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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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal


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.)

nuperokaso on Boomer Jund '24

1 week ago

Gidgetimer on Brenard and Tarmogoyf?

2 weeks ago

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

Brenard, Ginger Sculptor


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 …

2 months 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

4 months 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.

Icbrgr on The Timeless Break Out Zoo

6 months ago

Our paths will cross eventually im sure; The deck is pretty good! just like IRL Modern Zoo its a little bit "too fair" but can certainly win games (i love it)... I see a lot of decks similar to mine and those games are fun... Death's Shadow decks are a fun matchup... but i have yet to beat any Oko, Thief of Crowns or other super degenerate builds yet... Dragon's Rage Channeler/Tarmogoyf feels like All-Stars because the grave setup is pretty consistent. Domain is a little more frustrating though because when it works the deck really goes fast but sometimes games just get stuck with 2-3 land types.

wallisface on Discardelves

10 months ago

Flavuss Explaining your list in multiple different ways doesn’t change anything - I can see from the cards you’ve got here that the deck is going to perform quite clumsily/poorly, and not at-all how you want it to.

If you compare this list to other discard decks (google “The Rock” or “Jund”), you’ll see their creatures are all individually powerful - cards like Tarmogoyf that can provide huge pressure and Seasoned Pyromancer that refills your hand. Conversely, all your creatures are individually weak - they do very little on their own, and generally pose mo real threat without support. That’s a terrible position to be in for a discard deck, as its inevitable both players will end up topdecking, and your opponent is incredibly likely to out-value you.

Delphen7 on Interaction between Stern Scolding and …

11 months ago

Ivy Elemental's ability replace how it will enter the battlefield. On the stack, it is a creature with converted mana cost 7, and power/toughness 0/0. Once it enters it'll become a 6/6 with CMC 1.

This differs from something like Tarmogoyf, which has an ability that actively defines its power/toughness (Characteristic Defining Ability -- CDA). This will affect its power and toughness, even while on the stack.

wallisface on Self Mill Madness

1 year ago

jdogz32 i’d think all of Crop Sigil, Crawl from the Cellar, and Languish are easy cards to remove. None of them do anything massively impactive, and removing those 6 cards gives you a bunch more needed creatures.

Collected Company and Tarmogoyf generally don’t play massively well together, in that CoCo needs a massive density of creatures, and Goyf wants a very wide variety of card types. You may have to rely more-heavily on your opponents graveyard for card-type-diversity - though if there’s any artifact-creatures or enchantment-creatures that can help your goal this might also be a path forward (i’m not sure if any such creatures are useful-enough to warrant running though)

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