Golgari Thug

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Legality

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

Golgari Thug

Creature — Human Warrior

When Golgari Thug is put into a graveyard from the battlefield, put target creature card from your graveyard on top of your library.

Dredge 4 (If you would draw a card, instead you may put exactly four cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

king-saproling on Shitty Gritty Landfall Shenanigans/Combo

3 months ago

Amulet of Vigor might be worth including since it works well alongside Scapeshift, Splendid Reclamation, Lotus Field, Mesmeric Orb, etc.

Others you might like are Bone Miser, Stone-Seeder Hierophant, Sakura-Tribe Scout, Burgeoning, Sylvan Scrying, Dread Return, Dryad Arbor, Deserted Temple, Golgari Grave-Troll, Stinkweed Imp, Golgari Thug, Kodama of the East Tree, Dark Ritual, Hickory Woodlot, Peat Bog

Guerric on Cheat Death

3 months ago

Hi again peterbdude! Welcome to Meren! She rocks. I thought I'd put some suggestions and general guidance from my many years of playing her. Thankfully you can play a powerful Meren deck on a budget, so I'll try to avoid any splashy options.

To begin with, I've found that the most important thing is to lean into cards with the dredge ability (which is rated a 10 on Mark Rosewater's storm scale), play lots of self-saccing low cmc creatures that can help you stack counters and recur for profit, and to play as few non-creature spells as possible. Non-creature spells don't feel as good as it's tough to recur them once they are dredged into your graveyard, and you can't as easily repeat them for value. The best card in my deck is one that might push your budget just a little but is so good is Life from the Loam. I did used to play without it and it works, but it is really nice and if there were one more valuable card I'd recommend for the deck its this one, it just makes games so smooth its hard to overstate it. The other power card in this deck is Living Death, which combined with Syr Konrad, the Grim and some creatures on everyone's board will often win games. Recurring it with Eternal Witness can also put your opponents in a nasty lock.

The biggest problem I see so far with your build is just that there aren't many ways to put things into your graveyard. Dredgers like Golgari Thug, Golgari Grave-Troll, Stinkweed Imp, and Dakmor Salvage are critical build pieces, and cards like Underrealm Lich and Hermit Druid help a lot too, though the latter is probably on the top end of your budget. On top of this, you want a lot more low cmc self-saccing creatures. You are playing Caustic Caterpillar, which is great, but you want a lot more of this. Dawntreader Elk is like an extra copy of Sakura-Tribe Elder and is great, and there are a lot more like it which you can see in my deck here- Recycling for Profit: Dedgin' the Fill with Meren.

I do think you have a lot of fun cards in your deck and one of the great things about Meren is that she can be customized a lot to suit your own personal approach. The danger of Meren is simply in not having a good engine set up where you always have great targets to sacrifice and bring back to the battlefield each turn, and that happens when we don't have cards that can sac themselves and we don't have ways to dump more cards into our yard, and that is what I would work on tuning here! A lot of times it is the boring things and not the splashy cards that make the difference!

guywitharock on Team Kathril

3 months ago

Nice deck, definitely enjoy the more budget-friendly Kathril thing.

Reading through once, it feels like there isn't quite enough graveyard feed going on to get the engine going. If you don't draw Nyx Weaver or Splinterfreight you have next to nothing. Plenty of decent options that don't break the bank, especially certain dredge cards: Grisly Salvage, Shambling Shell, Darkblast, Golgari Thug, and Golgari Grave-Troll could all be easy slots.

wallisface on Creature Collab

4 months ago

If you're interested in cards I ended up using at somestage during my Crabvine-period, here's everything I ran at one time or another, and my thoughts on playing with the card:

