFM. Paying 1W, then 1W, then the equip cost, is very inefficient when it comes to playing the swords to say the least. You, basically need to give up turn 2, 3 & part of your mana on t4 to utilize a sword - while you only need turn 3 and part of your mana on t4 to use swords if you draw them naturally, or using cantrips.
To put it bluntly the group of cards is close to 2 swords + 5 borderline dead cards.

Imho, there are a LOT of better things to do in those 5 slots in the decks you are building.

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