“I didn’t want to make a fuss, but now that you mention it…”
Art:Anzrag, the Quake-Mole by Helge C. Balzer
Table of Contents
Today’s Featured Commander Is:
Anzrag is a commander I wanted to feature during MKM week but never got the chance too, I am very excited to showcase this deck today. While this deck is pretty straightforward and is nothing more than a Gruul stompy deck with extra combats, I found it to be fun and interactive, and while decently powerful and certainly requiring the right table with appropriate power levels, it’s still an absolute blast to play. If you are a fan of a ton of combats or just Gruul in general, I think you will like this one. Without further adieu, let’s get it!
The Deck:
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Anzrag, the Quake-Mole Extra Combats!
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Where does this deck fall on the power scale?
I would say this deck falls comfortably around a power-level seven; while we do have infinite combos in the deck, they all focus on Aggravated Assault, and that can easily be taken out by removal. We are pretty oppressive against creature strategies, especially more aggressive ones, but pair decently well against midrange strategies. This is a deck I would only bring out at a table of appropriate power-level and not something I would likely bring to an FNM as we draw hands that can be quite oppressive.
Why Anzrag, The Quake Mole?
Anzrag is a huge part of our deck and one of the biggest enablers for our deck; because of this, they are absolutely a removal magnet for our opponents and often get targeted, while we don’t have many ways to stop this besides giving Anzrag indestructible we are decently heavy on-ramp so we can re-cast them with ease. We also have a ton of support cards that allow us to force our opponents to block an indestructible Anzrag and keep those extra combats rolling. I typically don’t cast Anzrag until we are ready to go off and swing hard.
Deck Overview:
This section contains information about cards in the deck and how they function within the deck! I also highlighted some of my favorite cards in the deck! The infinite combos and loops in the deck are listed below in the “Main Win Conditions” Section.
Creatures:
To start off, we have some strong early game ramp creatures like Elvish Mystic
Planeswalkers:
We only have one planeswalker, but they are quite cheap and strong; I really like Domri, Anarch of Bolas
Instants:
Hunter's Insight
Sorceries:
Our sorcery package is where many of our forced blocks happen like Compelled Duel
Artifacts:
We have quite a few strong pieces of ramp like Gruul Signet
Enchantments:
Lure
Land Base:
Since we have a pretty high overall cost within the deck, we are running above average at thirty-seven lands, which allows us to commit a lot of lands to the board and ramp hard. We are pretty heavy on basics, but we have quite a few strong non-basics. We have some lands that give us speed, like Stomping Ground
Strengths of the Deck:
- We are pretty heavy on-ramp and can get our commander out as well as our higher-value permanents pretty easily.
- We have a ton of different ways to give our commander and some of our best attackers indestructible, and a few ways to give them deathtouch we are a nightmare to deal with in combat.
- We can present a ton of damage and easily one-shot an opponent across multiple combats on a turn.
Weaknesses of the Deck:
- With the exception of combat, we don’t have a ton of ways to damage or kill our opponent’s creatures.
- Our commander is a huge removal magnet and gets targeted typically the second they come out.
- We don’t have a ton of supplemental card draw throughout the deck.
Deck Stats:
Sample Hands:
Main Win Conditions:
We are a combat deck through and through, and we use cards like our commander to take on a ton of additional combos. We also have some strong extra payoff cards like Moraug, Fury of Akoum
Aggravated Assault
Requires:
Aggravated Assault must be on the battlefield. Old Gnawbone must be on the battlefield. You control creatures that can deal at least six combat damage that cannot be blocked by an opponent.
Steps:
- Attack with the creatures to deal at least six combat damage to a player, triggering Old Gnawbone’s ability, creating at least six Treasure tokens.
- Activate five Treasure tokens by tapping and sacrificing them, to add 3RR.
- Activate Aggravated Assault by paying 3RR to untap all creatures you control and to get an additional combat phase and an additional main phase after that.
- Repeat.
Results:
Infinite colored mana. Infinite combat phases. Infinite Treasure tokens. Infinite untap triggers.
Aggravated Assault
Requires:
Aggravated Assault must be on the battlefield. Bear Umbra must be on the battlefield. You control an additional creature. An additional creature does not have summoning sickness. Bear Umbra attached to that additional creature you control. You control lands that can tap to produce at least 3RR. An opponent is unable to block and kill creatures you control.
Steps:
- Declare enchanted creature as attacker.
- Bear Umbra triggers, untapping all lands you control.
- Proceed to your next main phase.
- Activate Aggravated Assault by paying 3RR, untapping all creatures you control and getting an additional combat and main phase after this one.
- Repeat.
Results:
Infinite combat phases.
Aggravated Assault
Requires:
Savage Ventmaw must be on the battlefield. Aggravated Assault must be on the battlefield. Savage Ventmaw does not have summoning sickness. An opponent is unable to block and kill Savage Ventmaw.
Steps:
- Declare Savage Ventmaw as an attacker, attacking an opponent unable to block and kill it.
- Savage Ventmaw triggers, adding RRRGGG.
- Move to your post-combat main phase.
- Activate Aggravated Assault by paying 3RR, untapping all creatures you control and causing you to get an additional combat and main phase after this one.
- Repeat.
Results:
Infinite combat damage. Infinite combat phases. Infinite green mana. Infinite red mana. Infinite untap of creatures you control.
Conclusion:
I hope you all enjoyed this one; while this deck is a little higher power than I typically make, I couldn’t think of another way to build this absolute beast of a commander, I find this commander very interesting, and while the way you build them is pretty straight forward, I think this deck is an absolute blast at the right table. Thanks for reading to the end and for all of your support!