The War Report: Semi-Competitive Gitrog

While we were on quarantine, we ended up with extra money. We also had a lot of time on our hands so my lady and I did online shopping for most of our needs, but some wants too. I had been pining over missing out on the Mystery Boosters that went on sale at the end of last year, due to the fact that I had to pinch every penny to get us moved into our house. With the little bit of extra money laying around, she gifted me not one, but two boxes of the set, and I was very excited to dig into them. The main reason I wanted a box of the set (but two was even better) was because of the inclusion of Mana Crypt in the box, and at first it seemed like people were pulling at least one from every box. I thought for sure between the two boxes I would have pulled one, but alas it was not meant to be. Still, I got a bunch of foil versions of cards I was using, extra copies of important cards like Demonic Tutor, and some cards that I had considered buying over the years, but didn’t, usually because of higher price tags. All in all I was happy with the packs, but one creature stood out to me as one I should try to build:

The Gitrog Monster isn’t new by any means. Releasing with the return to Innistrad a few years ago, he’s been cEDH viable for a long time. The typical deck revolves around lands, but in the sense that dredge and lands work hand in hand with his abilities. So yes, lands do matter in this deck, but not in the sense that we’re playing a landfall deck. Seeing that the flash/hulk combo piloted by several different commanders became the meta after a time, so Gitrog took a backseat, while the banning of flash a couple of months ago most likely makes him more prominent again. Whatever the case, I’ve never built a lands matter deck, and I also hadn’t to this point put together another high powered deck besides Zur. I have brewed bloodpod, but it still hasn’t been thrown together yet. So when we look at Gitrog, two things stand out: First, we have to sacrifice a land each upkeep to keep him into play, but he draws us a card in return. Then if we can sacrifice or discard or mill lands from the top of our library, we can definitely do some fun things.

The Combo:

The combo Gitrog is famous for involves a few key pieces. First, you’ll need Dakmor Salvage either on the battlefield, in your hand or in the graveyard. Next, you’ll want your commander on the battlefield with a discard outlet. Note that we’ll want this discard outlet to be free and repeatable, so no untapping elements are necessary. Depending on your setup, you’ll either sacrifice the Dakmor Salvage from the field, discard it from your hand prior to the Gitrog trigger, or if it’s already in your graveyard you’ll sacrifice a different land. Because dredge is a replacement effect, at the beginning of your upkeep you’ll sacrifice a land to Gitrog, but then instead of drawing a card off his second trigger, you’ll replace the draw with Dredge 2, per Dakmor Salvage’s ability. This means you put the top two cards of your library into your graveyard and return Dakmor Salvage to your hand. You can then discard it again to get a draw trigger but replace it with dredge and you can then draw your entire deck. However you might not be able win with this ability alone, so for added consistency we have Kozilek included in the deck because once he hits the graveyard while you’re doing your dredge trick, he will then shuffle himself and your graveyard back into your library so you can keep going off. Obviously with a discard outlet like Ayala’s Influence, you’ll be getting an army of 2/2 bears in the process, and can simply find your Finale of Devastation for the win. Otherwise, the typical win con sees this loop finding you a lotus petal or dark ritual and then producing infinite mana by infinitely casting it. You can then use that mana to wipe the board using Assassins’ Trophy or similar removal cards over and over again, and then loop into Finale or Exsanguinate to win. There are a few ways to do it, but the main gist of it is that you’ll want to hold off on casting your commander until you have a way to start dredging, and then find Dakmor Salvage as soon as possible.

There are a lot of moving parts here, and a lot to keep track of. In the couple of games I’ve played with it, I’ve managed to pull off wins, but I don’t know that I had ample enough competition. I tried to hold it back from being a straight copy of the deck in the cEDH primer, but it relies on much of what is on that list. I put some custom tweaks in, and having played it I’ve enjoyed it. I don’t feel the need to go into specifics, you can see my deck list here, and you can read the primer over there. If you’re into cEDH, this one should already be on your radar.

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