Creature — Elf Warrior
Underground — Golgari Raiders enters the battlefield with a +1/+1 counter on it for each creature card in your graveyard.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Golgari Raiders Discussion
7 months ago
I like how the guy above this comment just casually strolls in and tells you to put in a bunch of moxen...
That said, warriors is one of my favorite tribes and I've made a ton of decks with them! Plus Najeela is such a badass commander! These are my suggestions that you haven't included and could serve as some better synergy with your deck than your non-warriors:
- Winota, Joiner of Forces for deck filtering, extra combat step power, and a tutor for your human warriors.
- Samut, Voice of Dissent to give all your creatures haste and she's incredibly powerful in and of herself, can give pseudo vigilance or enable tap/untap shenanigans with her second ability, and she has Flash.
- Garna, the Bloodflame gives your creatures haste and has Flash like Samut. She also helps you instantly recover from board wipes (in my meta boardwipes are so rampant my playgroup has started to implement restrictions on how many can be put into decks, yours may be different).
- Tahngarth, First Mate is a great way to engage politically with the board.
- Harald, King of Skemfar tutors the top 5 of your deck for warriors.
- Varolz, the Scar-Striped also helps you recover from wipes or having your big creatures removed with his scavenge ability.
- Maja, Bretagard Protector she can net you a lot of warrior tokens, especially if you have ways to bounce lands or play extra lands.
- Rhys the Redeemed gets you a lot of warrior elf tokens over the course of a game if you can get him out early.
- Kresh the Bloodbraided helps you recover from removal (but not wipes) in a better way than Varolz.
- Surrak Dragonclaw makes all your warriors uncounterable.
- Zurgo Helmsmasher one of the biggest warrior beat-sticks available to you, and he has haste. His cheap cmc also makes him a huge target while his indestructible clause lets you build other threats on your board while they figure out how to deal with him.
- Nadier, Agent of the Duskenel one of the most perfect ways to recover from a board wipe by putting a massive amount of tokens on the field once he dies (can also use blink or graveyard recursion on him to make more).
- Anthousa, Setessan Hero makes your lands warriors. Works really well with Maja.
- Jedit Ojanen of Efrava makes tons of cat warrior tokens.
- Sosuke, Son of Seshiro gives all your warriors pseudo-deathtouch.
- Yasova Dragonclaw steals their creatures.
- Alesha, Who Smiles at Death gives you graveyard recursion for your low CMC warriors and works really well with ones with ETB's.
- Chief of the Edge should be an auto-include. Chief of the Scale is ok if you are running toughness or need the toughness for certain spells or something, but yeah Chief of the Edge is absolutely where it's at.
- Honored Crop-Captain like Chief of the Edge but only works while attacking.
- Resolute Survivors keeps you in long games
- Brawl-Bash Ogre is a good sac outlet for tokens you aren't using/don't need.
- Proud Wildbonder works REALLY well with Bramblewood Paragon's effect. Also works with Khenra Charioteer
- Rubblebelt Raiders can get absolutely huge with tokens on the board.
- Scuzzback Marauders isn't just a good beatstick, with Persist it can combo off with any of your sac outlets and Bramblewood Paragon.
- Moriok Replica works really good with Alesha for continuous card draw.
- Avenging Huntbonder keeps dishing out the double strike onto your other creatures every turn.
- Blaring Recruiter make warrior tokens.
- Hidden Dragonslayer morph ability takes out your opponents biggest threats.
- Den Protector is great graveyard recursion.
- Nacatl Hunt-Pride lets you control the combat step to your liking.
- Paired Tactician just some nice synergy.
- Mardu Woe-Reaper graveyard removal with every warrior ETB. More important than you think!
- Seasoned Hallowblade just a really strong and low CMC card that will stay on the battlefield throughout an entire game more often than not.
- Steward of Solidarity free vigi warrior token generation every 2 turns or a lot every turn with untap shenanigans.
- Usher of the Fallen the cheapest warrior token creation you can find.
- Battle Brawler with just a single red or white permanent on the battlefield becomes super strong. With Chief of the Edge he becomes a 4 power first strike for 2 mana... not bad.
- Blaring Captain partners with Blaring Recruiter and has Honored Crop-Captain's effect.
- Blood-Chin Fanatic a MUST in any warrior tribal that includes black and makes tokens or pumps a single warrior's power to an absurd level. This card can single handedly win you a game.
- Blood-Chin Rager gives all your warriors menace.
- Champion of Stray Souls expensive, but can recover your entire board very quickly.
- Exquisite Huntmaster an extremely underrated card that can net you a ton of elf warrior tokens in a multiplayer match while also being a beater.
- Mardu Strike Leader using its dash ability can keep it safe from removal. Also makes a 2/1 warrior token every turn.
- Mindblade Render keeps the card draw going off of warrior damage.
- Nadier's Nightblade combos EXTREMELY well with Blood-Chin Fanatic and also with any other sac outlet.
- Sickle Dancer a 4/3 flier when attacking isn't bad for cmc 3.
