Rograkh, Son of Rohgahh
Legendary Creature — Kobold Warrior
First strike, menace, trample
Partner (You can have two commanders if both have partner.)
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Rograkh, Son of Rohgahh Discussion
2 weeks ago
Because it's budget restricted, a few changes I've made are over budget so have to address those.
The biggest thing I'm trying to do is ensure that I get off the ground fast with Rograkh, Son of Rohgahh, so need some more quick equipment, or maybe some enchantment based as I'm out of low mana valu and low cost (budget) options really. I find some games, he's not engaging until T3 when really need him swinging T2 consistent and building toward unblockable / too large to handle.
1 month ago
One of my suggestions from the Winota deck I recently built, is that not all of your non-humans have to be generated tokens. I would highly recommend something like adding a little more ramp to the deck (you're slightly under my personal, comfortable threshold, but that's all opinion when it comes down to it. I also have access to Ancient Tomb and Mana Crypt and such, so I'm really worried about getting to Winota as fast as possible. Like I said, personal preference). Anyway, I bring that up because there's a good opportunity in what you can add to your ramp package. Definitely keep your Sol Ring and Signets and what not, but I would highly recommend adding Ornithopter of Paradise, Gold Myr and Iron Myr. When you don't have super explosive hands, these dorks are good for tempo! Early game ramp, Winota procs later game. Other great adds are normal ol' Ornithopter and Rograkh, Son of Rohgahh. They seem like weird choices but they're literally free Winota procs. Super explosive in your opening hand. Goldnight Commander and Cathars' Crusade are great with Rograkh. If you add Rograkh, I would heavily consider Odric, Lunarch Marshal. Rograkh possesses 3 super valuable keywords, and it's pretty oppressive if you can spread it across your whole battlefield, again... FOR FREE. Also gotta mention Odric, Master Tactician as well for another great human target. Also, if you're running Goldnight Commander the best way to create absolutely silly amounts of damage is to add as many humans that create tokens. You have most of the ones I run already, minus Knight-Captain of Eos and Evangel of Heliod. Flipping Goldnight Commander into one of those cards or Captain of the Watch, into Angrath's Marauders gets overwhelming very quickly. And speaking of damage doublers, this deck needs Blade Historian and Combat Celebrant. Thank you for coming to my Ted Talk lol
2 months ago
Buckle up, this will be lengthy....Some important things I always consider when choosing a voltron commander:
1) Does my commander have built in evasion or protection. These are crucial because they require less investment into auras/equipment that protect/grant evasion to your commander, freeing up slots for other cards
2) How hard is it for my commander to reach the holy "power of 7". Ideally you want your commander to reach 7 or more power so you need fewer hits to kill an opponent. Why 7 you ask? Because there is a near step-function difference in success between 4 attacks to kill someone and 3 attacks to kill someone (in my experience).
3) Equipment/aura synergies. Some commanders have built in synergies that make them more ideal for either equipment or aura strategies.
4) Casting cost. If your commander dies, and it will, likely multiple times, can you recast them easily?
4.5) Haste. I put this one as part of #4 because if I am playing a high cmc voltron commander, they better have haste so I can immediately try to kill someone.
With those ideas in mind, here are some voltron options that I like:
Dragonlord Ojutai, my personal commander. Has built in evasion, protection, and card advantage. Moderate CMC and hits like a truck (5 starting power)
Bruna, Light of Alabaster, one of the top aura commanders out there. Has built in evasion, but her high cmc and no native protection makes her a lighting rod for removal. If you can have her survive until she attacks, it's basically game over.
Aurelia, the Warleader, arguably one of the strongest voltron commanders out there. Has built in haste and evasion. Her extra combat ability makes here very deadly and can kill someone out of nowhere. Her high cmc makes her a little more of a challenge to pilot though. Goes infinite with Helm of the Host.
Akiri, Fearless Voyager, another top voltron commander. She has built in protection and card advantage in Boros which is a major plus. She has low cmc, but is pretty small and has no evasion meaning she needs extra help to kill someone.
Akiri, Line-Slinger + anyone (blue is nice for protection): Hands down the strongest "fair" voltron commander out there. Costs a low, low 2 mana, has first strike making her a headache to block, and her passive pump ability makes her able to kill at least one person before they are even set up.
Bruenor Battlehammer: Kind of an overlooked one from AFR, but this guy slaps. He has moderate cmc, can freely equip one equipment per turn, and has the Akiri pump ability. No evasion though.
Kediss, Emberclaw Familiar + Sengir, the Dark Baron: I don't actually think this one is very good. I just think the chance to oneshot the entire table with these two is hilarious (something I was able to do in the Commander Legends draft format).
