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Grothama, All-Devouring, All-Drawing, All-Cheating

Commander / EDH* Battlecruiser Mono-Green Primer Ramp Show and Tell Voltron


Grothama, All-Devouring is a far-sighted Wurm who plans to:

  1. Fight our big creatures to draw cards

  2. Provide value when creatures fight or die

  3. Not kill our other creatures if possible, or have creatures we don't mind dying

  4. Not die when fighting opponents' creatures or when we don't want it to die

  5. Come back easily after leaving the battlefield

  6. Make use of its power to deal lots of damage

  7. Play all the cards drawn or cheat them into play

  8. Win with the cards played or cheated into play

To protect Grothama, All-Devouring from opponents, and our own creatures from Grothama, we have damage prevention like Magebane Armor, protection like Sword of Body and Mind and Sword of Feast and Famine, regeneration like Asceticism, and indestructibility like Darksteel Plate and Heroic Intervention. The equipment can be equipped to other creatures on our turn so we can fight Grothama when attacking to draw cards.

Loxodon Warhammer gains lots of life when Grothama fights, helping us race. Sword of War and Peace also gains more life for the cards drawn after Grothama fights and dies, and does more damage to opponents if they damaged Grothama and drew cards.

Psychosis Crawler converts our damage to Grothama to damage to all opponents. Stuffy Doll deals 10 or more damage to an opponent when it fights Grothama.

Vigor makes Grothama and all our other creatures much bigger when they attack and fight, and discourages blocking. Our first creature that fights Grothama grows by 10 power and toughness, the second grows by 10 plus the power of the first creature, the third grows by 10 plus the power of the first two creatures, and so on, so the biggest creatures should fight Grothama first.

Pathbreaker Ibex and Overwhelming Stampede pump all our creatures for more damage so it doesn't matter if Grothama dies. Dragon Throne of Tarkir pumps our other creatures so they can kill Grothama and still survive.

Stonehoof Chieftain gives our creatures indestructible so they can fight Grothama without dying. He can also make Grothama indestructible if we plan to deal excess damage to it and then make it leave the battlefield by other means.

Protean Hulk can attack to fight Grothama and die to cheat into play cheaper creatures from our library, of which the most useful immediately are Vigor, Psychosis Crawler, Sakiko, Mother of Summer, Nylea, God of the Hunt, Duplicant, and Temur Sabertooth.

Druid's Call can be cast on Grothama or another creature to call an army of Squirrels whenever they fight. Broodhatch Nantuko and Saber Ants can create a swarm of Insects when they fight Grothama. This can be repeated with indestructibility or regeneration. The tokens can kill Grothama next turn for card draw, and if Grothama has lifelink from Loxodon Warhammer will grant us over 100 life.

Mimic Vat can copy our creatures when they die fighting Grothama, especially Broodhatch Nantuko, Saber Ants, Protean Hulk, Terastodon, or Duplicant. It can also copy Grothama on each of our turns for so we can fight it for card draw while opponents can't, or copy any other creature that dies, especially if we don't want it to go to an opponent's graveyard. Note that Grothama will be permanently exiled if Mimic Vat is removed, so mimicking Grothama can be risky.

During our turn, unequip shields and protective equipment from Grothama and equip them to other creatures so they can fight Grothama and draw cards without dying.

Cream of the Crop digs really deep for a useful card when Grothama or our other big creatures enter the battlefield. Traverse the Outlands thins the deck a lot so we draw much more non-land cards. Rishkar's Expertise, Hunter's Insight, and Greater Good draw lots of cards from our big creatures. Predatory Urge allows Grothama to fight itself to draw 20 cards.

Pathbreaker Ibex and Overwhelming Stampede pump all our creatures for more card draw when they fight Grothama.

Mossbridge Troll can tap Grothama to become a 25/25 and then fight Grothama to draw 25 cards. With any other big creatures this can become 45 cards or 65 cards.

Temur Sabertooth can bounce Grothama after our creatures fight it so opponents can't fight it to draw cards on their turn, while we draw cards when Grothama goes to our hand. Temur Sabertooth can repeatedly draw cards from nonlethal damage to Grothama. Greater Good also allows us to sacrifice Grothama for even more cards after dealing nonlethal damage to it.

With indestructibility, we can deal excess damage to Grothama before flickering, bouncing, or sacrificing to get a lot more card draw, but take care not to draw more than our library size.