- Thrasher Brute forms a combo with Scuzzback Marauders and any of the sac outlet warriors.
- Titan Hunter gives combo and solitaire players a clock while also giving you a convenient sac outlet with lifegain.
- Vampire Warlord sac outlet with regenerate.
- Herald of Secret Streams combos really well with Bramblewood Paragon to give your warriors unblockable.
- Nimbus Champion can keep the board clear of annoying blockers.
- Whirlpool Warrior wheel effect on a stick.
- Ahn-Crop Invader another beater sac outlet.
- Archetype of Aggression combos with Proud Wildbonder and keeps your opponents from gaining trample.
- Ash Zealot punish those blue and black decks that like to keep casting their spells over and over from the graveyard!
- Boldwyr Heavyweights tutor for your game ending creature and put it into play for free. Sure your opponents get a tutor too... but it's your turn, and your combat, and you have Najeela...
- Boldwyr Intimidator COWARDS CAN'T BLOCK WARRIORS!
- Kargan Intimidator COWARDS CAN'T BLOCK WARRIORS! FOR CHEAPER!
- Combat Celebrant those additonal combat steps are... chef's kiss
- Frenzied Saddlebrute ridiculously fun political ability.
- Goblin Bushwhacker can end a game if you just laid out a bunch of tokens that turn.
- Goblin Cratermaker get rid of annoying artifacts or spot removal... likes to work with Alesha.
- Goma Fada Vanguard choose a creature to not block each turn based on warriors.
- Kruin Striker strong and cheap card that gets out of hand with sac combos or mass token generation.
- Shatterskull Charger pseudo dash effect with a bunch of other strong abilities.
- Rustrazor Butcher extremely underrated card. First strike and wither for 2 CMC! Can buff it a number of ways to surprise an enemy in combat too.
- Vengeful Firebrand basically a fireball on a stick as long as you have a warrior in the yard.
- Viashino Sandsprinter pseudo dash effect with trample. Has cycling if you need something else.
- Champion of Rhonas cheat whatever creature you want from hand onto the battlefield with no downside.
- Civic Wayfinder helps you get the right colors you need.
- Duskwatch Recruiter Flip dig through your library for more warriors.
- Golgari Raiders green haste that gets huge if you just suffered a boardwipe.
- Heir of the Wilds just a very strong presence for 2 CMC.
- Imperious Perfect elf warrior token generation.
- Horizon Seeker repeatable color fixing.
- Icehide Troll very, very strong and hard to remove creature. Needs snow lands though.
- Maulfist Revolutionary better version of proliferate.
- Matsu-Tribe Sniper keeps your enemies' dragons, demons, angels, and emrakuls from flying over your field.
- Petrified Wood-Kin expensive, but this guy can't be countered and is extremely difficult to remove and can ETB with insane P/T if you swung in hard on someone that turn.
- Stonehoof Chieftain a game ender if you've pumped your creatures at all.
- Thorn Lieutenant high value low CMC card with a mana dump if you need it (I like the combos for mana dumps better though).
- Unstoppable Ash come out of every combat pretty much unscathed. Only creature better for it is Stonehoof Chieftan.
Wolfir Avenger flash in for a block and a regenerate ability.
God-Eternal Oketra make huge 4/4 zombie warrior tokens on every warrior cast.
1 year ago
I'm surprised to not see Polukranos main-boarded here? He seems really fantastic in this list, especially with Gravebreaker Lamia . I'd cut Golgari Raiders for it, as that seems like a moderately low-impact card. I'd also cut Jungle Hollow for more basics -- you never want your lands to come in tapped, even if they gain you one life. If you really want tapped utility lands, I'd go for Temple of Malady .
1 year ago
KaiserChronic While I found that a lot of the graveyard filling cards are pioneer legal, the best payoffs are not. Boneyard Wurm , Ghoultree , and Splinterfright are out. Molderhulk is very average, if he had trample or higher power would be a lot better. Golgari Raiders is not bad, but slower.
2 years ago
I'm not the best when it comes to deck building but I can see there's lots to improve.
What to cut: - Darkblade Agent - Completely pointless and does not help develop your deck's strategy neither is it a win con.
Golgari Raiders - Sure, Haste is nice. However, without evasion it's just gonna get blocked by a 1/1. Run either Boneyard Wurm or Splinterfright . The former has no other effects except for growing with your grave while the latter is still cheaper than the raiders, helps your strategy and has trample.
Enhanced Surveillance - Does nothing.
2 years ago
I love Sovereign's Bite in Rakdos aggro, but the issue with using it here is that we can't target creatures with it. It does activate spectacle and help pad our life total, but the three damage would be better spent tidying up the board. Lighting Strike lets us either activate spectacle for 2 mana instead of the 4 that ToH would take, or remove a Steam Kin, Benalish Marshal, or other problem on the board. Also with Sovereign's Bite being sorcery speed, vs the other card that fills its slot, Lighting Strike, it hinders one's ability to hold open a Vraska's, Bedevil, Shock, etc. which can be important if the opponent drops a Merfolk Mistbinder or a Golgari Raiders or something. Also Sovereign's is one short of killing the opponent if they go to 4. And since we put them to four, getting in that 3 damage earlier is useless. It is a highly counter-intuitive card in this deck.
