Thrun, the Last Troll
Legendary Creature — Troll Shaman
Thrun, the Last Troll can't be countered.
: Regenerate Thrun.
|Have (3)||Forkbeard , metalmagic ,|
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|Commander / EDH||Legal|
Thrun, the Last Troll occurrence in decks from the last year
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Thrun, the Last Troll Discussion
1 month ago
I would say if you are looking for just unkillable, play mono green voltron w/ Thrun, the Last Troll. Hexproof, Can't Be Countered, and Regenerate to counter some board wipes makes him pretty powerful in my opinion.
2 months ago
I'd cut pretty much all your creatures. If your trying to make this modern viable. There are just so many better options. Keep Azusa, Lost but Seeking Carnage Tyrant and Thrun, the Last Troll and Lotus Cobra. Primeval Titan is the best green creature in the game if you add in more instans and sorcery Delver of Secrets Flip is incredible
2 months ago
I had considered Thrun, the Last Troll but I had decided to run Troll Ascetic because it had a lower CMC.and I didn't think being uncounterable was worth the additional . I had considered Skithiryx, the Blight Dragon but it was fairly expensive at the time but I'll may have to reconsider it after the reprint. I like the interaction of Undying and mutate but I prefer the utility of Malakir Rebirth Flip.
I have Muldrotha, the Gravetide in this deck and it never disappoints.
2 months ago
Have you tried to include Thrun, the Last Troll? One of the best creatures to mutate on IMO. Also i gave Skithiryx, the Blight Dragon a try because of his regeneration effect. In my playgroups Endling was a high valued target to mutate on because of his Undying effect... one of my opponents had Mikaeus, the Unhallowed which i copied with my Volrath, the Shapestealer - my Endling was undieable from that on :D Adding Muldrotha, the Gravetide would give your mutate-creatures in your graveyard a 2nd chance.
My Sultai-Mutate-List is an older one, have to actualize it.
4 months ago
4 months ago
I am a big fan of my mono-green voltron deck. It was built around Syr Faren, the Hengehammer, but it has a few alternate commanders, allowing it to feel different based off of what I want. The other commanders are Silvos, Rogue Elemental and Thrun, the Last Troll. On top of that, it runs spellshapers, which are by far my favorite creature type.
5 months ago
The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.
While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.
The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.
Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.
A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.
The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.
Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.
Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?
6 months ago
Scout's Warning and Savage Summoning are pretty spicy includes as well. Both let you drop Nethroi on the end step before your turn when your opponents are least expecting it and let you swing with a reanimated board pretty quickly.