Zurgo Helmsmasher: Has haste, built in protection, and already starts at 7 power. No built in evasion, but he can grow in size all on his own. His color wedge is also great for tutoring, removal, and protection.
Galea, Kindler of Hope: Haven't had much experience with this new one, but her free aura attach ability, moderate cmc, and card advantage by playing auras off the top of your library seems pretty strong.
Ardenn, Intrepid Archeologist + anyone (I like Rograkh, Son of Rohgahh or Akiri, Line-Slinger): This guy isn't really going to be killing anyone himself, but his ability will save you a ton of mana on equip costs which allows you to keep up mana for interaction or protection.
Thrun, the Last Troll: Mono green isn't as strong as white for equipment, but it can do aura's surprisingly well. Being uncounterable, having OG hexproof, and being able to regenerate himself makes Thrun very tough to kill.
Godo, Bandit Warlord: I have to mention this one since he is the only true cEDH voltron commander.
2 months ago
It's a simic card. Colour identity takes into account the qualities of the front and back of the card; the colour of the card (including where the card has a colour indicator defining the card's colour instead of a casting cost, like with Seafaring Werewolf or Rograkh, Son of Rohgahh), the colour of mana symbols in its casting costs, and the colour of mana symbols in its text box (outside of reminder text).
3 months ago
3 months ago
I don't keep up with cedh at all just play casual with a group of friends but going off what TypicalTimmy said I'd assume it is because he is a turn one first strike, menace, trample so built in evasion and will surely land commander damage early on. Paired with Colossus Hammer you are looking at a win in 2-3 combat steps perhaps one if you slap double strike on him.
If you want to take Rograkh, Son of Rohgahh in another direction he is a guaranteed cheerio. Pair him Crimson Kobolds and Cloudstone Curio and you can get infinite etb or cast triggers. So with Birgi, God of Storytelling Flip or Impact Tremors you can get infinite mana or infinite damage respectively.
So a potential magical hand you are looking for in cast order is:
- Mana Crypt: Use to cast...
- Birgi, God of Storytelling Flip
- Crimson Kobolds: Use to cast...
- Sol Ring: Use to cast...
- Cloudstone Curio: Cast Rograkh, Son of Rohgahh and bounce Crimson Kobolds to get mana from Birgi (Repeat and use to cast...)
- Impact Tremors:Win
Alternatively for Combat damage
- Jeweled Lotus: Cast Ardenn, Intrepid Archaeologist
- Mana Crypt: Use to cast...
- Mana Vault: use to cast...
- Colossus Hammer
- Mountain: Use to cast...
- Boots of Speed: Cast Rograkh, Son of Rohgahh equip with everything for free he is now an 11/11 doublestrike turn one with haste that is 22 cmdr damage
If I did everything correctly these are two turn one wins but I may have messed up somewhere but you get the gist of it.
3 months ago
I've built Akroma/ Rograkh, Son of Rohgahh before as well. I think Kamahl is probably the overall more powerful option and ramps/fixes/draws better on a budget, but Rograkh can come in early and hard. I've also seen Akroma + Tana, the Bloodsower to allow access to Red and Green for both Rograkh and Kamahl (and some fun things like Samut, Voice of Dissent).
Focus your early game on ramping and you should be able to fill most of your deck with defenses and do well just off your commanders. Other than ramp spells like Farseek, Cultivate etc and defenses like Akroma's Will, there are tons of creatures out there with many keywords. Budget end-game beater options include Baneslayer Angel, End-Raze Forerunners, and Archon of Valor's Reach.
5 months ago
I had a FUN match Friday night where I fought 4 opponents (2 cedh level folks and 2 rookies) and popped off as first player with Kher Keep into Sol Ring into Arcane Signet into Steelshaper's Gift which tutored Colossus Hammer into my hand. I then cast Rograkh, Son of Rohgahh for 0 of course, followed by Jeweled Lotus for 0 of course, which I cracked to cast Ardenn, Intrepid Archaeologist . Turn two, I attached Colossus Hammer to Roger and swung at the biggest threat before they had their 2nd turn. Turn 3, I killed them (I forget the other equipment I had attached, but I breached 21 commander damage). Turn 4, I cast Inquisitor's Flail , turning Roger's swings into 1-hit kills and killed player 3. Turn 5 I cast Argentum Armor and killed player 4 while destroying a land of the last remaining opponent. On the final turn of the game I played Masterwork of Ingenuity copying Argentum Armor and when I swung to end the final player, I destroyed 2 more of their lands.