Risk factor is out of the question here. This deck is designed to waste no deck space on worrying about the opponent's life total. The win-con of this deck puts the opponent to 4 life. No ifs, ands, or buts. 4. Therefore This deck is designed to waste zero deck space on worrying about the opponent's life. Aside from I-GI to trigger ToH, we don't interact with the opponent's life at all, until we sack I-GI for lethal. They can play Archway Angel and go to 40 life, we don't care. We know we will get them back don to 4 with one card, whatever their life total at the time. We just Lava Coil the Angel and keep waiting to draw Captive Audience. So Risk factor is useless. Since we deal no damage to them to speak of until the CA trigger, we will virtually never draw cards with RF. We do damage which doesn't matter to us or them, and we gain no card advantage. Dead card. There are a few situations where say the opponent has a deck with no life-gain, has shocked themselves a few times for lands, and we have one or three I-GI ticking away at them, then a RF would either draw us some cards or get the opponent closer to dying to I-GI, but these situations would be quite rare. So since the only point would be to enable spectacle, a Shock would be better than Risk factor, as it only costs 1 mana, and we can hopefully afford to cast something exiled with ToH.
The same thing mostly applies to Sword Point Diplomacy, but there is one interesting interaction. I did consider Sword Point for this deck. The thing is, if they want to deny us all 3 cards, they have to take 9 damage. That is almost half their starting life total. Very rarely will an opponent want to take that much damage, or just more damage than necessary in general. So what are they likely to give us? Lands. Rarely is an opponent willing to bolt themselves to deny you a card that doesn't damage them or improve your board state. Thus Sword Point specifically acts as some ramp, card draw, and in particular, allows us to hit our land drops to ensure casting CA as soon as possible. This card is especially effective turn 3, as the opponent won't really have caught on yet to what the heck our deck is, and we are wielding very threatening, damage-heavy colors. If we are landscrewed though, they will likely bolt themselves to prevent us getting out of that hole, so yeah.
But because we are running I-GI for an instant-speed finisher, ToH is far better card for card draw, as it combos perfectly with a card which is part of the other combo.
2 years ago
I would cut: Caustic Caterpillar, Dawntreader Elk, Deathbringer Regent, Deathcap Cultivator, Decimator of the Provinces, Diligent Farmhand, Farhaven Elf, Golgari Raiders, Lotleth Giant, Mulldrifter,Satyr Wayfinder, Stinkweed Imp,Wood Elves, Deep Analysis, Spider Spawning, Worm Harvest, Chemister's Insight, Molderhulk, Shriekmaw, Shadowborn Demon, Night Incarnate, Deathbringer Regent
TL;DR Too much ramp, some non-synergistic cards, board wipes shouldn't be necessary if you are playing aristocrats. Some of the cards depend on casting from your hand rather than ETB. These are just my suggestions feel free to adjust as you see fit.
If I am missing something about these cards let me know. Also, you can look at my decklist if you want to here: Sidisi, Self-Mill, Surveil and Explore I just got the Golgari Guild kit so my Sidisi deck is different now.
2 years ago
ShrimpImp In my opinion, none of the new Undergrowth mechanic creatures from GRN were better than what is already available and in the deck as far as big threats. For example, Molderhulk is not better than Ghoultree, and Lotleth Giant is to expensive imo. Golgari Raiders is the best I think but I haven't tested it yet.
I used to play Lotleth Troll like you mentioned but I stopped using him because discarding creatures from my hand didn't seem very good. You want to be putting creatures into the graveyard straight from your library.
2 years ago
I built a similar deck to this on MTGA. I found that Memorial to Folly partners well with this style deck and makes a lot of sense. You can use Memorial to Folly to keep pulling back out Molderhulk from your graveyard or you can use Memorial to Folly to return almost any creature card from your graveyard so you don't have a wasted turn. Also look at adding in Journey to Eternity Flip. Journey makes a lot of sense as well seeing how you are mainly going to be pulling and playing cards that have gone into your graveyard. For your sideboard, look at adding in Golgari Raiders. Golgari Raider is a great card to have and if you are playing against someone who is using cards with protection from black, this card can help you deal with that. I would remove Status / Statue and Seekers' Squire. Those cards are good but never showed me a good reason to keep them in the deck. I would instead add a full playset of Stitcher's Supplier and another Poison-Tip Archer. Remove a copy of Assassin's Trophy and add one more copy of Find / Finality. The last thing I would do is work on your mana pool. you need to add in some basic land Swamp's, Remove Overgrown Tomb because having just one copy doesn't make a lot of sense, and if you can afford it remove Golgari Guildgate and add in a full playset of Woodland Cemetery.