Keruga, the Macrosage

Keruga, the Macrosage

Legendary Creature — Dinosaur Hippo

Companion — Your starting deck must only contain cards with converted mana cost 3 or greater and land cards. (You may reveal this card from outside the game before you start and declare it as your companion. If you do, your deck must follow the companion's restrictions. You may pay to put this companion from your sideboard to your hand at any time you could cast a sorcery. This action can't be interacted with or countered. You may only choose one companion for your deck before the start of each round.)

When Keruga, the macrosage enters the battlefield, draw a card for each other permanent you control with converted mana cost 3 or greater.

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Printings View all

Set Rarity
Ikoria: Lair of Behemoths (IKO) Rare

Combos Browse all

Legality

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

Keruga, the Macrosage Discussion

greyninja on one...two...three big dudes

1 month ago

You're going to run Keruga, the Macrosage as the companion, correct?

What do you think about running the Trinisphere afterwards?

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Dat_Control on

1 month ago

Keruga, the Macrosage is a free companion in this deck.

Enral on Advertise your deck!

2 months ago

This is my take on Yarok, the Desecrated goodstuff valuetown deck with its companion Keruga, the Macrosage. Keruga's card draw is insane with Yarok! Feedback, suggestions, and +1 would be appreciated!


Drawharmonicon | Yarok & Keruga

Commander / EDH Enral

SCORE: 4 | 53 VIEWS | IN 1 FOLDER


rdean14 on Card creation challenge

2 months ago

Personally, I felt like he was doing the "right" thing for self-serving reasons, much like how he views the animals. I definitely can see a Boros Lukka. But, to me, he's still not a good guy. Like, he still wants to kill the cat for most of the time and is seeking both his city's protection, yes, but also personal glory. I think he's more


Lukka, Master of Men and Beasts

Legendary Planeswalker - Lukka

+1: Create a 1/1 white Human Soldier creature token with lifelink and a 1/1 red Human Warrior creature token with haste.

-1: Gain control of target non-Human creature until end of turn. Untap that creature. It gains haste until end of turn. If it dealt no combat damage to its owner, it's owner gains life equal to its power, then exile that creature, then return that card to the battlefield under your control.

-12: Each non-Human creature you don't control deals damage equal to its power to its controller. You gain life equal to damage dealt this way.

3


I think he should've had a threaten effect on him, but more as a recruiting idea. I designed the -1 to reflect a more recruiter effect, but also, just reflecting his view of these creatures as weapons, he can just use them and let them leave.


So, some Companions work particularly well with specific Commanders, e.g.:

In that spirit, I'd like you to make a companion with a specific commander in mind. The Companion should be non-sentient and the Commander should be sentient, because I think being like a familiar/pet is cool as the dynamic and reflects the concept of bonders I think the design is to imply.

Daedalus19876 on Fantastic Mr. Fox | Zirda, the Dawnwaker EDH

2 months ago

Coward_Token I can't speak to Suns, but I'm not super interested in that. While Companion is a really neat idea, once it dies it's gone. I can't recast a second time, which makes the normal "commander-reliant deck problem" infinitely worse.

With that in mind, Zirda is actually one of the less good legendaries as a companion, because she doesn't match an existing strategy and requests a build-around-me approach more than a creature such as Keruga, the Macrosage. But if she wants a build-around-me approach, the deck will completely stall out the first time she dies.

triproberts12 on Who Is the Best Boi?

2 months ago

There's a doggo Partner, and you're going to ask who's the best boi, really?

I think it also depends on what format you're talking about, and whether you even plan on building with the deck restriction in mind. Hands down, Zirda, the Dawnwaker is the most busted commander, but Keruga, the Macrosage is easiest to build as a Companion. Jegantha, the Wellspring slots into Standard most easily, since Fires decks only need to change up a single card or two to meet the Companion building restriction, but I think Lurrus of the Dream-Den is most likely to find its way into the main deck of another deck. I feel like Gyruda, Doom of Depths is most likely to be relevant as a Companion in Pioneer, but Zirda, the Dawnwaker is probably closer to being broken and a half.

greyninja on Who Is the Best Boi?

2 months ago
  1. Zirda, the Dawnwaker: c-c-c-combo!
  2. Jegantha, the Wellspring: I have a soft spot for elementals
  3. Kaheera, the Orphanguard: going in the wife's cat deck
  4. Gyruda, Doom of Depths: love the ETB
  5. Keruga, the Macrosage: boss chonk!
  6. Umori, the Collector: cool ability
  7. Obosh, the Preypiercer: cool ability
  8. Lurrus of the Dream-Den: cool ability
  9. Yorion, Sky Nomad: meh
  10. Lutri, the Spellchaser: BANNED

As an EDH player, I'm of the opinion that they belong in the 99 and not in their own companion zone. Not a big fan of "wish" cards, etc. Cool concept though, not hatin'

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