Anzrag, the Quake-Mole
RGLegendary Creature — Mole God

Anzrag, the Quake-Mole

Mana value4EDHREC#2,707

The Commander

Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.

{3}{R}{R}{G}{G}: Anzrag must be blocked each combat this turn if able.

Guide

Gameplan

Anzrag is a 6/6 beater that snowballs into extra combats: pay {3}{R}{R}{G}{G} 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 ({3}{R}{R}{G}{G}) 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 AssaultUntaps your team and grants extra combats for {2}{R}{R}, giving a non-block-dependent combat engine that pairs with Anzrag.
  • Bear UmbraUntaps all your lands when Anzrag attacks, fueling the next activation and effectively enabling infinite combats with Aggravated Assault.
  • Nature's WillUntaps all lands when a creature deals combat damage to a player, ramping you into repeated Anzrag activations and extra combats.
  • Berserkers' OnslaughtGives your attackers double strike, turning each extra combat phase into a lethal damage multiplier.
  • Rampaging BalothsLandfall token engine that floods the board so untap-and-attack-again actually overwhelms multiple opponents.
  • Xenagos, God of RevelsDoubles 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 / VoltronAnzrag's force-block-and-extra-combat loop rewards loading him with trample, double strike, and protection to one-shot players.
  • Aggro / StompyGR ramps into fat creatures and Anzrag untaps the team for repeated alpha strikes.
  • ComboPairing Anzrag's extra combats with mana-untapping enchantments like Bear Umbra enables near-infinite combat loops.
  • Tokens / Go-WideUntapping 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.

Related Commanders

Same color identity (GR), by popularity.

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