Ilharg, the Raze-Boar

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

Combos Browse all

Ilharg, the Raze-Boar

Legendary Creature — Boar God

Trample

Whenever Ilharg, the Raze-Boar attacks, you may put a creature card from your hand onto the battlefield tapped and attacking. Return that creature to your hand at the beginning of the next end step.

When Ilharg, the Raze-Boar 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

Ilharg, the Raze-Boar Discussion

multimedia on Rakdos Beatdown

3 weeks ago

Hey, you definitely like high mana cost cards (5 CMC plus). There's 28 here!

How do you expect to be able to cast Rakdos? Consider more cards that make an opponent lose life? This deck will have a difficult time functioning without having Rakdos on the battlefield, being able to reduce the casting cost of creatures. With a 4.9 avg. CMC even being able to cast Rakdos is going to be a problem.

My advice is focus much more on the early game and much less on the late game. You don't need 25 high mana cost creatures for Rakdos, it's overkill.

Cards to consider adding:

In the early game you want to make it easier to cast Rakdos this means mana rocks that can help make mana for his difficult casting cost and repeatable pingers to be able to make your opponents lose at least one life to be able to cast Rakdos.


Heartless Hidetsugu can reduce a ton of colorless mana with Rakdos with one activation. Use this reduction to free cast Eldrazi (Ulamog and Emrakul). Artisan of Kozilek can be reanimation and Void Winnower is also good. These Eldrazi are really the only high mana cost creatures you need because lets face it there's not a lot of other creatures that can even compare in power level.

Other high mana cost creatures of the ones here to consider keeping are: Ilharg, the Raze-Boar , Sidisi, Undead Vizier , Urabrask the Hidden , Etali, Primal Storm , Archfiend of Despair , Vilis, Broker of Blood , Sheoldred, Whispering One . This is a base to consider:

  • Heartless
  • LLharg
  • Sidisi
  • Urabrask
  • Eltali
  • Archfiend
  • Vilis
  • Sheoldred
  • Ulamog
  • Ulamog
  • Emrakul
  • Artisan
  • Winnower

There's beginnings of a reanimation strategy here with Chainer, Nightmare Adept . Reanimation is a good a backup plan to be able to get big creatures onto the battlefield without Rakdos. Reanimation needs two parts: enablers to get creatures into your graveyard and the actual reanimation to cheat them onto the battlefield. Consider expanding on each of these parts?

The Necromancers are good with Chainer. Discard a big creature than cast one of the Necromancers from your graveyard, it gets haste, sac it to reanimate the big creature you just discarded.

Other cards to consider adding:

If you would like I can give you a list of cards to consider cutting. Good luck with your deck.

multimedia on Gishath's Dinohorde

1 month ago

Hey, I agree with RNR_Gaming. Add more ways to cheat Dinos onto the battlefield because Gishath is eight mana. If you don't want to do this then increase the amount of ramp a lot. My advice is consider doing both?

Road of Return is interesting, it can put Gishath into your hand from the Command Zone. Combine this with a way to cheat a creature onto the battlefield. It can be a faster way to getting Gishath onto the battlefield. Atla is busted with Marauding Raptor ; a repeatable way to cheat creatures onto the battlefield.

Tutors within the budget to consider adding:

Gamble can potentially get Mirari's Wake . Call is one of the best creature tutors in Commander. Dawn can set-up the top of your library for a Gishath trigger or for Atla.

Ramp to consider adding:

Most of these ramp options are good with mana doublers: Regal Behemoth and Mirari's Wake as these are priority cards to want to have on the battlefield since they give you the best chance of ramping into Gishath or other Dinos.

If you like some of these suggestions then I offer advice on what cards to cut. Good luck with your deck.

SideBae on

1 month ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.

Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .

In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .

If your meta has any blue decks, Veil of Summer is really, really, REALLY good.

Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .

Wear / Tear is a good two-for-one. Decimate needs all of the mentioned four card types to be cast, but can be an even more powerful play than Wear / Tear .

Farseek is a ramp-sorcery that can grab typed non-basics; similarly, Nature's Lore does not have to grab a basic forest. I have generally had a good amount of luck with these two.

Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.

Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.

Alright man, good luck! That's all I can think of for now.

ZeroZolo on Marisi, Breaker of the Coil

1 month ago

Gleeock Have you thought about adding Nahiri, Storm of Stone , Samut, Tyrant Smasher , Ilharg, the Raze-Boar from the play testing I have done they help quite a bit especially with Nahiri giving everything first strike. Makes it so that even if they can block they might not want to. Another card that might help would be Storm the Citadel forcing your opponents to block unless they want to loose everything.

SideBae on float like a gruul, stangg like a stangg twin

1 month 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.

Lordeh on Bolas/Ugin Deck

2 months ago

I think you need to pick a theme and run with it.

Niv-Mizzet Reborn is a specific build around card using lots of singles of the different 2 colour guilds.

You might want to turn it into an amass deck with lots of amass triggers like Dreadhorde Invasion

Or, you might want to go along the Ilharg, the Raze-Boar with lots of huge stompy creatures or great enter the battlefield triggers.

You might want to use you Nicol Bolas, Dragon-God as a finisher is a Grixis style control deck.

Just pick a theme or a card you want to be the focus and go on from there.

SwissArmyNarwhal on Gyrus, The Meat Grinder

2 months ago

Since you have so many ETB creatures Ilharg, the Raze-Boar may be quite effective in the deck. Also if you find yourself in an artifact heavy meta Shenanigans might possibly be a good card for the deck. Great deck though! +1

SideBae on Purphoros, God of Burn

2 months ago

Chandra, Awakened Inferno is an excellent card to consider.

Commune with Lava and Light Up the Stage are good sources of cards advantage in mono-red. Depending on your budget, Wheel of Fortune is another good way to refill your hand.

Genesis Chamber ?

I think Neheb, Dreadhorde Champion is an excellent source of card selection. You should consider it in conjunction with your current Neheb.

Ilharg, the Raze-Boar comes to mind. It can keep blinking out Siege-Gang Commander for excessive value.

Eidolon of the Great Revel and Harsh Mentor are good to consider as tax-effects. Their utility will depend on your meta. Seasoned Pyromancer , though expensive, is also worth considering.

Krenko, Tin Street Kingpin seems like a good token-producer.

Stranglehold is a good stax-style enchantment.

I don’t think Madblind Mountain is better than a basic Mountain . It’s effect is marginal, and the ETB tapped clause is a big drawback.

Good luck!

Load more

No data for this card yet.