
Anzrag, the Quake-Mole
The Commander
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Guide
Gameplan
Anzrag is a 6/6 beater that snowballs into extra combats: pay to force it to be blocked, and when it's blocked you untap all your creatures and get an additional combat phase. Ramp hard, drop Anzrag, and chain combats with menace/unblockable enablers or trample to bash the table out in one or two turns.
Strengths
- Generates repeatable extra combat phases, which scales explosively with go-wide or big-creature boards
- Untapping all your creatures means your whole team attacks again, not just the commander
- Forces blocks on demand, enabling deathtouch/first-strike removal and clearing chump blockers
- GR has the best ramp and aggressive creatures in the format, so it comes down early and stays ahead on mana
Weaknesses
- Anzrag must actually be blocked to trigger the cascade—evasion on him, or no blockers, shuts it off
- Activated ability is mana-hungry (
) and you often need to activate every turn
- Vulnerable to instant-speed removal in response to the trigger, wasting your combat
- No card draw or recursion in the color pair without dedicated support, leading to running out of gas
- Fog effects and stax pieces that tax attacking or untapping cripple the engine
Key Cards
- Aggravated Assault — Untaps your team and grants extra combats for
, giving a non-block-dependent combat engine that pairs with Anzrag.
- Bear Umbra — Untaps all your lands when Anzrag attacks, fueling the next activation and effectively enabling infinite combats with Aggravated Assault.
- Nature's Will — Untaps all lands when a creature deals combat damage to a player, ramping you into repeated Anzrag activations and extra combats.
- Berserkers' Onslaught — Gives your attackers double strike, turning each extra combat phase into a lethal damage multiplier.
- Rampaging Baloths — Landfall token engine that floods the board so untap-and-attack-again actually overwhelms multiple opponents.
- Xenagos, God of Revels — Doubles power and grants haste, making Anzrag a 12/6 hasty threat that ends games over a couple combats.
Upgrade Path
Add fast green ramp (Sol Ring, Birds of Paradise, Cultivate, Three Visits) so you cast Anzrag turn 3-4 and have mana to activate immediately. Lock in the combat-loop combos (Bear Umbra or Sword of Feast and Famine plus Aggravated Assault) and add evasion/protection like Lightning Greaves and Heroic Intervention to guarantee the trigger resolves. Top end should be a haymaker finisher such as Craterhoof Behemoth or Xenagos to convert extra combats into immediate lethal damage.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Chain infinite or near-infinite combats with Bear Umbra/Nature's Will + Aggravated Assault to deal unlimited damage
- ▸Connect with a trample/double-strike Anzrag for commander damage one-shots
- ▸Alpha strike a wide token board across two or three combat phases
- ▸Overrun-style anthem effects (Craterhoof Behemoth) closing the game across stacked combats
Archetypes
- Extra Combats / Voltron — Anzrag's force-block-and-extra-combat loop rewards loading him with trample, double strike, and protection to one-shot players.
- Aggro / Stompy — GR ramps into fat creatures and Anzrag untaps the team for repeated alpha strikes.
- Combo — Pairing Anzrag's extra combats with mana-untapping enchantments like Bear Umbra enables near-infinite combat loops.
- Tokens / Go-Wide — Untapping every creature each combat turns a wide board into multiple lethal swings in a single turn.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GR), by popularity.

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