
Hugs, Grisly Guardian
The Commander
Trample
When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards.
You may play an additional land on each of your turns.
Guide
Gameplan
Hugs ramps hard with extra land drops and turns your library into card advantage by impulse-exiling cards equal to its power, then snowballs into huge threats and finishes with trampling beats. Early turns deploy ramp and land synergies; midgame you cast Hugs, pump its power, and bury opponents in resources and attacks.
Strengths
- Built-in card advantage and extra land drops fuel an explosive, ramp-heavy GR shell
- Power-scaled impulse draw rewards +1/+1 counters and pump, making it bigger each cast
- Trample plus high power closes games quickly with commander damage
- Color identity gives access to the best ramp, big creatures, and counter synergies
Weaknesses
- Impulse draw is use-it-or-lose-it, so a removed Hugs can waste exiled cards
- Vulnerable to spot removal and bounce, resetting the impulse trigger only if cast fresh
- Lacks built-in evasion beyond trample and no protection
- GR has weak interaction, so combo and control decks can race you
Key Cards
- Branching Evolution — Doubles +1/+1 counters to balloon Hugs's power and the number of cards exiled.
- Hardened Scales — Cheaply stacks extra counters on Hugs to grow its impulse draw and damage.
- The Great Henge — Cheap with a big Hugs, it draws, ramps, and pumps the whole board.
- Lotus Cobra — Turns the extra land drops into explosive mana for casting and recasting Hugs.
- Vorinclex, Monstrous Raider — Doubles counters and supercharges every counter-based pump on Hugs.
- Garruk's Uprising — Trample plus a card whenever a big creature enters keeps gas flowing in a heavy shell.
Upgrade Path
Lean into counter doublers (Doubling Season, Vorinclex, Branching Evolution) so each Hugs cast exiles a flood of cards, and add fast ramp like Cultivate, Skyshroud Claim, and mana dorks to deploy Hugs early. Add overrun effects (Craterhoof Behemoth, Pathbreaker Ibex) for one-shot kills, and protective pieces like Heroic Intervention and Lightning Greaves to keep Hugs alive. Tighten the curve with cheap landfall enablers and Lotus Cobra to convert extra lands into explosive plays.
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
- ▸Trample commander damage from an oversized Hugs
- ▸Overwhelming board of large creatures buffed by counter doublers
- ▸Landfall and ramp payoffs like Scute Swarm or Avenger of Zendikar going wide
Archetypes
- +1/+1 Counters — Hugs's exile count scales with its power, so counters directly increase card advantage and damage.
- Landfall/Ramp — The extra land drop each turn pairs with landfall payoffs and big-mana ramp.
- Big Creatures/Stompy — GR ramp and impulse draw deploy fatties fast and swing with trample.
- Group Slug Aggro — Repeated trampling attacks and card advantage let you out-grind midrange tables.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (GR), by popularity.

Etali, Primal Conqueror // Etali, Primal Sickness
EDHREC #752

Omnath, Locus of Rage
EDHREC #941

Xenagos, God of Revels
EDHREC #1,200

Atarka, World Render
EDHREC #1,291

Halana and Alena, Partners
EDHREC #1,961

Mina and Denn, Wildborn
EDHREC #2,011

Tannuk, Memorial Ensign
EDHREC #2,051

Ruby, Daring Tracker
EDHREC #2,178

Klauth, Unrivaled Ancient
EDHREC #2,204

Kogla and Yidaro
EDHREC #2,402

Thrakkus the Butcher
EDHREC #2,544

Anzrag, the Quake-Mole
EDHREC #2,707