
Raggadragga, Goreguts Boss
The Commander
Each creature you control with a mana ability gets +2/+2.
Whenever a creature you control with a mana ability attacks, untap it.
Whenever you cast a spell, if at least seven mana was spent to cast it, untap target creature. It gets +7/+7 and gains trample until end of turn.
Guide
Gameplan
Build a board of mana dork creatures, swing with them (they untap when attacking so they tap for mana again), and dump that mana into huge spells. Casting anything with 7+ mana untaps a creature and gives it +7/+7 trample, letting you flood the board, ramp explosively, and either swing for lethal or storm out a game-ending payoff.
Strengths
- Turns fragile mana dorks into 4/4+ attackers that ramp and beat down simultaneously
- Generates enormous mana for X spells and expensive bombs as early as turn 3-4
- The 7-mana untap trigger doubles as both a combat enabler and a recurring +7/+7 trample buff
- Operates well in green's deep ramp pool, so the engine pieces are cheap and redundant
Weaknesses
- Heavily reliant on creature-based ramp that dies to any board wipe, collapsing the engine
- Very commander-dependent; without Raggadragga the deck is just mediocre dorks
- Vulnerable to spot removal and tap-down effects on key dorks before mana is generated
- Lacks built-in card advantage outside of green draw staples, so it can run out of gas
Key Cards
- Llanowar Elves — A one-mana dork that becomes a 3/3 attacker that untaps to tap for mana again.
- Selvala, Heart of the Wilds — A mana ability creature that pours out absurd amounts of mana, easily fueling the 7-mana untap trigger.
- Priest of Titania — Scales with your wide elf-heavy board to generate explosive green mana each combat.
- Zacama, Primal Calamity — A massive 9-mana payoff that triggers the untap/+7/+7 trample bonus and has its own mana ability for the buff.
- Voracious Hydra — A flexible X-spell finisher and fight removal that loves the huge mana totals Raggadragga enables.
- Greater Good — Converts your buffed dorks into a deep card-advantage engine, refueling after attacks or wraths.
Upgrade Path
Add fast mana and untap enablers (Sol Ring, Cradle/Gaea's Cradle, Wirewood Symbiote, Sword of the Paruns) to chain untaps for combo mana, and lean into doublers like Mana Reflection. Improve resilience with protection (Heroic Intervention, Boots/Greaves) and recursion for wiped dorks, then sharpen your payoffs with efficient X-spell finishers and tutors like Worldly Tutor and Green Sun's Zenith to assemble the engine consistently.
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
- ▸Swing with buffed, untapping mana dorks plus a +7/+7 trample creature for massive combat damage
- ▸Generate huge mana to cast a game-ending X spell like Voracious Hydra, Banefire, or Crackle with Power
- ▸Deploy and immediately attack with an overwhelming bomb like Zacama or Apex Devastator
- ▸Assemble an infinite or near-infinite mana loop to fuel a finisher
Archetypes
- Ramp — Every mana creature gets +2/+2 and untaps on attack, doubling output for explosive acceleration.
- Big Mana / Ramp-to-Payoffs — The 7-mana trigger rewards casting enormous spells, so the deck stacks huge X spells and expensive bombs.
- Aggro Beatdown — Your mana dorks become real attackers and the +7/+7 trample makes any of them a one-shot threat.
- Combo — Untapping mana creatures with spells can chain into infinite mana loops with the right untap/mana-doubling pieces.
Combos
No combos found for this commander on Commander Spellbook.
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Same color identity (GR), by popularity.

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