  • Gravecrawler: A must-have in the deck, though I found 3x was a better number to run than the full playset, as oftentimes you really only want this card to help you trigger Vengevine, and it normally doesn't do a lot else.
  • Hedron Crab: Another must-have in the deck, provided you have the landbase to support it. Without fetchlands, I don't think this would be able to get through enough card-density to be quick enough (we want a turn 2-3 vengevine swing)
  • Merfolk Secretkeeper: This felt both good and bad. Being able to mill with it immediately, and then save it for a Vengevine trigger later in the game felt pretty decent. Its also a decent blocker.
  • Stitcher's Supplier: I think I always included a playset of this in the deck, though it was always easily the worst card in the deck. Without an easy sacrifice outlet, this is just a really weak mill effect that then sits around doing nothing. It needs to die to get full value.
  • Lotleth Troll: I alternated between playing this card and not. Its one of my "pet cards" (alongside Skaab Ruinator) so I probably favored it too highly just from bias. But being able to pitch away all the cards that weren't meant to be cast did feel great, and I have had lots of games where this has steamrolled me out a win on its own... I'm just not sure its the best choice for an optimal build.
  • Satyr Wayfinder: A weird choice, but one that's done well. It can usually guarantee you'll hit your 3rd land drop, and gels pretty well with Hedron Crab, as well as giving your good odds at a turn-3 Skaab Ruinator.
  • Prized Amalgam & Vengevine: My understanding that a playset of both of these go into every Crabvine deck there is, so I don't think I need to discuss much here. They're the whole point of the deck.
  • Bloodghast: I only added these to my deck really late into playing Crabvine, but they do put up some amazing results. They combo very well with a high-fetchland deck, running alongside Altar of Dementia, to keep swinging then killing themselves to fuel the engine further. Also, probably the most aggressive way to get Prized Amalgam out of the grave if Vengevine hasn't been found yet.
  • Narcomoeba: I played these a little, and see a LOT of decks online playing them, but to be honest I don't see the hype. Very fragile, and can't come back when killed, i'm really not sold. But, again, having seen soo many decks online play them, they're probably worth considering.
  • Skaab Ruinator: My second "Pet Card", I don't think you want to run more than 1-2 in the deck, but they definitely get good results. There are a few decks where if you resolve this, it's a free-win.
  • Glimpse the Unthinkable: I started playing this late into my time with Crabvine, swapping it in, in place of the Stinkweed Imp/Golgari Thug package. There are games where you resolve this turn 2 and see all the perfect stuff hit your grave, and it becomes the most-free win you could ever hope for. But other times, you just mill yourself ten lands and non-recurable creatures, and wonder what you did to piss off the card-gods. I felt like when this card worked, it was amazing. But it also felt like there were too many times when it didn't work, and left me dead-in-the-water.
  • Golgari Thug & Stinkweed Imp: Probably my favorite way to ensure the self-mill engine keeps pumping, I ran a playset of Imp, and 2-3 Thug for the majority of my time playing Crabvine - making my build sudo-dredge. Being able to reliably keep milling felt great - and it's a good reason to justify running Lotleth Troll.
  • Creeping Chill: I'm torn on whether this card is useful or not. On one hand, being able to basically start the game at 32 life, while your opponent starts on 8, is a pretty good feeling. On the other, this doesn't help massively to help the boardstate, and there are a lot of games where its just not relevant (you can often swing for enough quite early that the extra bit of lifedrain didn't matter).
  • Silversmote Ghoul: The only reason to run this would be alongside Creeping Chill. It does feel decent, but also can be clunky with the timings of when each respective card ends up in your grave (seeing a bunch of early-Chills can be scary, as it means these guys might not be able to see play). Personally I think Bloodghast is the better choice for the 3rd "creature to recur from the grave"
  • Altar of Dementia: This actually works really well, though I wouldn't run more than 1-2 in the deck. There are a bunch of cards that just want to be in the graveyard and/or get themselves killed. Most notably Stitcher's Supplier. but also Bloodghast, Gravecrawler, and even Vengevine (assuming you can bring them back). This easily turns your attacks into very-wide landslide victories. 10/10 would recommend.
  • Carrion Feeder: I think I only ran 1-2 of these, and honestly, I think its hard to justify over Altar of Dementia or Lotleth Troll. I think it does definitely have a use-case (it seems great with Gravecrawler), but it feels a little niche to me.
  • Wonder: I only ever played one of these, in my sideboard. But it did seem very useful in some matches, particularly when it was hard to swing through the opponents creatures.

henrypan321 on Hogaak's Legion

4 months ago

Hey killer_eye, thanks for checking back in with my deck. Hogaak is pretty alluring; I've been thinking of this deck recently too. I haven't had the time to play much, but I can clarify my reasoning on why I started experimenting with certain cards.

