It’s Gatecrash Week here at Starcitygames.com, and we Commander guys have been rolling out some sweet 100-card decks featuring the newest legends to hit the block. I couldn’t keep a lady waiting, so I did Aurelia, the Warleader early. Today—better late than never—big, bad, and brawlin’ Borborygmos Enraged gets his time in the sun!
Before we get started, lean in close to the screen so we can talk a moment without… Well, him, hearing us. I have something to admit. I wasn’t really a fan of the earlier, slightly calmer Borborygmos. He just didn’t inspire; he has a weird name, is kinda expensive for his power/toughness (at least by modern standards), and his effect of making the rest of your team a wee bit bigger just really didn’t reach out and grab me.
But hey—time goes by, and this Cyclops has gotten pissed! And rather than getting ugly when angry, this legend is enticing. Just check him out. Swapping his power and toughness lets him kill with commander damage in three attacks rather than four, which is a pretty sweet start. He keeps the trampling to continue the sweetness.
And just check out that text box! Gone is that ho-hum, yawn evoking, I can’t even remember what it was ability. Now…now we’re messing with lands! We’re ripping lands from the top of our deck, and we’re throwing lands like Lightning Bolts at creatures or players.
That’s what I’m talking about—those are abilities worth building around!
I was half-tempted to put together a deck that looks like this:
1 Borborygmos Enraged
99 assorted lands
I mean, you’re guaranteed to hit your land drops every turn, and when you cast BB&G, you’ll have seven lands in your hand ready to unleash 21 points of damage at something or somebody. But then I realized you’d be sitting around for eight turns doing nothing but dropping lands. Not exactly a load of fun, but if you’re drunk it would give you time to sober up.
However, we could fill out the deck with some synergistic "land matters" stuff while keeping the land count extremely high. What about something like this?
Creatures (12)
- 1 Azusa, Lost but Seeking
- 1 Budoka Gardener
- 1 Yavimaya Elder
- 1 Groundskeeper
- 1 Nantuko Cultivator
- 1 Sasaya, Orochi Ascendant
- 1 Fa'adiyah Seer
- 1 Tilling Treefolk
- 1 Oracle of Mul Daya
- 1 Rampaging Baloths
- 1 Avenger of Zendikar
- 1 Borborygmos Enraged
Lands (69)
- 1 Strip Mine
- 21 Forest
- 1 Wooded Foothills
- 1 Reflecting Pool
- 15 Mountain
- 1 Taiga
- 1 Hall of the Bandit Lord
- 1 Windswept Heath
- 1 Bloodstained Mire
- 1 Yavimaya Hollow
- 1 Maze of Ith
- 1 Diamond Valley
- 1 Winding Canyons
- 1 Tower of the Magistrate
- 1 High Market
- 1 Terrain Generator
- 1 Gruul Turf
- 1 Stomping Ground
- 1 Vesuva
- 1 Mosswort Bridge
- 1 Spinerock Knoll
- 1 Fire-Lit Thicket
- 1 Jund Panorama
- 1 Naya Panorama
- 1 Rootbound Crag
- 1 Arid Mesa
- 1 Misty Rainforest
- 1 Scalding Tarn
- 1 Verdant Catacombs
- 1 Raging Ravine
- 1 Inkmoth Nexus
- 1 Command Tower
- 1 Kessig Wolf Run
- 1 Cavern of Souls
- 1 Thespian's Stage
Spells (19)
70% land is still a ton of lands, enough so that BB&G damage triggers should net you two lands, but now we’ve got some additional ways to take advantage of all those lands. Exploration, Manabond, Burgeoning, Gaea’s Touch, Budoka Gardener, Explore, Azusa, Lost but Seeking, Oracle of Mul Daya and Terrain Generator give us a ton of acceleration, which will let us cast BB&G much earlier—something that’s quite handy for an eight-drop!
Storm Cauldron technically "accelerates," but it does something quite different in this deck. It provides considerable disruption for your opponents while giving you the flexibility of keeping your hand chock full of lands to throw around with BB&G or playing them all back out again with all those cards listed above. It’s certainly going to be a bit of a finesse card for this deck to know when it’s right to play Storm Cauldron.
Here are some other "land matters" cards I added to the deck:
Card Draw: Fa’adiyah Seer, Mulch, Horn of Greed, Nantuko Cultivator, Abundance
These should provide serious card drawing power in a deck with a ton of lands. Nantuko Cultivator in particular is a card I’m looking forward to playing—I can easily see having five or so lands in hand when you play it, pitching those five, putting five +1/+1 counters on the Cultivator, and drawing five cards. Sure, you’ll be drawing mostly lands again, but that’s one way to dig deeper to find some nonland action. Speaking of which, Abundance seems to be the perfect card here to let you always draw a nonland card from such a land-heavy deck when you’re digging for a spell or creature.
