Taurean Mauler

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Legality

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

Taurean Mauler

Creature — Shapeshifter

Changeling (This card is every creature type at all times.)

Whenever an opponent casts a spell, you may put a +1/+1 counter on Taurean Mauler.

Profet93 on Be'Elz A'Boot

1 month ago

ThassaUpYo@ssa

I like your garden hose analogy, fair enough. Regarding changelings, here are 3 to consider in order of best to worst IMO... Cairn Wanderer, Taurean Mauler and Graveshifter. The first one is meta dependent as your creatures provide flying, deathtouch, trample and haste. The second can get big, fast. The third is just recursion. Personally, I would choose yawgmoths will over any of them, but yawg's will is expensive.

Mystic Remora is good in the early - mid game, as they would rather let you draw a card than pay 4 mana to stall their own plans (especially in multiplayer). The way it typically goes is cast it, they try to play around it for one turn cycle. You then hold one upkeep cost. Almost always, someone will cast a non-creature spell. Unless your meta is filled with timmy battlecruiser decks, this card usually pulls it's weight. There's a reason it's in every blue cEDH deck. Your mileage may vary of course but it is definitely worth considering to try out.

TBH, my biggest concern is the fact that your commander costs 6 and once removed costs 8. You have over 10% ramp in the deck which is good, but given you're not running green and the high cost of your commander, I fear that without it, you're just casting demons and hoping for the best. Am I wrong? How have your games typically been with it? To mitigate this potential issue and provide redundancy to deflecting swat, Imp's Mischief could be a potential consideration (it's my pet card). It "Counters" counterspells while redirecting targeted removal, draw and extra turns. Should the mana cost and lifeloss turn you away, there is the more conditional Bolt Bend to consider (which is better than demon bolt)

DreadKhan on Sauron, The Dark Lord Commander Deck

2 months ago

I feel like this deck should look pretty hard at Relic of Sauron, it's one of the best mana rocks for a Grixis deck, it also offers card draw and a discard outlet when you don't need the mana. I also feel like you might want more ramp, but I'm not sure I'd shave the land count too much further. I do have much higher average MV decks with similar land counts, they tend to run a lot of ramp though!

I've always liked the idea of evasive Changelings in this deck, the best being Changeling Outcast, but Mistwalker is also good, Mothdust Changeling less so but still interesting, evasion is really good on an Army in here. Taurean Mauler might be worth throwing in too, any of these is infinitely better than trying to use a token as the base for your army. Amoeboid Changeling can make any creature an army (to trigger Sauron). You might even try Maskwood Nexus, you can always choose not to wheel your hand away if you're happy with it (could be an issue if you're getting in with several armies in a turn).

Since Sauron discards your hand before he draws a new one you might want to look into some recursion effects, Black is very good at that kind of thing. Sheoldred, Whispering One is a nice easy-button recursion card that also hassles your opponents, but she is slow and a ton of mana, but you can reanimate her with something like Animate Dead or Reanimate. Since Sauron can make you a new token whenever someone casts a spell (if you don't already have one) you could use sacrifice based recursion effectively, Hell's Caretaker could do some work. These are just a few low hanging fruit, if you need a bunch more (or cheaper ones) I could probably rattle off more.

With this much built in discard you might look at the better Delve cards, Treasure Cruise and Dig Through Time come to mind immediately, both are pretty good card draw if you don't have to pay any generic mana in.

Mask of Griselbrand can work well as a draw source, it also gives two useful abilities for an Army. Not sure if this is too out there, but you could try Shinka, the Bloodsoaked Keep and Shizo, Death's Storehouse, if you make an Army your Ringbearer it becomes Legendary, meaning these lands don't just help Sauron (but making Sauron unblockable is inherently good in a deck like this because he has 7 power and he's a 3 hit kill). Fear from Shizo is probably better than First Strike in most metas, but First Strike is a very useful effect. Rogue's Passage is a nice budget card that can let Sauron or an Army get in each turn. I really have enjoyed using Scavenged Brawler, it would be very good with your Commander (if he can get in twice he can kill someone, regardless of their life total), but it'll also be useful with a good sized Army token, those key word abilities are pretty sweet in my experience. Dauthi Embrace is a nifty old card that can be very sneaky, you can use it to help opponents get in, not just to protect your creature from blockers. If you plan to attack and are in Red you might benefit from Berserkers' Onslaught, double strike on your entire board can be a very powerful effect.

If you want a way to protect Sauron from most board wipes, I really love Gift of Doom, this gem of a card can be cast as a Morph for 3 mana, after which you can sacrifice a creature to attach the aura to a creature (note that this method doesn't target the creature it attaches to, so you can get around Shroud on your creature) at literally any time you have priority iirc. It's also not a spell or ability, so you can use it in response to something with Split Second. Indestructible is very good, but if you can get Deathtouch on a creature with trample it only takes 1 point of damage to 'destroy' any creature (regardless of whether or not it dies), the rest goes over, so it has great synergy with Scavenged Brawler (and other Trample sources). You can always cast it for 5 mana, and it's not a terrible card in that form, but the Morph effect is one of the best ways to protect an individual creature (or to turn your opponent's block attempt into a blood bath).

Finally, Mercadian Bazaar, Subterranean Hangar, and Saprazzan Cove are my spiciest ideas for a deck like this, I will take no offense if you laugh at them, but you might be surprised by what they can do in a deck with a 6 mana Commander. I use the first two as well as two Fallen Empires storage lands (which I wouldn't encourage you to use unless you want gray hair) in my Rakdos deck, I play them as ramp cards, and it's openly hilarious how useful they can be if you really want to cheese out a big Commander (or recast them repeatedly).

