Ogre Battledriver

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Vintage Legal

Ogre Battledriver

Creature — Ogre Warrior

Whenever another creature enters the battlefield under your control, that creature gets +2/+0 and gains haste until end of turn. (It can attack and this turn.)

Althuran on The Ghost of Kamigawa

3 days ago

I like the idea of Ardoz, Cobbler of War and Ogre Battledriver but once again keep an eye on my curve Crow-Umbra. Speaking of curve do you think the deck’s curve looks alright?

Crow-Umbra on The Ghost of Kamigawa

3 days ago

I think Tome of Legends would definitely be a solid addition. I haven't played with Robber of the Rich as much, but it's hard to overlook a creature with Reach, Haste, & steals resources.

In terms of other 1 & 2 drop creatures:

Last_Laugh on Two Heavens as One

1 week ago

Ogre Battledriver is a really nice haste enabler here with the added bonus that all your enters attacking tokens will get this buff.

Plumb the Forbidden is an excellent draw card here. Just use it in response to boardwipes thanks to instant speed and rebound faster than everyone else.

Devilish Valet doesn't have an attack trigger but just 6 tokens entering makes him 64 power and if you ever get lucky and make 20 tokens in a turn (happened once for me while I actually had the devil lol) it's over 1 million power. This guy WILL 1 shot problematic players out of the game.

Crow-Umbra on Isshin for a Fight

1 week ago

Whoops, just realized I meant to tag you in my last response Michigone, and not Plainsrunner.

I like the updates that you've made since I last looked at your list. If you like Captain's Clawsm I'd recommend checking out Inquisitorial Rosette. The equip cost is steeper, but it produces beefier tokens with Vigilance, and is also a Menace anthem to boot.

I'd recommend adding a bit more draw to your deck. I counted about 7-9ish effects that net you some type of card draw or advantage. Since you have a lot of token creating effects, I think that Skullclamp could be right at home here. I think getting about 3-4 more drawing effects in your deck could help it feel a bit more fluid & consistent.

I know I already mentioned them in my last comment, but Tocasia's Welcome and Plumb the Forbidden are both excellent draw options in token focused strategies. I use them both, along with Skullclamp in my Isshin deck to decent success. Tocasia's Welcome might look a little modest because it only draws once per turn, but is fairly reliable if you have a lot creature generating effects. A couple of repeatable draw effects will bolster the one-off and burst draw effects you already have.

Lastly, I'd recommend checking out Ogre Battledriver, since you have Ardoz, Cobbler of War in deck. Haste anthem volume is really helpful with the reliability of some of your big finisher creatures.

Crow-Umbra on A Match Made in Hell EDH

3 weeks ago

Your deck concept is really cool. I've seen Jeska put in plenty of work when paired with Ishai, Ojutai Dragonspeaker, via a deck one of my friends plays. Jeska makes things scary pretty fast.

Idk if you've played this deck irl yet, but do you feel like you have enough Ball Lightning-like creatures? I'm counting about 9 of your 18 so far. I think getting in some more Copying and Reanimation effects could help you a bit. I get that Jeska makes 1 target creature scary, but I figured some copy effects could let you attack multiple opponents, or really laser one person down. A few things for you to consider:

  • Animate Dead/ Necromancy - Animate Dead is your cheapest option of the 2, but Necromancy can be cast at instant speed if needed.

  • Phyrexian Reclamation - Fairly cheap and low to the ground for hand recursion.

  • Twinflame/ Heat Shimmer

  • Kolaghan's Command - Modal options, including some recursion to hand.

  • Athreos, God of Passage - More Ramos redundancy. Not super budget, but could be helpful in a deck like this.

  • Flameshadow Conjuring

  • Delina, Wild Mage - She's something I've played in my Isshin deck, and has a bit of a higher ceiling there, but the potential to make many Ball Lightning creatures off some lucky rolls is pretty silly.

  • Ogre Battledriver - Another Haste anthem with additional upside to beef up creatures on ETB.

  • Living Death - Redundancy with Ramos. Has finisher potential with a graveyard full of Ball Lightnings, also helpful since Jeska will dodge it.

I hope these suggestions are helpful.

Crow-Umbra on Hyōhō Niten Ichi-ryū

1 month ago

No prob, happy to help Gilver! The extra damage and Haste can be pretty big difference makers in the right situations. Being able to immediately swing away with a Commissar Severina Raine with a full board can be one of those scenarios lol. Ogre Battledriver has been helpful in that regard as well.

Thank you! There are still some slots in my deck that I'm playing around with and testing, but I like the feel of it. I'm excited for all the potential new tech we will get for it next year.

Crow-Umbra on Hyōhō Niten Ichi-ryū

1 month ago

Happy to see another Isshin deck using those Musashi references. Kinda unfortunate most of the MtG Samurai don't work super well with Isshin, & you couldn't do Samurai tribal.

Your deck looks really solid overall. I don't think you'd have to change much, but I do have a handful of things for you to consider:

Load more