“He was right. There is still some mystery left in this world.”
Art:Galloping Lizrog by Lius Lasahido
Table of Contents
Today’s Featured Commander Is:
Galloping Lizrog is an absolute Simic powerhouse. That shouldn’t be surprising since a ton of the simic commanders in the format are absolute powerhouses, but this one is a little different than the typical Simic commander, we are focused entirely on commander damage and hitting our opponents super hard and one-shotting them. Galloping Lizrog is very good at this job; being able to take all of the counters we have on our creatures and turn them into double the amount on our commander is super busted, and being able to make our commander unblockable through a ton of different cards in our deck makes the one-shot nearly inevitable, oh and don’t forget we are in Simic so we have some counterspells in our arsenal to protect our commander. This deck is a pure Simic fun-fest and I hope you all love this one as much as I do. Without further adieu, let’s get it!
The Deck:
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Why Galloping Lizrog?
Galloping Lizrog is the deck; they are what we are entirely built around and the card we typically finish games with, while they are a huge part of our deck we almost never cast them on curve; we typically like to wait until we have a huge board built up so we can take full advantage of our commanders ETB and set up for a huge one-shot since there is an absolute ton of single-target removal within the format I also like to keep at least one or two protection spells in my hand so they can survive the turn before they attack. Snakeskin Veil, Avoid Fate
Gameplan:
The gameplan for this deck is pretty simple; it mostly consists of establishing as many of our creatures as we can and putting a ton of counters on them through other cards or through proliferate effects like Thrummingbird
For a starting hand, its quite simple, I typically look for at least a little bit of ramp as well as some early ways to get counters on our creatures so when we cast our commander they can be big and ready for the one-shot! A lot of hands in this deck are quite keepable; we don’t need anything that specific; this deck is full of redundant effects, which makes it quite easy to keep most hands.
Deck Matchups:
Since this is Pauper EDH, there are an absolute ton of things that can tip a game in your favor or out of it. While an archetype may seem favorable, there are absolutely good and bad commanders for our deck to go up against; I have included both these, which were all played among my testing groups using various decks, and I have included the sample size for clarity purposes. This is just meant to be a guide after testing a bunch of games with this deck!
The information below is notes about specific decks that were featured in our testing pods and how we fared against them. Naturally, Pauper EDH is a multiplayer game, so these are just a summary of my notes against different commanders and strategies. When we test these decks we try to test to its strengths and weaknesses to give a full spectrum of what the deck has to offer. Various commanders and archetypes/strategies are used to get the most accurate information.
Commanders, we have a good matchup against:
Cactusfolk Sureshot
This is a very good matchup for us. While they can get quite big in the late game, we are easily able to get the one-shot done before that. Add to that that we are able to counter some of their bigger and better creatures, and they can’t do that much to stop us. This is a very good matchup for us.
Armament Corps
Speed is certainly the name of the game against this deck, and we are considerably faster than they are. By the time they get set up fully and prepare for a big attack, we are typically ready for a huge, unblockable one-shot. This is a very good matchup for us, and if we have a halfway decent hand, we can usually pull off the win.
Éowyn, Lady of Rohan
This deck and most Voltron decks are quite good matchups for us; being able to counter their best pieces of equipment/auras while we hit them unblockable makes for a very strong matchup. They can have games where they go off and we aren’t ready, but in testing, I didn’t experience that. Overall, this deck and Voltron are a pretty good matchup for us.
Commanders, we have a tough matchup against:
Neva, Stalked by Nightmares
Neva can be a very rough matchup for us; if we have a great game and perform an early one-shot, this matchup isn’t too bad, but as they transition to the mid-late game, they can get really scary, especially with the litany of Pacifism
Crypt Rats
This is a tough one. It can be very hard to grind a long game out, and the rat is perfect for doing that; they typically wipe out all of our smaller creatures and +1/+1 counter fodder, which throws the whole game plan off of the rails. I had very little success in testing against this matchup.
Whisper, Blood Liturgist
This is a tough one; this deck typically runs a ton of sacrifice effects while having a ton of removal as well as recursion; if they catch us with our commander out and no protection, a well-placed Fleshbag Marauder
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!
Creatures:
We have so many awesome creatures in our deck, with absolute powerhouses like Urban Daggertooth
Instants:
We are very defensive in our instant package which is perfect because there is an absolutely insane amount of removal floating around the format and without the assistance of cards like Arcane Denial
Sorceries:
We are in Simic, so we absolutely need to draw some cards. So we had to include Preordain
Artifacts:
We don’t have a ton of interesting artifacts as most of them are mana rocks; since we have a lot of mana dorks in our creature package and a decent amount of ramp overall we have a ton of mana rocks because early or late these can be great ways to get ahead, being able to play something like a Llanowar Elves
Enchantments:
Master Chef
Strengths of the Deck:
- Opponents are essentially reduced to sixteen health in this deck since we can easily hit an unblockable commander damage one-shot.
- Since we are in Simic, we have access to removal, counterspells, as well as artifact and enchantment destruction while still having a fairly aggressive gameplan.
- We can be quite fast especially with our ramp and with the right set of cards can end the game within five or six turns.
Weaknesses of the Deck:
- We are quite dependent on our commander, and they are often a removal magnet for our opponents; while we do have counterspells, we don’t have enough to counter absolutely everything.
- We can have very tough matchups against aggressive decks, especially ones that are quite explosive and very fast. We can have fast hands but often times these decks are faster.
- Our deck is very much a win-more strategy, when we have a strong board the deck does very well but when our board keeps getting wiped out we can struggle a lot.
Deck Stats:
Sample Hands:
Conclusion:
I hope you all enjoyed this one! Galloping Lizrog is such an interesting commander and is very fun to pilot; this card definitely emboides the overall spirit of simic and is just a blast to pilot. While this deck is strong, it’s certainly not overwhelming and can be a ton of fun against other creatures’ decks. I have been loving this deck a ton and have been playing it an absolute ton with my playgroup. Thank you so much for your support!