The Gitrog Monster
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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
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

The Gitrog Monster

Legendary Creature — Frog Horror

Deathtouch

At the beginning of your upkeep, sacrifice this creature unless you sacrifice a land.

You may play an additional land on each of your turns.

Whenever one or more land cards are put into your graveyard from anywhere, draw a card.

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Drellino on Necrobloom Ramp

1 month ago

Hello! Did u ever try another version of this deck that includes The Necrobloom, The Gitrog Monster and Insidious Roots?

Drellino on Necrobloom Ramp

1 month ago

Hello! Did u ever try another version of this deck that includes The Necrobloom, The Gitrog Monster and Insidious Roots?

Crow_Umbra on Commander think tank

1 month ago

Based off the commanders you listed, as well as your budget/consistency concerns, it might make most sense to start off with one of the Two Color options listed before adding more. The various Black/Green options that you listed are all different enough strategies that they might not necessarily fit in each other's 99s.

I haven't played The Gitrog Monster as a commander, but I had it in the 99 of my Lord Windgrace deck. Even as a piece in the 99, Gitrog is really strong, and won't need super expensive investment to make it strong. Idk, Gitrog might be a good starting point as a commander, especially if you want to build more competitively.

Nicolbolas1990 on Commander think tank

1 month ago

Just want to bounce some ideas around to help with some deck building dilemma i been having.

Namely trying to pick between a few commanders that share identity ( The Gitrog Monster,Slimefoot, the Stowaway, Beledros Witherbloom ) and the others will probably be in the 99 anyway, or deciding between 2x alternate commanders that'll add a 3rd color ( muldratha, the grave tide or Tayam, Luminous Enigma ) or going ballz deep and settling for Atraxa, Grand Unifier. of course adding colors adds more combo/pieces and they all overlap for synergy but adds a complexity of mana base and filtering support/staple cards more strictly.

overall I do intend for Competitive so the aim has to be consistent and fast paced for board control, but naturally budget side since i cant go out and drop $2Gs on top end cards. granted i do have a handful of combo pieces, solid staples, and "good stuffs" to work with and can probably spring for a couple new cards.

jamochawoke on Uurg eats everything

6 months ago

This is a super fun little combo deck! But it can get shut down pretty easily. I'd suggest putting some key Commander pieces in that you're missing... and thankfully there's a TON of things that work with a land-based deck archetype like this in those colors.

First off, you need to complete your Cultivator combo with Splendid Reclamation for getting all those lands out of your own yard in a very big way (Cultivator probably becomes the biggest thing in your game at this point)!

Centaur Vinecrasher or Multani, Yavimaya's Avatar are superb alternate or additional beatsticks for Cultivator with tons of synergy with your commander that also dig themselves out of the graveyard after they get immediately removed like in my games!

Terravore is nice if you never hit Cultivator in your games (or it gets hated out).

Constant Mists basically you get eternal fog in a deck like this whenever you want if it doesn't get countered.

Entish Restoration, Dig Up, and Beseech the Queen for synergistic tutors.

Kagha, Shadow Archdruid, Elvish Reclaimer, Grisly Salvage, World Shaper, Circle of the Land Druid, Stinkweed Imp, Winding Way, Life from the Loam, Scapeshift, and Satyr Wayfinder for digging through the deck faster while also rotating lands. Life From the Loam is ESPECIALLY GOOD for its dredge ability in this deck so you can keep casting it. Scapeshift is the single most powerful cycler you could run but it's very $$$ and doesn't synergize completely with this deck (it's more for landfall decks, but it can still work with this too).

The utility lands Witch's Cottage, Mortuary Mire, Memorial to Folly can help get your creatures back out of the 'yard.

The utility lands Witch's Clinic, Rogue's Passage, Ghost Quarter, Strip Mine, Wasteland, Field of the Dead, Thespian's Stage, Restless Cottage, Boseiju, Who Endures, and Takenuma, Abandoned Mire would all help your deck's overall resilience and ability to deal with threats.

