Tasigur, the Golden Fang
Legendary Creature — Human Shaman
Delve (Each card you exile from your graveyard while casting this spell pays for .)
: Put the top two cards of your library into your graveyard, then return a nonland card of an opponenent's choice from your graveyard to your hand.
|Have (3)||, metalmagic ,|
Printings View all
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Rare|
|Fate Reforged (FRF)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Tasigur, the Golden Fang occurrence in decks from the last year
All decks: 0.14%
Commander / EDH:
All decks: 0.01%
BUG (Sultai): 0.69%
Recommendations View more recommendations
Latest Decks as Commander
Tasigur, the Golden Fang Discussion
1 day ago
Tasigur, the Golden Fang - Combos with playing the game. In casual games you get hyper political recursions with him, in competitive game people let you play stack police against other players. It feeds itself, and your deck always has something to do. Delve helps keep Tasigur on the board, even with opponent's using removal or board wipes. Nice commander that a hyper budget player can make effective, and can grow with the player's budget and experience.
1 week ago
Chivalry is Dead!
"Don't ask my name, it's long since I forgot
if once I had a name, a home, a wife?
No words of fame or valor is my lot,
and yet my quest continues past this life."
Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.
Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.
Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.
Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.
This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.
Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.
Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.
Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.
An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.
Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.
Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.
Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.
Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.
Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.
Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.
Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.
Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.
Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.
Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.
Everlasting Torment: Stops life gain decks and fog effects.
Ghostly Prison: Takes the edge off a lot of aggro strategies.
Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.
Rest in Peace: Graveyard hate
Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.
Spreading Seas: The most obvious land hate option for a Zur deck
Stony Silence: Artifact hate.
Aura of Silence: Artifact/enchantment hate.
Virulent Plague: Tokens.
Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.
2 weeks ago
You could consider Tasigur, the Golden Fang even as a singleton to help extend your longevity and serve as a nice pivot into late game.
3 weeks ago
Hello, I'll try my luck in cutting the list down. I would suggest to add Emrakul, the Promised End to the maybeboard just because. IT seems there are a lot of 2 drops and 1 ofs. I would throw Dreadbore into the side. Abrupt Decay and Assassin's Trophy do the same thing at instant speed. Speaking of which maybe put those cards at a 2:2 split. I like Assassin's Trophy but the extra land may hurt plus Abrupt Decay pretty much does the same thing, can't be countered, and it has yet to be seen if the converted mana cost restriction hurts the card.
Down to 67. Some cards are pretty costly you can restrict yourself to whatever you can get at the time being so for now cut expensive cards until you get them and by the time you can get them you probably playtested enough to see if you need that card or not.
Kroxa, Titan of Death's Hunger is just discarding a card and doing damage. Good card but doesn't really feel like the value you are looking for. You are digging and finding removal spells. I would put this card in the side.
Down to 65, Scavenging Ooze would be good against an aggro deck to gain life and such otherwise do you exile cards in your graveyard? Doesn't seem too good with the plan of having things in the graveyard to Grim Flayer and getting it back with Tasigur, the Golden Fang. Speaking of which the 6 drop slots have 2 1 ofs. I would go with a 2 of of Tasigur, the Golden Fang and put the other card in side for now.
You might also get away with cutting 1 land as long as you're the only one playing the deck. Not sure how many cards we are at but I really like the deck
1 month ago
Great deck! Has long been my favorite of the lab maniacs decks and I have been developing my own version parallel to yours for a long time except I still run Freed from the Real combos and it is more budget friendly. My question is why I haven't seen you test Reap before which I have found to be very impactful at any point in the game. Also, what kind of combo density is appropriate for the goals of this deck? I also run Phantasmal Image and Palinchron as the tutors such as Neoform run parallel between that combo and freed lines, but I wonder if I have lost focus from the control elements to create more winning conditions. Lastly, Any news on more from you guys? Busy lives I know, but are you going to be playing Tasigur, the Golden Fang more this season?
1 month ago
I tried more or less this deck yesterday, and it was quite powerful. I had to remove Polukranos most of the time because it´s too mana intense. Most of my matches I was between 3-5 lands. The other card I tried yesterday was Champion of Wits and it kinda worked, but only in the right situations... For your build I'd suggest put more Anglers and as I tried x1 of Tasigur, the Golden Fang and tell me how it runs!
1 month ago
K'rrik, Son of Yawgmoth is a much more "rush for the win" type of deck, but it's win it or lose it. If you'll always be playing such a deck in you new playgroup, you'll probably be always be kept in check by other players that will try to slow you down/interrupt you.
Tasigur, the Golden Fang is a way more resilient deck, since you get to use green for ramp and blue for card advantage. Tasigur's delve ability let's you exile useless cards from your graveyard, such that your opponents will be forced to choose between the "good" cards that still might be in your yard. Moreover, Tasigur's ability may be used politically with one opponent in order to team up against another opponent: "If you give me my Putrefy back, I'll get rid of that pesky Breya that's attempting to combo off"... Or similar, you got the point.
Reki, the History of Kamigawa is a good card in Legendary Tribal decks as one of the 99, but I probably won't pick him as a legendary tribal commander, as you're limiting yourself a lot in the possible card pool. One good commander for legendary tribal is Sisay, Weatherlight Captain. Moreover, trying to add on top of that an Infect subtheme without being able to run Blighted Agent, Inexorable Tide or Tainted Strike seems like a bad choice because, again, you're too limited in mono green to do that. One good commander for Infect is Saskia the Unyielding.
1 month ago
Tasigur, the Golden Fang with infinite mana is a classic. K'rrik, Son of Yawgmoth is probably a bit more original though, and equally powerful I would say. Personally I would go with Sultai, but that's just because it's my favorite color combo. Honestly, I don't think you could go too wrong with any of these choices.