Green Sun's Zenith can find Selvala, Heart of the Wilds or Sasaya, Orochi Ascendant for mana, Broodhatch Nantuko or Saber Ants for tokens, Temur Sabertooth for recursion, and Pathbreaker Ibex or Vigor to pump our creatures and win.

Grothama draws lots of cards so we can flip Sasaya, Orochi Ascendant into Sasaya's Essence, which provides ridiculous ramp to cast the spells drawn; just 4 Forests will provide 16 mana. With Sasaya's Essence, Traverse the Outlands or Eureka can produce hundreds of green mana, and Earthcraft makes our mana elves and newly played creatures produce much more mana. Sasaya's Essence continues to provide devotion for Karametra's Acolyte and Nykthos, Shrine to Nyx as flipped cards still retain their mana cost.

Traverse the Outlands ramps by 10 Forests or more thanks to Grothama's power. It's also great to cast with an equipped Sword of Feast and Famine to untap those Forests after combat.

Sakiko, Mother of Summer should generate lots of mana when our big trampling creatures deal combat damage, so we can cast the spells drawn with Grothama. Metalworker gives us lots of mana to cast spells after drawing cards with Grothama since our deck is full of artifacts.

Mana Reflection doubles the mana we get from all lands, creatures, and mana rocks, which is great since many of our sources tap for multiple mana. Note that this does not double the mana from Sasaya's Essence or Sakiko, Mother of Summer.

Umbral Mantle can generate infinite mana by untapping Selvala, Heart of the Wilds, Gyre Sage, Karametra's Acolyte, or Metalworker (which only generates colorless mana). If we have Mana Reflection, this also works with Fyndhorn Elder, Greenweaver Druid, Joraga Treespeaker, and Nantuko Elder. Non-mana-producing creatures can also participate if we have Earthcraft and Sasaya's Essence.

Semblance Anvil can exile artifact creatures to give cost reduction for both artifacts and creatures, making it easy to storm off with Paradox Engine.

Myojin of Life's Web can cheat into play all the creatures we draw from Grothama without paying more than 9 mana.

Eureka can cheat into play all the permanents we draw with Grothama, which should greatly outnumber the permanents in opponents' hands. Hammer of Nazahn lets us equip creatures for free when we Eureka equipment into play. Duplicant and Terastodon should take care of problematic permanents that opponents put into play when we Eureka.

Temur Sabertooth lets us reuse Myojin of Life's Web, and Greenwarden of Murasa lets us reuse Eureka, especially after drawing more cards during the process with Garruk's Packleader. Greater Good can sacrifice the big creatures we cheated in to draw even more cards so we can cheat in even more creatures to extend the combo. We should have the mana to cast and sacrifice Grothama multiple times by this point, especially with a Command Beacon. We can even recast Grothama, give it haste with Swiftfoot Boots, then make it fight itself with Predatory Urge for 20 more cards.

Paradox Engine untaps all our non-land mana sources to cast all the spells drawn with Grothama, and is especially powerful with Earthcraft, Selvala, Heart of the Wilds, Gyre Sage, Karametra's Acolyte, and Metalworker. With Temur Sabertooth and enough mana, we can repeatedly bounce and cast Ulamog, the Ceaseless Hunger to exile all our opponents' permanents.

With Umbral Mantle pumping a mana creature to infinite size, we can pump all our creatures for infinite trampling damage using Pathbreaker Ibex, Overwhelming Stampede, or Dragon Throne of Tarkir. Vigor also works if Grothama fights the infinite-power creature first, then our other creatures. Alternatively, we can use the infinite mana generated to repeatedly untap our other creatures with Umbral Mantle after tapping them with Earthcraft, pumping them to infinite size.

If a combat win is not possible, Umbral Mantle can instead pump a single mana creature to the size of our library and fight Grothama to draw our library, then untap the creature for infinite mana to cast the spells drawn. Sacrificing the pumped creature to Greater Good will also draw our library and find other ways to cheat everything into play.

Gonti's Aether Heart should easily give us an extra turn to capitalize on our overwhelming boardstate, since our equipment and artifact creatures give energy counters.

With either Umbral Mantle and infinite mana or Paradox Engine and lots of spells to cast, we can use Stuffy Doll to repeatedly hit itself to kill an opponent, or Ulvenwald Tracker to set up multiple fights to kill opponents' creatures.

