HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

AboutArticlesContactTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

Thrun, the Last Troll
GLegendary Creature — Troll Shaman

Thrun, the Last Troll

Mana value4Rank#13,983
Build with WyrmBuild manuallyCard details

The Commander

This spell can't be countered.

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

{1}{G}: Regenerate Thrun.

Guide

Gameplan

Thrun is a near-unkillable mono-green beater you suit up with auras and equipment to deal commander damage. Ramp early, deploy Thrun, then load on power and trample to swing for lethal Voltron damage while his hexproof and regeneration shrug off targeted removal and combat.

Strengths

  • Hexproof plus regeneration makes Thrun extremely hard to remove without board wipes
  • Can't be countered, so he reliably resolves
  • Mono-green gives access to the best ramp and big-mana payoffs
  • Cheap to recast and protect compared to other Voltron commanders

Weaknesses

  • Vulnerable to board wipes, edicts, and -X/-X effects that don't target
  • Mono-green lacks card draw and interaction outside of green
  • Hexproof prevents you from targeting Thrun with your own beneficial spells/abilities (no targeted pump from outside, no targeted equip... equipment still works)
  • Voltron strategy is fragile to chump blocking without evasion
  • No innate evasion means you must add trample/unblockable

Key Cards

  • Shizo, Death's Storehouse — Grants Thrun fear for reliable evasion as a Voltron threat.
  • Rancor — Recurring trample and power that comes back to hand when Thrun dies to a wipe.
  • Blackblade Reforged — Scales Thrun's power off your land count for explosive commander-damage swings.
  • Heroic Intervention — Protects your wider board from the wraths that are Thrun's main weakness.
  • Garruk's Uprising — Trample plus card draw whenever your big creatures connect, fixing green's card flow.

Upgrade Path

Add evasion (Whispersilk Cloak, Rogue's Passage) so Thrun's power actually connects, and lean on trample to beat chumps. Shore up green's weaknesses with recursion (Sword of Light and Shadow, regrowth effects) and protection against board wipes (Heroic Intervention, Asceticism, Boros Charm-style indestructible isn't in color so use Tamiyo's Safekeeping/Bedlam Reveler alternatives). Top-end ramp (Cabal coffers-style with Nykthos, Carpet of Flowers) and a Craterhoof finisher push it toward a fast, resilient kill.

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

  • ▸Commander damage from a buffed, evasive Thrun
  • ▸Beating down with a wide board of green stompy creatures
  • ▸Trample/overrun finishers like Craterhoof Behemoth or Overwhelming Stampede

Archetypes

  • Voltron — Thrun's hexproof and regeneration make him an ideal protected target for auras and equipment.
  • Mono-Green Stompy — Backed by ramp and fatties, Thrun fronts a beatdown plan that grinds through removal.
  • Aura/Enchantress — Hexproof lets you stack Auras safely while Enchantress effects draw cards.

Combos

No combos found for this commander on Commander Spellbook.

Related Commanders

Same color identity (G), by popularity.

G

Azusa, Lost but Seeking

Rank #305

G

Toski, Bearer of Secrets

Rank #381

G

Selvala, Heart of the Wilds

Rank #447

G

Ghalta, Primal Hunger

Rank #474

G

Six

Rank #551

G

Goreclaw, Terror of Qal Sisma

Rank #673

G

Peregrin Took

Rank #777

G

Ashaya, Soul of the Wild

Rank #803

G

Rishkar, Peema Renegade

Rank #805

G

Kodama of the West Tree

Rank #818

G

Jaheira, Friend of the Forest

Rank #876

G

Old Gnawbone

Rank #889

Discussion (0)