God-Eternal Rhonas

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
War of the Spark (WAR) Mythic Rare
Promo Set (000) Mythic Rare

Combos Browse all

God-Eternal Rhonas

Legendary Creature — Zombie God

Deathtouch

When God-Eternal Rhonas enters the battlefield, double the power of each other creature you control until the end of turn. Those creatures gain vigilance until end of turn.

When God-Eternal Rhonas is put into the graveyard or exile from the battlefield, you may put it into its owner's library third from the top.

Browse Alters

God-Eternal Rhonas Discussion

becks16 on Hexdrinker/Finale/Tooth and Nail Modern v2

3 weeks ago

Hey darkdexterminate, thanks for the encouragement! Do you have a link to your deck list? I would love to compare.

Having 1 or 2 mainboard Naturalize / Beast Within is probably a welcome change, as I have had problems in the past with people running those types of cards. I have to think about where I would cut (probably a Garruk or Lightning Greaves?).

And to answer your concern about Xenagos, God of Revels , if you take another look at the description, he is only really used as a companion to Emrakul, the Aeons Torn in the case that you have Tooth and Nail and don't have a maxed Hexdrinker . In all cases with Progenitus and with maxed Hexdrinker , you either use Finale of Devastation for x > 10 for +10/+10 and haste, or you grab 2 God-Eternal Rhonas to quadruple Hexdrinker 's power. So for all the cases I have listed, you don't need to target them with Xenagos.

Finally, I have actually considered both Priveleged Position and Asceticism in the past iteration of this deck, however like you said, putting a full turns worth of CMC into one of these is often not a good idea. This is where I got the idea of adding both Lightning Greaves to mainboard (also helps our dorks pump mana the turn they come out), and Vines of Vastwood / Spellskite to sideboard. The other cards are interesting, Predator Ooze feels slightly slow for my case since we are aiming for a sub 5 turn win. However I do have some interest in finding some more synergies with Xenagos and or Progenitus but ultimately haven't found anything that fits around my ideas yet

Whitehamma on Wurm Tribal-Mono Green cEDH

3 weeks ago

LVL_666 hey im computer stupid ha, ill learn thank you.

Gargos, Vicious Watcher i actually love this card. I had him in my Red Green Modern Hydra deck for a while, but decided to make a different deck with him. Its mono green Modern Hydra Fight deck. also gave me an excuse to use use Arena .

Yea its all good ha. I did update the wurm deck, its even more tribal than before, what is your thoughts? I did put Beast Within , and a shitload of tutors.

Side note. I haven't lost a game with the updated deck yet. One game i even started with 0 lands and won by the 10th turn. Of course small pool, obviously need to go on mtgo or to the game store. Played against Jodah, Archmage Eternal , Muldrotha, the Gravetide , Golos, Tireless Pilgrim , and Atraxa, Praetors' Voice .

Jodah, Archmage Eternal - beat by using Hall of Gemstone and a 25/25 Omnath, Locus of Mana

Muldrotha, the Gravetide - turned all the lands into creatures used Lure & Engulfing Slagwurm

Golos, Tireless Pilgrim - Lands into creatures Omnath, Locus of Mana & Kusari-Gama & Alluring Scent

Atraxa, Praetors' Voice - just buffed everything up with Finale of Devastation , tutored God-Eternal Rhonas , and Overwhelming Stampede

SideBae on stangg and his twins

4 weeks ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

SideBae on Omnath EDH

1 month ago

So the main advantage of green is being able to land a dork on turn one, enabling a three-mana commander to hit the table turn two. You're already running Birds of Paradise , which is easily the best turn-one dork; you should definitely be running Llanowar Elves , Fyndhorn Elves , Arbor Elf and Elvish Mystic . One-mana ramp also includes Utopia Sprawl and Wild Growth , which are especially good in conjunction with Arbor Elf . Finally, note that turn one Green Sun's Zenith for X = 0 fetches Dryad Arbor , if you choose to run the arbor with your GSZ. Joraga Treespeaker and Priest of Titania don't land your general turn two, but are powerful all the same.

If you choose to run more dorks, then go-wide green strategies are very much on the table as win-conditions. If you have Craterhoof Behemoth , landing it with a couple dorks is usually enough to kill an opponent or two outright. Including Natural Order means that you can get the 'hoof daddy out for four mana. Running God-Eternal Rhonas is similar, and is especially good if you fetch him with Finale of Devastation with X = 10 (it'll give all your dudes at lease 20 power). Tooth and Nail and Chord of Calling are other good ways to tutor your fatties out fast. Finaly, Triumph of the Hordes is an excellent 'oops I win' card, as in EDH you still only need ten poison to die.

If you end up running a more 'go-wide' strategy than voltron, you can cut some or all of your equipments. This will allow you to run significant artifact hate. In EDH, almost all non-green decks rely heavily on artifact ramp for their mana, and running something like Collector Ouphe can be lights-out for a lot of opponents. More generally, hatebears and stax-pieces are abundant in EDH; consider Prowling Serpopard , Manglehorn , Root Maze , Hall of Gemstone , Dosan the Falling Leaf , Vorinclex, Voice of Hunger and friends as methods of hating out various decks. If you run dorks, Winter Orb is virtually asymmetric. Similarly, color-dependent cards like Carpet of Flowers or Compost can also be powerhouses. Veil of Summer or the worse Autumn's Veil are all also pretty good for fighting counters.

Land-wise, I think Ancient Tomb is much better than Temple of the False God , and that Growing Rites of Itlimoc  Flip is definitely worth including. Nykthos, Shrine to Nyx is also kinda bonkers; pairing it with Deserted Temple is good.