Back from the Graveyard: Groundskeeper, Life from the Loam, Crucible of Worlds, Tilling Treefolk
BB&G likes discarding lands for Lightning Bolts, so it makes sense to have ways to recover those lands in the graveyard. I also included a fair number of saclands to make these cards helpful even before BB&G hits the table. These cards also make Constant Mists a very potent defensive card, especially in conjunction with the land acceleration cards.
Search for Lands: Yavimaya Elder, Sprouting Vines
While these can only dig up basics, they can help keep your hand flush with lands. Sprouting Vines in particular can do some spectacular work if two opponents go after each other with a flurry of spells one turn!
Landfall: Seer’s Sundial, Eternity Vessel, Rampaging Baloths, Avenger of Zendikar
Zendikar’s landfall cards seem perfect for this sort of deck, and these four are the best of the bunch for Commander.
Retrace: Savage Conception
Cards with the retrace keyword from Eventide seem to be a perfect fit for Borborygmos Enraged, but as I looked at the twelve cards, they either didn’t have the right color identity or were rather weak multiplayer cards. Waves of Aggression would have been a perfect card for the deck, but I suppose I’ll have to pair that up with BB&G in a Naya deck down the road. Savage Conception certainly isn’t the strongest card around, but it seems likely that sometimes having a 3/3 creature will be more useful than a Lightning Bolt.
Now, as sweet as this deck is, I still don’t think it’s fully utilizing BB&G’s potential. For one thing, his combat damage triggered ability is rather middling in the grand scheme of things—once you’ve unloaded a bunch of lands for Lightning Bolts, getting two extra Lightning Bolts (on average) per attack is decent but not what I’d call scary. What you need is to squeeze in more triggers each turn! I’ve been on a big "multiple attack steps" kick lately (see Aurelia, the Warleader), and that approach would certainly fit here… But rather than beat on that same drum, I thought for this deck I’d focus more on giving BB&G double strike instead. That doubles the damage he deals, potentially killing someone in two turns with Commander damage, and doubles the combat damage triggers.
I’m thinking something along these lines:
Creatures (18)
- 1 Azusa, Lost but Seeking
- 1 Krosan Tusker
- 1 Budoka Gardener
- 1 Anger
- 1 Yavimaya Elder
- 1 Groundskeeper
- 1 Nantuko Cultivator
- 1 Sasaya, Orochi Ascendant
- 1 Allosaurus Rider
- 1 Deus of Calamity
- 1 Tilling Treefolk
- 1 Hellkite Charger
- 1 Oracle of Mul Daya
- 1 Rampaging Baloths
- 1 Avenger of Zendikar
- 1 Borborygmos Enraged
- 1 Rubblehulk
- 1 Wrecking Ogre
Lands (45)
- 1 Strip Mine
- 12 Forest
- 1 Wooded Foothills
- 1 Reflecting Pool
- 8 Mountain
- 1 Taiga
- 1 Hall of the Bandit Lord
- 1 Yavimaya Hollow
- 1 Maze of Ith
- 1 Diamond Valley
- 1 Winding Canyons
- 1 Tower of the Magistrate
- 1 High Market
- 1 Gruul Turf
- 1 Stomping Ground
- 1 Mosswort Bridge
- 1 Spinerock Knoll
- 1 Fire-Lit Thicket
- 1 Jund Panorama
- 1 Naya Panorama
- 1 Rootbound Crag
- 1 Raging Ravine
- 1 Inkmoth Nexus
- 1 Command Tower
- 1 Kessig Wolf Run
- 1 Cavern of Souls
- 1 Thespian's Stage
Spells (37)
- 1 Sensei's Divining Top
- 1 Exploration
- 1 Scroll Rack
- 1 Horn of Greed
- 1 Sylvan Library
- 1 Mana Vault
- 1 Wheel of Fortune
- 1 Sol Ring
- 1 Burgeoning
- 1 Constant Mists
- 1 Fires of Yavimaya
- 1 Crucible of Worlds
- 1 Skullclamp
- 1 Abundance
- 1 Savage Beating
- 1 Fireshrieker
- 1 Sprouting Vines
- 1 Storm Cauldron
- 1 Mulch
- 1 Manabond
- 1 Crop Rotation
- 1 Greater Good
- 1 Seek the Horizon
- 1 Life from the Loam
- 1 Psychotic Fury
- 1 Harmonize
- 1 Rites of Flourishing
- 1 Rage Reflection
- 1 Runes of the Deus
- 1 Savage Conception
- 1 Eternity Vessel
- 1 Expedition Map
- 1 Basilisk Collar
- 1 Explore
- 1 Seer's Sundial
- 1 Assault Strobe
- 1 Swiftfoot Boots
Double Strike: Assault Strobe, Psychotic Fury, Fireshrieker, Runes of the Deus, Savage Beating, Wrecking Ogre, Rage Reflection
Now we’re talking some serious punch! Thankfully, red gives us a fair number of decent options for double-strike. I’m tempted to squeeze Berserk in here too for a serious combo kill finish even though it would kill poor BB&G at the end of combat.
