Tromokratis

Legendary Creature — Kraken

Tromokratis has hexproof unless it's attacking or blocking.

Tromokratis can't be blocked unless all creatures defending player controls block it. (If any creature that player controls doesn't block this creature, it can't be blocked.)

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Tromokratis Discussion

Rediblackdragon on Yasova and whatever was laying around the house

10 hours ago

Hey pal few suggestions:

(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)

Equipments

Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.

Ramping

There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)

Horrible Awful Creatures

I can't really think of much to add here, just a bunch of things to toss so here it goes!~

Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.

Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.

Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.

Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.

Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.

Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~

Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.

Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.

Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.

Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.

Wincons

Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.

Sorry about the long post, I'm just trying to help you in the only way I know how.

GobboE on Playgroup Competiveness

1 month ago

You sound like a fair player and not overly competitive, really. Though I must say that blowing up lands is often frowned upon in EDH (in casual, as well as competitive playgroups) - that's coming from me, I had an EDH land destruction deck with Radha, Heir to Keld but people didn't like playing against it for very legid reasons ;)

Basically: you can play (almost) any commander and make the deck more (or less) competitive. A bit of self reflection on your play style and the deck you are trying to create goes a long way in this. I use the '75% rule': meaning that you don't cover every flaw in your deck, but leave some in. F.i. I had a mono blue Tromokratis deck (with counter spells) people like playing against.

CaptainSpauldingsFriedChicken on Tentacles? We all know where this is going

1 month ago

Optimator I see what you mean about Quest for Ula's Temple it does seem to be rather a pain to hit the required number of creatures. Omniscience is in there for the free casting of spells and freeing up of mana but after looking at the cards I notice theres not many cards that rely on free floating mana. Scourge of Fleets I read wrong. I read it as "return each creature (not just your opponent) to their owners hand" this is what happens when you build decks at 1:00 in the morning. I've never had much luck with Tromokratis but I see why you're recommending to remove Deep-Sea Terror and Hammerhead Shark as one requires cards in the graveyard and the other is not very useful.

Optimator on Tentacles? We all know where this is going

1 month ago

Quest for Ula's Temple is not going to be worth the slot with so few creatures triggering it. Even with some top-deck manipulation or proliferate/counter stuff it might not cut it. I've definitely won games with it but it's rare that it pops off. I like it in my current deck but it has a double-use as devotion for Thassa. I used to have it in a fairly creature-focused Braids, Conjurer Adept deck and it never really seemed to pull it's weight. Minus-points for not working on whales and squid, which a few of the better fatties happen to be.

Cyclonic Rift and Wash Out are two staples you shouldn't be without. Maybe drop Omniscience and a counterspell.

Scourge of Fleets and Tromokratis are amazing; run them. Drop Deep-Sea Terror and Hammerhead Shark.

Ryknow on Putting the "No" in "Mono-blue"

2 months ago

I'm thinking about replacing Trinket Mage, as it doesn't have enough targets here to be efficient.

Should I put a mana rock in its place or maybe another creature that I could flash in with Teferi's ability?

I've got a couple sphinxes (Sphinx of Magosi, Sphinx of Jwar Isle, Arbiter of the Ideal, Master of Predicaments), and some other big creature (Phyrexian Ingester, Stormsurge Kraken, Ixidron, Tromokratis, Lorthos, the Tidemaker; even some Eldrazi like Bane of Bala Ged, Artisan of Kozilek, It That Betrays) around; what do you think about this?

Raging_Squiggle on Which is the best

6 months ago

Promokratis is a fun voltron commander to use. Either block with all your creatures or die. Plus he had built in protection and evasion. To punch a player, simply tap one of their many creatures with Mind Games or something.

The_Grape on Now You See Me, Now you Don't.

7 months ago

I run a B/W commander deck too with Brago in it. You want Brago to hit so you can get commander damage across and phase your tapped things and etb triggers. Snag an Aqueous Form to keep him hitting. Also, get a Tromokratis to make the enemy either take 8 damage a turn(or more if buffed) or take your commander and and other butt buddies to the face. I run a Medomai the Ageless and Isperia the Inscrutable with Tromokratis to tutor for flying and get extra turns. Check out my deck I hope this helps!

I like Big Things more than You

Raging_Squiggle on Help me

7 months ago

I primarily play control, STAX, or voltron. So my go-to commanders are Damia, Sage of Stone, Azami, Lady of Scrolls, Meren of Clan Nel Toth, Ulamog, the Infinite Gyre, and Tromokratis.

Silly decks I use include Adamaro, First to Desire, Angus Mackenzie, and Karona, False God.

People play wide ranges of styles and preferences. It's difficult to pick up someone else's favorite commander if you didn't have an inclination to it initially.

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