There're some creatures you should consider. Eternal Witness , as a creature-based Regrowth , is awesome if something you need gets countered. Beast Whisperer , Soul of the Harvest , Regal Force and Tireless Tracker are good sources of card-advantage. Fierce Empath is good for tutoring up threats, and will make your deck more consistent. Selvala, Heart of the Wilds is both a semi-reliable source of card-draw and also can close to double Omnath, Locus of Mana 's power. Wirewood Symbiote can recur ETB triggers, like Reclamation Sage or Elvish Visionary , while also generating mana.

Speaking of consistency, Worldly Tutor and Sylvan Tutor are great to finding whatever creature you need. Rishkar's Expertise and Genesis Wave are great sources of card-advantage, and that's pretty much like tutoring if you have enough of it.

Finally, you may have good luck with two-mana land-ramp (like your Rampant Growth ) rather than four-mana land-ramp (like your Peregrination ). Nature's Lore or the Portal version, Three Visits , are both great.

Good luck! That's all I got. I'm not good at playing green, but hopefully you found something worth including above.

TypicalTimmy on War of the Spark Odd ...

1 month ago

Well, in your example if you have 10 Planeswalkers + Bolas, he now gets 20 additional loyalty. That's actually quite amazing but is vastly overkill at that point.

I agree about Nahiri, but hey someone had to be uncommon.

God-Eternal Rhonas is actually very good as a late game finisher. The fact they also get vigilance means that anything you control that survives the onslaught also can help block next turn as well.

DeinoStinkus on War of the Spark Odd ...

1 month ago

These are just odd things that the War of the Spark set creates.

  • Nicol Bolas, Dragon-God and The Elderspell . You have ten planeswalkers. Bolas has all their abilities. He casts the Elderspell and collects their sparks. Suddenly, he no longer has those abilities. So does it benefit Bolas? ...

  • Nahiri, Storm of Stone and Sorin. Sorin is rare while Nahiri is uncommon... yet they are supposed to be equal conflicting powers. Hmm...

  • God-Eternal Rhonas just plain sucks. Kefnet and Bontu both have their place, but Rhonas? So much for god of vengeance.

Feel free to add any oddness you've seen in War or any other set!

SideBae on Yarok and Ya-roll

1 month ago

Firstly, I feel I should mention that you can't play Kitchen Finks or Murderous Redcap in Yarok, as their commander identities are outside your colors. I know they're in the Maybeboard, but I thought you should know.

So the main bonus of playing green is the access to mana dorks. I think you should definitely run Llanowar Elves , Birds of Paradise and Elves of Deep Shadow , and Fyndhorn Elves , Elvish Mystic , Deathrite Shaman , Priest of Titania and/or Bloom Tender are all excellent cards as well. They also work with your Craterhoof Behemoth , which (by the way) I think is a great win con for you, especially with your Natural Order . Consider God-Eternal Rhonas as a secondary Craterhoof. Land-ramp like Nature's Lore or Farseek is also good.

In the same vein, lowering the average CMC of your deck is worth attempting. Lower CMCs mean a faster deck. Sol Ring is kinda a busted card.

You should consider tutor-cards. Demonic Tutor , Worldly Tutor and Mystical Tutor are all worth considering, as they can help assemble the combo really well. Similarly, card-draw is at a premium at EDH. Wirewood Symbiote is a great way to return Elvish Visionary or Masked Admirers while potentially making mana, if you choose to run dorks. Because you're running so many creatures, Slate of Ancestry may be a good artifact to include. Tireless Tracker is an excellent card for a landfall-Yarok deck.

I think you're running too many lands, even for a landfall deck. I suggest cutting two to five. If you choose to, keep in mind that lands that have the ability to ETB untapped are significantly better; make sure you cut Foul Orchard before you cut Woodland Cemetery . Fetch lands are great for making sure you have the colors you need; Prismatic Vista and the Zendikar/Onslaught fetches are the gold standard, though they're definitely hard to get ahold of. Slow fetches like Bad River or Flood Plain are good and much cheaper, though they're significantly slower (hence the name).

Xerox cards like Ponder , Preordain and Brainstorm are all good in blue decks. They'll dig you to the lands you need or get you past the lands you don't need. Brainstorm is mediocre if you don't have shuffle effects to get rid of the cards you don't want.

Some ETB-cards to consider:

  • Manglehorn : Yarok makes him into a 2-for-1, and the second clause is very significant in many games.

  • Reclamation Sage : Similar to Manglehorn .

  • Temur Sabertooth : This is a good way to return creatures to your hand, both to protect them and to recur their ETB abilities.

  • Eternal Witness : Being able to recur any two cards from your 'yard is pretty good, especially if you choose to run the aforementioned tutors or land-ramp.

  • Baleful Strix and Ice-Fang Coatl : Two-mana draw-twos are great, and these can hold off early attackers. Baleful Strix is better, mostly because you don't have to have snow-basics to get Ice-Fang Coatl deathtouch.

  • Birthing Pod : This can tutor the creature you need and put it right onto the board. You just have to be careful you keep your creature-curve smooth enough for it to keep fetching.

  • Sire of Stagnation : Six mana, and it gets double triggers with Yarok.

  • Plague Engineer and Phyrexian Revoker : This might need a rules check, but I'm pretty sure Yarok lets you name twice. Naming the same creature type should give them all -2/-2 -- using this as removal seems pretty reasonable, and turning off two cards seems pretty good too.

Right. That's all I got. Good luck, man!

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