The Gitrog Monster
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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
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


At the beginning of your upkeep, sacrifice The Gitrog Monster 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.

Recommendations View more recommendations

StopShot on I still don't understand why …

2 months ago

Caerwyn, technically speaking there is a way to remove emblems that every color has access to and it's through Karn Liberated's ultimate.

Personally, I'm okay with emblems only because the format has a lot of other effects that are just as impossible or impractical (Karn) to get rid of. Take for example Edgar Markov or Oloro, Ageless Ascetic which give you free effects just by existing in your command zone. You also have Theros gods who can exist soley as indestructible enchantments which aren't impossible to remove, but may require very inefficient forms of removal to get rid of them for many decks. Honestly, the fact this format can allow you to have an infinite combo piece as a commander such as The Gitrog Monster can be another gross example as the threat still remains no matter how much removal you throw at them.

Obviously non-interactable effects are very easy to make unbalanced, but I don't see Sorin, Lord of Innistrad as busted. In any game of EDH the sum of removal spells in all decks will be less than the sum of nonland permanents in all decks. There are always going to be nonland permanents that no one will ever get around to removing, because many other nonland permanents will take greater precedence to use removal spells on. Non-interactable effects should match the power level of these spared nonland permanents in my opinion. An Orcish Oriflamme is probably the last anthem effect you'd delete anyway if you're up against an anthem-tribal deck.

Tur on Hidden Power - Crop Rotation

5 months ago


Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

Docter_UwU on Gitrog EDH

6 months ago

Brother I love where you are going with this deck, more mana is more mana. I am not a fan The Gitrog Monster yes you get extra land but what does that do for you in the long run? Butcher of Malakir gives you a lot of leverage, BUT it works with only creatures not land's being Sacrificed. Maybe try throwing in Mazirek, Kraul Death Priest to benefit from all Sacrifices, Carrion Feeder can jack up your sacrifices and combo with the Butcher. Also good pick with Attrition its one of my favorite black cards.

Epicurus on Jodah, the Necromancer

7 months ago

S1ayerMonkey It took me a while to respond to your comment, because there was a lot in it to unpack. But I'm going to try to now, as best I can.

The beginning of your comment I think colored the rest of what you said. You're not wrong, Jodah is not the ideal commander for what I'm trying to do. However, one thing you have to understand is that that's how I roll. I don't usually go for designing the absolute best version of whatever theme I'm interested in playing. If I did, it would be a lot easier to just copy netdecks that have already been made, tested and perfected. Contrastly, what I always try to do is force something weird and seemingly wrong to work because doing so is fun and interesting.

If you need examples of my personal deck building asthetic, check out Yarok, Landlubber, Wulfgar of Tin Street and Mazirek's Nut Sac. Just to name a few.

I know that I should speak as such in my deck description, but having to do so every time gets tiresome and monotonous. I do appreciate that this is my own problem, and makes it difficult to crowd source suggestions, because you're not thinking about it the way I'm envisioning. So, instead, I think that what you're doing is thinking about how a 5-color graveyard deck should be constructed, and making suggestions based on that ideal.

The end result of which is basically "scrap the deck and build something similar but very different, because what you're trying to do isn't going to work." Which, again, is incredibly reasonable. But it's not what I'm going to do.

Let me try to explain better what I'm doing with this concept so that it might make more sense. The object of this deck is to flood the battlefield with creatures. It's kind of a non-token go-wide strategy of sorts. The avenue for accomplishing this - or, at least what I'm attempting to accomplish - is to fill my yard with creatures, and then systematically return them all to the battlefield. And then, once Jodah is in the building, benefit from his Coat-of-Arms-like ability to make them all gigantic. His "Legendary Cascade" ability is basically icing on the cake after that.

So no, I'm not going for repeatable ETB triggers. I'm not going for infinite toolbox. What I want to do is get as many legendary creatures on the board as quickly as possible, then make them all huge. Therefore, the list I've chosen is almost exclusively dedicated to legends that put stuff into my yard, and legends that get them back out. And a few things here and there which synergize with that behavior.

Having said all that, the one card you mentioned which I certainly considered is Yawgmoth's Vile Offering. That card should be a no-brainer. However, what I'm having trouble most with is figuring out the ramp. The curve isn't great, but the vast majority of high MV spells are creatures that I intend on recurring rather than casting. So I didn't include YVO because it would necessarily have to be cast. Maybe I should include that card, but I'm on the fence about it. And I will be until I get the ramp figured out.

For that matter, there's stuff on my list like The Gitrog Monster that would make most players scratch their heads. You might say "why would you use that unless it's the focus of the deck?" And you'd absolutely be justified in asking as much. However, in my deranged mind, I'm looking at all that self-mill and looting effects on my list, and I'm seeing a huge potential for draw power on a legendary stick. Does that make sense?