I’ve added some other goodies to the list as well—some ways to give BB&G haste, hexproof, extra attacks, and a couple creatures who love lots of lands in play. Of course, now that I’ve fleshed the deck out to a little less than half lands, BB&G’s triggered ability will be less effective given a random distribution of cards in my library. I’ve already got Sylvan Library to help stack the deck, but I figured I’d add Sensei’s Divining Top and Scroll Rack to the mix.
The ideal build for Borborygmos Enraged probably lies somewhere between these two lists. My plan is to start with the 45-land version, see what’s working and what’s not, and start cutting cards for lands until I get the right mixture of lands.
Ultimately, what I think is the most fun about Borborygmos Enraged is how he encourages you to build your deck quite different from the typical 39-40 land Commander decks you make most of the time.
So what do you think? What sort of cards do you want to pair up with Borborygmos Enraged? Let me know in the comments!
Take care,
Bennie
I am Golgari Swarm! I was born into Magic a green mage. Summoning gigantic monsters to fight for me was the ultimate rush! And yet time after time my opponents would slay these magnificent creatures and leave them useless, rotting in the grave. That’s when a friend suggested I add black magic to the green so that death was only a temporary inconvenience, and I realized – life and death aren’t points along a journey but a cycle of power that never stops! My Darkness. My Horde. My Guild. Golgari! Join me, won’t you? |
starcitygeezer AT gmail DOT com
Make sure to follow my Twitter feed (@blairwitchgreen). I check it often so feel free to send me feedback, ideas, and random thoughts. I’ve also created a Facebook page where I’ll be posting up deck ideas and will happily discuss Magic, life, or anything else you want to talk about!
New to Commander?
If you’re just curious about the format, building your first deck, or trying to take your Commander deck up a notch, here are some handy links:
- Commander Primer Part 1 (Why play Commander? Rules Overview, Picking your Commander)
- Commander Primer Part 2 (Mana Requirements, Randomness, Card Advantage)
- Commander Primer Part 3 (Power vs. Synergy, Griefing, Staples, Building a Doran Deck)
- Commander Starter Kits 1 (kick start your allied two-color decks for $25)
- Commander Starter Kits 2 (kick start your enemy two-color decks for $25)
- Commander Starter Kits 3 (kick start your shard three-color decks for $25)
My current Commander decks (and links to decklists):
- Aurelia, the Warleader (plus Hellkite Tyrant shenanigans)
- Oona, Queen of the Fae (by reader request)
- Karador, Ghost Chieftain (my Magic Online deck)
- Karona, False God (Vows of the False God)
- Skullbriar, the Walking Grave (how big can it get?)
- Phage the Untouchable (actually casting Phage from Command Zone!)
- Johan (Cat Breath of the Infinite)
- Niv-Mizzet, the Firemind (Chuck’s somewhat vicious deck)
Previous Commander decks currently on hiatus:
- Yeva, Nature’s Herald (living at instant speed)
- Nefarox, Overlord of Grixis (evil and Spike-ish)
- Niv-Mizzet, Dracogenius (new player-friendly)
- Trostani, Selesnya’s Voice (new player-friendly)
- Jarad, Golgari Lich Lord (drain you big time)
- Riku of Two Reflections (steal all permanents with Deadeye Navigator + Zealous Conscripts)
- Phelddagrif (Mean Hippo)
- Sigarda, Host of Herons (Equipment-centric Voltron)
- Bruna, Light of Alabaster (Aura-centric Voltron)
- Ruhan of the Fomori (lots of equipment and infinite attack steps)
- Ghave, Guru of Spores (Melira Combo)
- Glissa, the Traitor (undying artifacts!)
- Grimgrin, Corpse-Born (Necrotic Ooze Combo)
- Damia, Sage of Stone (Ice Cauldron shenanigans)
- Geist of Saint Traft (Voltron-ish)
- Glissa Sunseeker (death to artifacts!)
- Jor Kadeen, the Prevailer (replacing Brion Stoutarm in Mo’ Myrs)
- Thelon of Havenwood (Campfire Spores)
- Melira, Sylvok Outcast (combo killa)
- Konda, Lord of Eiganjo (The Indestructibles)
- Vorosh, the Hunter (proliferaTION)
- Progenitus (Fist of Suns and Bringers)
- Savra, Queen of the Golgari (Demons)
- Uril, the Miststalker (my "more competitive" deck)