
Kogla and Yidaro
The Commander
When Kogla and Yidaro enters, choose one —
• It gains trample and haste until end of turn.
• It fights target creature you don't control.
, Discard this card: Destroy up to one target artifact or enchantment. Shuffle this card into your library from your graveyard, then draw a card.
Guide
Gameplan
Cast Kogla and Yidaro as a beefy 7/6 that either fights down a blocker/threat or gains trample and haste to swing immediately, then keep recurring it from your graveyard or hand thanks to its discard ability that doubles as artifact/enchantment removal. You're a Gruul midrange/beatdown deck that grinds through removal by repeatedly redeploying your big bodies and turning the commander into a value engine. Win by attacking with large, evasive creatures backed by ramp and protection.
Strengths
- Built-in repeatable removal (fight + the discard ability hitting artifacts/enchantments)
- Highly resilient commander — the discard ability shuffles it back and replaces itself, dodging graveyard/exile hate inconsistently and lowering effective commander tax pressure
- Flexible ETB lets it act as immediate haste damage or as a removal magnet
- Naturally large body that demands answers and pairs well with Gruul's cheap ramp
Weaknesses
- Six mana for a creature with no evasion of its own unless you choose the trample/haste mode
- Color identity locks out countermagic and cheap interaction; vulnerable to control and stax
- Relies on combat, so board wipes and go-wide blockers blunt the plan
- The fight mode can backfire against deathtouch or bigger creatures without a pump
Key Cards
- Lightning Greaves — Grants haste and shroud so the commander can swing or fight safely the turn it lands.
- Rampaging Baloths — Turns your heavy ramp into a token army that supports a wide Gruul beatdown plan.
- Xenagos, God of Revels — Doubles the commander's power and grants haste, turning a single connection into lethal trample damage.
- Cultivate — Fixes and ramps toward your six-drop commander and expensive payoffs reliably.
- Garruk's Uprising — Card draw on big creatures plus trample keeps your hand stocked and your attackers menacing.
Upgrade Path
Add more reliable haste and protection (Swiftfoot Boots, Heroic Intervention) so the commander connects and survives. Lean into double-strike/power doublers like Xenagos and Berserkers' Onslaught to make trample damage lethal in one hit, and tighten your ramp suite with cheap rocks and mana dorks to deploy threats ahead of curve. For higher power, include consistent card advantage (Beast Whisperer, Garruk's Uprising) and a few combat-ending finishers like Craterhoof Behemoth or Pathbreaker Ibex.
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
- ▸Repeated combat damage from oversized trampling attackers
- ▸Voltron beats with the commander plus haste/pump enablers
- ▸Going wide with token producers like Rampaging Baloths to overwhelm blockers
Archetypes
- Gruul Midrange Beatdown — A resilient, recurring fatty backed by ramp into bigger threats is the deck's natural lane.
- Big Creatures/Stompy — Fight and trample reward filling the deck with large bodies and pump effects.
- Voltron — The commander's resilience and trample mode make it a passable equipment/aura carrier that keeps coming back.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GR), by popularity.

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