Understand, it's difficult to ask other players to set aside their natural inclinations to build around commanders in the best way possible, and instead try to help make my absurd designs work better the way I want them to. By all logical rationale, this particular iteration of Jodah should absolutely be built as a "Legends Matter" theme. And a 5-color Reanimator deck should be built the way you're suggesting, with someone like Kenrith as commander. But I'm going to do it this way, because that's what I want to do. In other words, you're absolutely, certainly, undeniably not wrong in anything you suggested, but none of it really helps me with what I'm trying to do.

DreadKhan on Erinis, Landfall Spawn

7 months ago

Any reason you're not running The Gitrog Monster in here, it seems staggeringly synergistic unless I'm missing something? Another one to consider is Baba Lysaga, Night Witch, it's a tap ability, and you've usually got spare creature tokens and lands, add in some treasures or clues and you are going to draw a ton of cards. There is also Braids, Arisen Nightmare, hitting each opponent for a land can hurt some decks, especially if Braids can do it a few times, when you eventually get 3 cards for a land, it'll feel pretty good I think, but netting 2 opponent's worst land and getting a card back is also worth a land.

Maybe Thunderfoot Baloth or Blossoming Bogbeast? Maybe not enough 'bang for buck', but Siege Behemoth can let your Commander get in as if it's not blocked, do you often end up over 20 power?

Stuff like Sakura-Tribe Scout or Skyshroud Ranger can be useful in a landfall deck, especially if you've got some card draw going on. There are also a few more, Scaled Herbalist and Llanowar Scout that are pretty budget. Since you might not mind pitching a land to dig one out, Silverglade Pathfinder can ramp you if you pitch a card, slow but grindy value. Oracle of Mul Daya is pretty cheap at the moment, a decent card if you run enough lands, Augur of Autumn and your Commander will only need 1 other power to let you play creatures off the top of your deck, that seems solid.

It's pretty high end, but I feel like you'd struggle to add more passive value generation to this deck than with Field of the Dead, that card is just so much synergy. Another to consider might be Ashaya, Soul of the Wild, then all your creatures are also landfall (other than tokens).

Great deck, I hope some of these ideas work!

TheOfficialCreator on I solved mana screw and …

8 months ago

I think the main issue that I see that noone's really pointed out yet is that it would inherently make colorless and mono-color much more powerful than they already are. Guaranteed land drops would make the game streamlined, yes, but it would also better benefit certain decks over others.

Specific ones that come to mind are Tron and non-Omnath Landfall, but I just know that The Gitrog Monster would love this idea. You always choose to draw from your Manabase for the draw step, then you just get value off of everything else you draw. Combine that with traditional Gitrog shenanigans like Ramunap Excavator and you've got yourself a major issue.

Also, would cards like Rampant Growth just repurpose themselves to search your Manabase?

nbarry223 on Viga-BOOM! (Turn 2)

8 months ago

So yeah, thinking about it logically, Savor the Moment isn't the worst card on its own. It's also pretty good with an Amulet of Vigor out, and not a lot of lands in play (one of the scenarios where Scapeshift is bad). It basically translates into "draw a card, take an additional combat phase, your land plays for the turn reset" - which seems pretty good for only 3 mana. If I have nothing going for me already, I would basically be paying 5 mana to draw a card, when finding this off of Bring to Light, which doesn't sound all that great. However, I do think it may be a step in the right direction, since it is a lower CMC and is actually relevant in a lot of situations where Scapeshift isn't. I can also find Dryad of the Ilysian Grove as a backup if I'm in a position where it's just a glorified "draw a card."

The main thing I can think of that is a potential downside I need to play around is casting Summoner's Pact during the normal turn, then being unable to pay for it during my extra turn without an untap step, if I am silly enough to forget (completely my fault if I end up losing that way).

I think I'm going to make the switch, thanks for the idea! I'm hopeful it will be a more relevant card than The Gitrog Monster was. I may tweak my manabase and sideboard alongside the swap, because I am thinking 2 copies of Bring to Light is feasible now that there's a failsafe option that's relevant enough (Savor the Moment can always go out in games 2/3 for more powerful and narrow targets).

NotSquishedYet on Viga-BOOM! (Turn 2)

8 months ago

Eh, I feel like Cavalier of Thorns is very little value for 5 mana compared to what a lot of cards in this deck can do with a lot less. It might be better than The Gitrog Monster but what I liked about Silverback Elder was that with creatures it is a fairly powerful land-fetching engine, and it can be used to delete Blood Moon. Long shot because I wasn't sure how often you actually play multiple creatures, especially at a point which would be after you can get a 5-drop on the field. I'm not surprised if triggering on creature casts is a dealbreaker.

I just looked through a few other options like Silverback Elder and Cavalier of Thorns, considered basic search land to battlefield sorceries, felt they didn't measure up against Scapeshift, and landed on Wrenn and Seven. I don't like that he isn't searchable or that it takes two turns to really get a lot of value out of him, but I think he offers more to the deck than Cavalier of Thorns. I could be totally wrong.

As another long shot... Chance for Glory?

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