Many of these cards have synergies with one another and not just Grothama.

If Mossbridge Troll enters the battlefield with Cream of the Crop already in play, we can tap other creatures to pump Mossbridge Troll while the Cream of the Crop trigger is on the stack so we can dig deeper for a card, making it practically a tutor. With enough creatures to tap, this becomes a tutor that also allows us to reorder all the cards in our library. This also works to draw a card with Selvala, Heart of the Wilds, with whom Mossbridge Troll can also produce crazy mana. Paradox Engine allows tapping the same creatures to pump Mossbridge Troll multiple times as long as we cast spells.

Psychosis Crawler can simply kill all opponents when sacrificing other big creatures to Greater Good, especially since each big creature sacrificed draws more big creatures to sacrifice.

Greater Good lets us sacrifice Protean Hulk to find specific creatures, and sacrifice or discard Brawn to give our creatures trample.

Ulvenwald Tracker allows us to hit Stuffy Doll with a big creature to directly damage an opponent.

Vigor can put a lot of +1/+1 counters on Gyre Sage when she fights Grothama, so she can produce a lot of mana afterwards.

Pathbreaker Ibex, Overwhelming Stampede, and Dragon Throne of Tarkir give ridiculous power boosts when used in succession.

The tokens created by Druid's Call, Broodhatch Nantuko, and Saber Ants work well with Vigor, Pathbreaker Ibex, Overwhelming Stampede, Dragon Throne of Tarkir, Oran-Rief, the Vastwood, Gaea's Cradle, and Earthcraft.

Paradox Engine and Gaea's Cradle incentivize using creatures for mana, which later become huge threats once we have Pathbreaker Ibex, Overwhelming Stampede, Dragon Throne of Tarkir, or Vigor.

Grothama, All-Devouring also considers the following cards to be candidates for inclusion.

In a more aggressive version of the deck, expendable creatures with low CMC and high power could be used in place of protective effects, if Grothama is only played just before attacking for card draw. Good choices include Durkwood Baloth, Phyrexian Soulgorger, Rhonas the Indomitable, Ravaging Riftwurm, Managorger Hydra, Traxos, Scourge of Kroog, Hunted Troll, Kalonian Hydra, and Gigantosaurus.

Hypergenesis acts as a second copy of Eureka, but needs to be suspended a few turns in advance, and can only be cast during upkeep, so Reliquary Tower and Greater Good are helpful to increase its potential. Mosswort Bridge allows us to cast it at instant speed without suspending.

Ugin's Nexus gives us an extra turn to capitalize on a Eureka or Hypergenesis, but needs to be destroyed by a Terastodon or something similar.

Tornado Elemental can wipe out most flyers that opponents put into play with Eureka. Bane of Progress and Oblivion Stone could also be good with some sort of indestructibility for our permanents.

Kozilek, the Great Distortion, Void Winnower, Nullstone Gargoyle, Possessed Portal, Dosan the Falling Leaf, and Conqueror's Flail can prevent opponents from responding.

Alhammarret's Archive lets us draw twice as many cards from Grothama. Strionic Resonator can do the same and also copy other useful triggers. Abundance can be useful to only draw nonland cards, or find the seven land cards needed to flip Sasaya, Orochi Ascendant.

Cloudstone Curio is another way of bouncing Grothama after fighting to draw cards. It can also bounce mana producers like Selvala, Heart of the Wilds and Karametra's Acolyte to produce more mana if we have Swiftfoot Boots to provide haste.

Vedalken Orrery and Yeva, Nature's Herald allow us to flash in Grothama just before our turn so opponents don't get to fight it when they attack.

Silent Arbiter prevents opponents from fighting Grothama with more than one creature so it's much harder for them to kill it.

Shield of the Avatar can negate the damage to Grothama from most creatures and allow it to block, or protect our own creatures when they fight Grothama, as long as we have enough creatures to amplify the damage reduction.

Dolmen Gate protects our creatures from combat damage when attacking, preventing blockers from drawing cards by damaging Grothama, or killing our creatures that survived fighting Grothama.

Scythe of the Wretched equipped to Grothama returns the first creature killed by it, which can save our creature and deter opponents from fighting it, although they can fight it with fodder first to unequip the Scythe.

Umezawa's Jitte can pump Grothama, or shrink and remove opponents' creatures.

