Totem-Guide Hartebeest


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Uncommon
Rise of the Eldrazi (ROE) Common

Combos Browse all

Totem-Guide Hartebeest

Creature — Antelope

When Totem-Guide Hartbeest enters the battlefield, you may search your library for an Aura card, reveal it, put it into your hand, then shuffle your library.

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Totem-Guide Hartebeest Discussion

Ruffigan on Pauper EDH Primer

2 weeks ago

Yeah, though they are mostly going to be Auras. The bonus is that being in white gives you access to Heliod's Pilgrim and Totem-Guide Hartebeest and you have access to multiple reanimator enchantments like Angelic Renewal, Unhallowed Pact, and Shade's Form. Also stuff like Journey to Nowhere, Oblivion Ring, Gossamer Chains, and Oubliette.

Ruffigan on Pauper EDH Primer

3 months ago

@MrXilas: The speed is going to depend on your playgroup and how much removal people are running but in general I think drain decks are the fastest outside of a few voltron commanders. You will need to watch out for being focused, so your control Auras will be invaluable. I would add Heliod's Pilgrim and/or Totem-Guide Hartebeest to get them out more often. Maybe Shred Memory as well since it can also remove annoying cards like Ghostly Flicker. Another thing to consider are suicide black cards like Crypt Rats, Pestilence, and Evincar's Justice. The deck looks good in general though, will just be harder to deal damage if your commander is taken out.

williamslade on

1 year ago

Take out Temur Battle Rage for Battle Mastery. idk why you have Spectral Bears but definitely take that out for Spirit Mantle. Run Shield of the Oversoul due to its versatility, and take out Explosive Vegetation because it costs too much mana for what it does. Messenger's Speed, although not bad, will likely be redundant because you have so many other things that already give Uril trample, and for this reason I'd take it out for Open the Armory. Vow of Wildness is weak; sub out for Daybreak Coronet if you're willing to spend the money on this one. If you don't want to spend that much on it, get Spectra Ward instead. I would also suggest taking out Totem-Guide Hartebeest for Celestial Mantle. Finally, take out Fireshrieker for Gruul Signet.

GaryofAshpodel on Bruna smackdown

1 year ago


  1. Sol Ring and Azorius Signet are great for mana ramp, much better than the Cluestone.

  2. Lightning Greaves are amazing for Bruna because (and not everyone realizes this interaction works this way) shroud does not stop you from putting your enchantments on Bruna with her effect. The effect only stops you from enchanting her with things that enchant only certain things, like "Enchant Land", which means that shroud does not prevent you from loading her up with enchantments.

  3. Winds of Rath was a field wipe that might as well have been made specifically for Bruna.

  4. You're missing some amazing auras in place of some of the ones you have. Eel Umbra is great for saving Bruna when you opponent can hit it with removal before she attacks. Other notable misses here are Steel of the Godhead, Indestructibility, Corrupted Conscience, and Spirit Mantle.

  5. I see some draw and search, but some of the best searches for auras are on bodies, such as Heliod's Pilgrim, Auratouched Mage, Totem-Guide Hartebeest, and Boonweaver Giant. Plea for Guidance is another great search because you can use it to find your non-aura enchantments as well.

  6. On the subject of non-aura enchantments, other good things to deter being attacked are Ghostly Prison and Sphere of Safety. Crawlspace and Silent Arbiter also do a great job.

  7. Ajani's Chosen is missing here and because of the way he is worded, that really is a shame.

  8. It is not a strategy that everyone always likes, but some people choose to run Bruna as a self-mill strategy. If this appeals to you, two of the best spells here are Traumatize and Mirror-Mad Phantasm.

You might not agree with all of these (everyone's different after all), but Bruna was my very first commander so I've had years to think about this one. I have some opinions on where cuts could be made for room, but I don't want to be too pushy so let me know if you're interested in hearing them :)

thewyzman on Siggy Chants

1 year ago


I actually replaced Honden of Cleansing Fire the other day with Commune with the Gods, which works out with Sun Titan, Silent Sentinel, Eternal Witness, and the newly added Become Immense.

