Tarmogoyf

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tarmogoyf

Creature — Lhurgoyf

Tarmogoyf's power is equal to the number of card types among cards in all graveyards and its toughness is equal to that number plus 1. (The card types are artifact, creature, enchantment, instant, land, phenomenon, plane, planeswalker, scheme, sorcery, tribal, and vanguard.)

Gidgetimer on Whose onus is it to …

2 months ago

There is no onus to ensure the monarch passes. It does so as soon as the current monarch leaves the game. The token or however you are tracking it is not what "the monarch" is. It is a designation that a player can have. Like with a die on Tarmogoyf for types in graveyards, not representing the monarchy is fine, but if you are representing it, it must be represented correctly. I would argue that with the monarchy no one loses until the player who received it misses the trigger. Since if you were using something to represent it, that something is no longer in a place that is representing the game state.

This becomes moot with your additional scenarios since everyone except player 5 is losing to FtMGS for the cards that should have been removed from the game.

Cloudy2024 on Jundilicious

3 months ago

cool,I use new(ish) Ripples of Undeath in my shadow deck (rakdos shadows) and it works with the lifelose side of the deck. it also grows Tarmogoyf. overall cool deck.

ToxicMCTV on Strong guys in Jund

4 months ago

whats your opinion on Tarmogoyf

Abaques on MASSIVE EDH RC ban list …

7 months ago

Mortlocke and legendofa, regarding PK's video and the overall point about the financial impact this will have, I think that Magic as a whole is overvalued from a collectable standpoint. The "value" of cards is all about perception in a given moment. Ten years ago or so, Tarmogoyf was a $100 card because of how good it was in modern. The impact of powercreep and a trickle of reprints eventually led to the price cratering to what it is today (around $13). Oko, Thief of Crowns was over $40 for quite a while before it was eventually banned in multiple formats which cut the price by over half. A bunch of people and stores spent a lot of money on those cards and others like them, and almost all the value is gone. It's just the risk we all take as Magic players.

I think that fear of pissing people off who spent big money on cards has prevented bans in the past, and not just in Commander. I am very sure that the $100+ price tag on The One Ring is one of the big reasons it hasn't been banned in Modern. I think that cowardice does the Magic community a disservice in a few ways. Firstly, it makes the games worse for everyone. Secondly, it causes those cards that maybe should be banned to creep up in price even more because they are so good... making it harder and harder to ban them without making people mad. I applaud the rules committee for being brave enough to take that risk because they are going to take a lot of heat over this.

While this does suck for people who have spent a lot on cards that are now plummeting in value, my hope is that this also serves to lower the price of cards in general. Wizards has gotten good at printing cards that cost a lot as singles because of commander. If people don't want to spend as much on cards, maybe that makes all cards more affordable, which will be good for the community as a whole. I do hope that the card shops hold up okay.

nuperokaso on Boomer Jund Horizons

11 months ago

Gidgetimer on Brenard and Tarmogoyf?

11 months ago

You can link cards by enclosing their names in double brackets.

Brenard, Ginger Sculptor

Tarmogoyf

Tarmogoyf has what is known as a "characteristic-defining ability" (CDA), as do all */* cards. When a copy effect changes a characteristic that is being defined by a CDA, the CDA isn't copied. Tarmogoyf will be a 1/1.

707.9d When applying a copy effect that doesn’t copy a certain characteristic, retains one or more original values for a certain characteristic, or provides a specific set of values for a certain characteristic, any characteristic-defining ability (see rule 604.3) of the object being copied that defines that characteristic is not copied.

wallisface on Why Do Some Players Keep …

1 year ago

jethstriker i‘m not convinced that legendaries were ever deliberately made to be more powerful because of their inherent drawback - this feels like something that players would intuitively expect to be the case (because it would make sense), but looking through magics history of the strongest cards in formats, we don’t see that to be true - moderns past is littered with staples like Snapcaster Mage, Tarmogoyf, Death's Shadow, Siege Rhino, Arcbound Ravager, Goblin Guide, Bloodbraid Elf, Stinkweed Imp, Fury, Solitude, and Orcish Bowmasters. Yes there’s stuff like Ragavan, Nimble Pilferer and Uro, Titan of Nature's Wrath, but I don’t think there’s enough density/evidence to conclude legendaries are inherently built stronger.

I would also be sceptical of this being the case because it would be weird for Rosewater to be wanting to remove the Legend rule if it served a mechanical purpose

This might be a question for Blogatog?

wallisface on burn deck help to refurbish

1 year ago

9-lives vanilla creatures aren’t good - the best one, Tarmogoyf, is often swinging as a 5/6 or 6/7 on turn 3, and still sees almost no play. Heck, Souls of the Lost is easily cast as a 9/10 on turn 2, and isn’t featured in any of Moderns best decks.

Paying 2 mana for a 3/2 and no abilities is a bad rate in todays magic. Likewise 3 mana for a 4/3 isn’t great. Yes is has trample and may have haste, but it’s just not good enough. Two more points:

  • mono-green-stompy is a budget modern deck that many players have built and tuned over the years. It is very aggressive and aims to beat-down with fast, powerful creatures. This card never featured in any of those lists (it would’ve been trivially easy to splash red if needed). It’s just not good enough compared to greens creature suite.

  • in burn, you’re wanting the game to be over on turn 4 at the latest. That means you want every-one of your cards to reliably deal at least 3 damage. Casting this for 2 mana means doing no damage that turn, and giving your opponent ample time to play around it, making it a terrible option. And, burn does’t really want to have 3 mana, so in many games might not even have the lands to cast it for 3, making it a terrible option. And, 3 mana for 4 damage which the opponent can entirely mitigate through Bolt/Push/etc is incredibly risky and making it a terrible option. And taking an entire turn to cast this card means its going to be a lot harder to finish the game by turn-4 at-the-latest (it certainly makes it impossible to win on turn-3), making it a terrible option.

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