Nantuko Mentor can deter opponents from fighting Grothama with the threat of pumping it, and then pump another creature on our turn to safely fight Grothama and draw double the cards. It also makes Grothama deal lethal commander damage to an opponent in one hit if we can give it at least 1 more power, as does Berserk, Grappling Hook, Fireshrieker, or Inquisitor's Flail.

Grafted Exoskeleton makes Grothama lethal in one hit. Detaching the exoskeleton from Grothama also lets us sacrifice it to draw cards if it is damaged.

Conjurer's Closet can flicker Grothama to draw cards after we deal nonlethal damage to it, but only works during the end step.

Mirage Mirror can copy any useful permanent, often providing a non-summoning-sick copy we can tap immediately, and is especially lethal when copying Pathbreaker Ibex then attacking with Grothama. It can also copy Grothama to let us sacrifice the original to draw cards, which is helpful when Grothama is indestructible.

Dual Nature copies the creatures we play or cheat into play, and also makes copies of opponents' creatures, but we should benefit asymmetrically. Bramble Sovereign makes a copy of our creatures entering play for .

Helm of the Host makes copies of Grothama that we can fight to draw cards. Fighting the copy with the original can draw 20 or more cards.

Soul of New Phyrexia can protect all our permanents from boardwipes, especially instant-speed ones after a Eureka.

Eldrazi Monument makes all our creatures indestructible fliers, but requires other ways to make Grothama leave the battlefield for card draw.

Colfenor's Urn can bring back Grothama and our other big creatures, but can backfire if the Urn is destroyed while Grothama is exiled.

Cauldron of Souls revives Grothama and our other creatures it fought so we can draw cards without much downside, although Grothama will now be around and smaller for opponents to fight until our next turn.

Deathrender can cheat all the creatures drawn from Grothama into play as long as there are enough creatures to sacrifice, especially with Ashnod's Altar to negate the equip costs.

Bear Umbra protects one of our creatures when it fights Grothama, and untaps lands to cast the spells drawn when Grothama dies. Nature's Will also untaps our lands after combat.

Stone-Seeder Hierophant gives multiple untaps with Paradox Engine or landfall triggers from Eureka, generating lots of mana by repeatedly untapping Gaea's Cradle or Nykthos, Shrine to Nyx, or repeatedly untapping Oran-Rief, the Vastwood to massively grow the newly played creatures.

Circle of Elders and Whisperer of the Wilds produce a good amount of mana if we have at least one other big creature. Priest of Titania and Elvish Archdruid could ramp well if we had a few more Elves. Shaman of Forgotten Ways ramps while providing an alternative wincon.

Emerald Medallion reduces the cost of our green spells. Rhonas's Monument can further reduce the cost of our creature spells while pumping and granting trample. Geode Golem can help us cheat Grothama into play after it has died multiple times, and has reasonable power.

Sekki, Seasons' Guide can leave behind an army of Spirits after fighting Grothama, or return from the graveyard instead.

Siege Behemoth lets our creatures bypass blockers. Champion of Lambholt or Bellowing Tanglewurm make them nigh unblockable.

Brawn easily gives trample to all our creatures when it attacks by fighting Grothama and dying.

Wurmcoil Engine gains life when fighting Grothama, and leaves behind more Wurms.

Nylea's Colossus can double Grothama's toughness so it can take more punishment, or double another creature's power so it can deal more damage to Grothama and draw more cards.

Death's Presence pumps our surviving creatures when Grothama fights.

Foe-Razer Regent grows our creatures if they fight Grothama and survive. It also makes Grothama bigger, but we don't get card draw if Grothama doesn't die.

Deceiver of Form can transform Grothama and other creatures into something else so opponents can't draw cards from combat damage to Grothama, but it also prevents us from drawing. This is very lethal if Pathbreaker Ibex is on top of our library and we have 3 or more creatures ready to attack.

Hunter's Prowess is a second copy of Hunter's Insight, with the benefit of +3/+3 and trample, but with the drawback of sorcery speed letting opponents know which creature to block.

Elemental Bond draws a card for each big creature we put into play, but is a mandatory draw. Abzan Beastmaster draws a card each turn since we are likely to have the biggest creature. Beast Whisperer draws cards when casting creatures but not when cheating them in.

Skullclamp can provide bonus card draw when Grothama or our other creatures die, and can convert tokens from Druid's Call, Broodhatch Nantuko, and Saber Ants into lots of cards.


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