Either Abundance or Rishkar's Expertise could be a game-ending bomb for you. Rishkar's is great if your commander has enough power. You can draw a ton of your deck, likely hit a tutor you cast for free, then if your hand is flooded with lands you discard down to 7 putting all those lands in your 'yard making your commander even bigger! Abundance isn't as synergistic, but is basically a creature tutor spell for Cultivator Colossus if you decide to not run any other beaters or utility creatures.

Assassin's Trophy for instant-cast targeted removal of EVERYTHING.

Tear Asunder and Abrupt Decay are less-good Assassin's Trophy but at least Decay can't be countered.

Casualties of War for when you need to get rid of a lot of different pests that turn.

Return to Nature for instant-cast targeted removal of Enchantment/Artifact or Graveyard card.

Drown in Filth for a land-synergistic targeted removal that gets around indestructible.

Terror Tide for land-synergistic boardwipe that also gets around indestructible.

Nurgle's Conscription, Froghemoth, and Bojuka Bog for some enemy graveyard hate.

Rain of Filth for a MASSIVE spike in mana for that turn.

Worm Harvest for generating a TON of tokens off of the lands in your 'yard.

Titania, Protector of Argoth or Rampaging Baloths for much, much bigger tokens.

Gitrog, Horror of Zhava and The Gitrog Monster for super frog-land-pseudocycling synergy!

Brawn since you're putting things in your 'yard anyways you might as well give your commander and other beatsticks Trample for free! Trample has saved me so many times in games. No reason not to run it in this deck tbh.

Erinis, Gloom Stalker, Ayula's Influence, and Old Rutstein for more synergy with your commander's ability.

Life / Death for making an army out of your lands or pulling something out of your 'yard.

The planeswalkers Nissa of Shadowed Boughs and Vraska, Golgari Queen can give you alternate win-cons while also being synergistic with your commander.

If you don't need more combo stuff and just need another big beatstick alternate for the Colossus it's hard to go wrong with Yargle and Multani's power (plus the stained glass alt-art is sick!). But unfortunately it doesn't come with the cool yard recovery abilities of the other beatsticks I mentioned and doesn't have trample or evasion, but it does have more power than Emrakul!

Rhadamanthus on How does Bone Miser work …

8 months ago

The game will start another cleanup step and you will have to discard again. This will keep going until the game doesn't need to start any additional cleanups.

If something happens during cleanup that causes abilities to trigger or state-based-actions to be checked, the game will go through the process of dealing with them and will start another cleanup after the current one is over.

514.3. Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception:

514.3a At this point, the game checks to see if any state-based actions would be performed and/or any triggered abilities are waiting to be put onto the stack (including those that trigger “at the beginning of the next cleanup step”). If so, those state-based actions are performed, then those triggered abilities are put on the stack, then the active player gets priority. Players may cast spells and activate abilities. Once the stack is empty and all players pass in succession, another cleanup step begins.

Decks built around The Gitrog Monster like to take advantage of this rules interaction. Bone Miser offers a similar opportunity.

otttism on Turtle lands

9 months ago

foxinsox thank you for the input. I'll be play testing in person soon so I can feel out the viability of the stompers. I do enjoy the idea of The Gitrog Monster to help with any grindy matchup as well as a great attacker/blocker.

The number of elves is more for consistent first hands than anything. I've played many variations of the Gruul vehicles deck and anytime the elf count is reduced the consistency feels completely out of whack. I will however take your suggestion into consideration as this deck has an easier and lower curve than vehicles.

foxinsox on Turtle lands

9 months ago

Such an innovative deck! I wonder whether Ramunap Excavator has a place given the milling. Being able to play all those lands from your graveyard might come in handy! The Gitrog Monster also services what you're doing nicely - sacking lands for Tatiana, playing them faster, and churning through the deck with the card draw. I feel a combination of them could replace the topiary stomper package which, though nice, doesn't really add significant benefits to the deck. You also have a LOT of ramp with eight elves. Six mana dorks would probably be sufficient.

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