Altar of Dementia:

  • It's a solid card that lets you mill a lot, but in my deck you can only really mill with Hogaak and it isn't worth losing board presence (like tokens and other small creatures) for a couple extra mills.

  • If I sacrifice Hogaak for value, I'd prefer cards in hand or tokens, vs milling which is kind of just mana for re-casting Hogaak. Re-casting Hogaak also means he can't attack until next turn.

  • Lately a lot of grave hate is getting printed, so milling more than what's necessary is kind of wasteful. I've been leaning towards more tokens as well, as convoke is mandatory for Hogaak.

  • It also went up in price a bit lol.

Golgari Thug: I was actually thinking of replacing him. It's more of a recursion piece, and the dredge is more of a bonus.

Stinkweed Imp: This deck dies hard to fliers, so the imp is actually cast to help with that. It'll be a body on board for convoke and we can dredge if we need it back or to mill.

wallisface on

5 months ago

I like the new direction a lot! Feels a lot more competitive! Here are some thoughts on ways to improve:

  • If you ditch the Languish, then everything you cast costs 2 or less mana. That would let you go down to 20 lands, which I think will be important as your deck probably wants a very high density of spells.

  • Removing the above lands and spells will leave you with 5 free slots, which I think you should use to get some more creatures. I would personally be doing some 3-2 mix of Golgari Thug and Stinkweed Imp - both of these can quickly get Phage into the grave (just be aware that if Golgari Thug on the battlefield, you HAVE to put a creature card on top of your deck - this can sometimes be awkward, but is usually fine).

  • Mask of Memory is interesting, but not great as it requires you using you Dermotaxi on Stitcher's Supplier and then somehow getting through with damage on it. I would suggest running Smuggler's Copter instead of Mask of Memory, it gives you the same effect without requiring the equip cost, and has a much better time staying alive & dealing damage (while letting you discard towards your combo).

  • I would recommend Slip Through Space over Artful Dodge as it lets you draw a different card if you don't need it.

  • I don't think you need Negate, as you already have hand-disruption and killspells, you should be able to ensure your opponent can't be too annoying. I'd move Negate to your sideboard, and run Otherworldly Gaze instead, which can do a lot for setting you up for victory.

  • With the above suggestions you have awesome odds of getting Phage into the grave, and pretty decent odds of getting Dermotaxi into hand - but to increase those Dermotaxi odds slightly i'd suggest replacing 2 of your 20 lands with Buried Ruin. This will let you grab a taxi from the grave in a pinch, if the game has gone late and you really need one.

  • I think overall your sideboard should focus on counterspells and ways to avoid opponent hate. Between games you always want to leaving all your combo-finding pieces in, so the cards you'll be swapping in-and-out are the hand-disruption and killspells. In that vein you don't need additional killspells in the side. Dispel is a great sideboard card, as it will deal with most threats. Welding Jar could also be good for protecting the taxi. Annul is probably also a great sideboard card for dealing with any weird stuff your opponent might be up to.

NicodaPico on Old Rutstein

7 months ago

this deck has alot of mill and ways to get stuff in the graveyard (although missing Golgari Grave-Troll and Golgari Thug) but then...what happens next? like you swing with a big creature(and no Splinterfright?)? not sure what the game plan is here unless you misread old rustein. Some payoffs for milling could be Syr Konrad, the Grim, Kessig Cagebreakers, Dread Return and other good flashback cards, Timeless Witness and Eternal Witness, Genesis and Brawn, Woe Strider, Mausoleum Secrets, Songs of the Damned, just more cards that do stuff in the graveyard or care about the graveyard to go with the mill plan. Living Death so good. Necrogoyf might work. Egon, God of Death  Flip.

also whats the all the dumb discard in the maybeboard lmaoo

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