Hope some of this brainstorming is helpful, Sauron is a pretty strong Commander that attracts a fair bit of attention afaik.

Master_J on Laser Beams

2 months ago

OUT: Restoration Angel, Brawn, Ion Storm, Mindless Automaton, Flamerush Rider

IN: Taurean Mauler, Renata, Called to the Hunt, Hardened Scales, Keen Sense, Doomskar Warrior

Cutting out some more chaff for some more consistent counter production and some other utility.

Between these and the changes I made yesterday, I should test this out in a group before I change too much more.

darksuffrage21 on Slingin' Counters

3 months ago

constructive feedback:

deck sucks. although there is room for improvement.

add more ramp. focus fast of ramp to get commander out as fast as possible. those cards are mostly in green. then maybe take out the cards that rely on other player. such as Taurean Mauler. although Forgotten Ancient is a great card. so keep it. Basilisk Collar isn't good because the deathtouch is pointless for a total of 3 mana unless you're chump blocking. But if you're having giant creatures with counters anyway it shouldn't matter add Swiftfoot Boots.

Hydras are a lot of fun. love that idea. deck could be a lot better if your creatures could get counters on them immediately. Rishkar, Peema Renegade is a great example. keep adding cards like that. But ramp is where you will get your speed.

DreadKhan on sauron, the thot lord

3 months ago

Maskwood Nexus can make all of your creatures into Armies fwiw, and Changelings count as armies, Taurean Mauler and Changeling Outcast can do good work. Mistwalker also has evasion, but it's also a 3 mana 1/4 that is much easier to block than Outcast, but technically whenever you Amass you can add tokens to Mistwalker so I felt I should still mention it.

DreadKhan on Sauron The Grixis Lord

5 months ago

Lower creature count decks are at a disadvantage on most board states, but your Commander makes an ever-growing creature, and you can run cards that improve the Army (and possibly all of your creatures), making the Orc Army count for more than usual, without costing you very many cards. The best options IMHO are persistent, things like non-aura Enchantments and Lands. One way to improve your Orc Army is to throw in some creatures (or replace some with more powerful ones), Taurean Mauler, Changeling Outcast, and Mistwalker are interesting choices to include, they are Armies technically, so they can gain counters from Amass effects, I think evasion is especially interesting to help trigger Sauron. Oh, and they're also Wraiths fwiw, so they synergize with everything, and they're not much mana. Another thing you can do to buff your armies is include Equipment, it might be a huge flavour fail, but Armies can use weapons just fine, look for ones like Two-Handed Axe that offer a bonus that scales, or ones that offer Trample or some form of evasion. You can also use Anthems to buff your army, a few I really like are Dauthi Embrace, Berserkers' Onslaught, and Whip of Erebos, these don't even need to be equipped to work. The biggest hitch in the plan is that it's hard to have an army without Sauron out, and he's 6 mana, so I think the deck will be more effective once you have more ramp (and have shaved a few lands).

Azoth2099 on Kaalia, help wanted

6 months ago

MarioDargon

For sure, man, glad to help!

Yeah, this latest iteration is a big step forward. I think now would be a great time to discuss potential cuts.

First up, I'd definitely cut both True Conviction & Warstorm Surge under the basis that they can't be cheated out via your Commander, or retrieved from the graveyard once destroyed. Replacing them with things to streamline your strategy like Gamble, Diabolic Intent or Final Parting would be wise imo. Tutors that pair well with Reanimator are great.

Speaking of pairing well with Reanimator, I'd so recommend replacing some of your card draw pieces like Firemane Commando, Mangara, the Diplomat & perhaps even Bloodgift Demon with things that will draw you cards, ramp Treasures & feed your graveyard simultaneously upon resolution like Pirate's Pillage, Seize the Spoils & Big Score. Tectonic Reformation could also draw hella cards here, considering you're running 36 lands!

Personally I would cut both Taurean Mauler & Boros Charm for more Combo utility. Ancient Gold Dragon + Dragon Tempest will kill all of your opponents from 40 life if you roll like...a 12 or higher? I forget the math, but the fact that they're also just great cards for this Commander anyway make them worth considering. Also, I really can't overstate how powerful Ancient Copper Dragon is here, if you roll anything higher than like a 3 it gives a CRAZY advantage. Especially since you're running Revel in Riches & Hellkite Tyrant! You should just proxy it if you can't afford one lol, it's that good.

As far as getting your Commander on the field a bit faster...I'd suggest replacing Sword of the Animist with Chromatic Lantern & maybe adding a Jeweled Amulet as well.

Crow_Umbra on

7 months ago

It looks like you're one card short of 99, but maybe one of these recs could fill that last slot:

  • Reconnaissance - One of the best cards out there for any Isshin build variant. This EDHREC article better explains how Reconnaissance is basically a pseudo-Vigilance anthem, and can prevent combat damage that would be dealt to your creatures. A bit pricey though, but worth it.

  • Dolmen Gate - Another excellent card for pretty much any Isshin build. Also a bit pricey, but has had a recent reprinting.

  • Pact of the Serpent - Since you are a bit more typal focused on Samurai, this could be a helpful means of drawing cards in bulk.

  • Taurean Mauler - Technically a Samurai, mostly because you're a bit light on creatures at 22 (including Isshin).

I hope these suggestions are helpful. Would be happy to offer other feedback if needed.

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