This morning I made some changes based on recommendations:

Pale Recluse has its use, but since the cycle doesn't put the land onto the field, I decided to add more defense with Guardian of the Gateless. I also added Suspension Field for more creature control in place of Armored Ascension, even though the Plains count is higher than Forests, making Ascension a pretty easy +2/+2 or more. Then I dropped the mana dorks, Elvish Mystic and Avacyn's Pilgrim, for auras Snake Umbra and Unflinching Courage, while also replacing Gladecover Scout and Rubbleback Rhino with Totem-Guide Hartebeest (aura tutor) and Become Immense, as mentioned above, to hopefully finish an opponent.

GameofFame on URIL!!

1 year ago

You should add the signets for this color to get Uril, the Miststalker out on turn 2. IE Forest, Sol Ring into Boros Signet, then turn 2 any land then Uril. Also I would take out cards like Totem-Guide Hartebeest and Three Dreams because they are too slow. By turn 5 Uril should probably be at lethal and if not then you shouldn't need tutors like these. Also cards like Green Sun's Zenith and Saffi Eriksdotter. Try to avoid running to many creatures unless they directly help you win. Also Verduran Enchantress and Mesa Enchantress in my experience are too slow. Wasting a turn to cast a card that will let you draw an extra card next turn isn't worth it. I would add in Prismatic Omen for mana fixing and possibly Ajani, Mentor of Heroes for late game tutors and, although I don't recommend trying for it, his ultimate. Mana dorks like Elvish Mystic and Birds of Paradise are also good for ramp. Spirit Mantle is good for unblockable and Boros Charm and Xenagos, God of Revels are great for double strike. I would also take Abundance over Mayael's Aria because I find that card rarely does anything while Abundance gives you whatever you want. Leyline of Sanctity is good because people will often target you to make you sacrifice or whatnot and Lightmine Field prevents little crearues from running you over. Just some suggestions but other than that this is a very good deck.

metalevolence on Cartel Aristocrat: Can't Touch This

1 year ago

This deck is very cool and has nice potential, just needs some tuning. I really like how hard it is to remove cartel aristocrat, since all wraths in the format are damage based, and she avoids edicts by having tokens around!

(I have to say the choice of 60 card decks as opposed to 99 seems weird to me, but whatever steams your broccoli.)

Overall the changes I would make first would look like this:

Out: guardians of akrasa, seller of songbirds, suture priest, perilous myr, soul warden, soul's attendant, carrion feeder, aven squire, unholy strength, beckon apparition, fortify, 1 plains, 1 swamp

In: Orzhov Basilica, Bojuka Bog, Heliod's Pilgrim, Vulturous Aven, Mark of the Vampire, Wordmail, Gray Merchant of Asphodel, Reliquary Monk, Pilgrim's Eye, Duty-Bound Dead, Cranial Plating, Ancient Den, Vault of Whispers

Sultai Emissary is another 2 bodies for 2 mana card. You can also look for dorks with nice ETB or dies effects like Pilgrim's Eye, Black Cat, Liliana's Specter, Chittering Rats. I would also look for playable 1 drops just because being able to drop your commander turn 2 with protection backup is really good.

Heliod's Pilgrim can tutor a voltron piece like edge of the divinity, then be sacrificed. You could also use Totem-Guide Hartebeest but cheaper is definitely better. You could also rebuy enchantments with Auramancer and Griffin Dreamfinder which would be extra cute if you ran Font of Return or Soul Stair Expedition.

Vulturous Aven seems good here, possibly Altar's Reap too.

Gray Merchant of Asphodel is always pretty bombtacular in multiplayer.

Death Denied is crazy card advanatage.

Graveyard hate like Bojuka Bog, Nihil Spellbomb and Cremate are essential. I don't mind beckon apparition but I think putting a land in play or drawing a card is worth more than a token.

You can sacrifice Faceless Butcher with its trigger on the stack to exile a creature forever.

Your land count is a bit low.

There are probably better voltron pieces you could be running, and I would focus more on voltron than token swarm. Some possibilities are Adventuring Gear, Mark of the Vampire, Empyrial Armor, Hopeful Eidolon, Ethereal Armor, Wordmail (if you don't mind unglued,) and Abzan Runemark. You can run Cranial Plating and switch out 2 basics for artifact lands to power it up. Your commander is cheap and starts attacking early enough that even explorer's scope might be good.

I've been brewing a lot of pauper EDH recently, you can check them out here if you found this comment interesting. Cheers.

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