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Commander primer

Borborygmos Enraged

A Gruul lands engine that turns your battlefield into a hand full of three-damage bullets — bounce, discard, reclaim, and repeat until the table is dead.

combo B3 Upgraded Archidekt ↗

Overview

This is not a deck that attacks people to death. It attacks once, maybe, to get paid — and then it converts its own lands into a burn spell that never runs out.

Borborygmos Enraged's second ability is the whole deck: discard a land card, deal 3 damage to any target. No mana. No tap. No limit. Every land in your hand is a Lightning Bolt and a half, and this deck plays 41 of them. The entire rest of the 99 exists to answer two questions: how do you get lands into your hand, and how much is each one worth when it gets there.

The engine you are assembling has three parts that all fire at once:

  1. A damage multiplierFiery Emancipation (triple), Twinflame Tyrant (double), Solphim (double, noncombat only), or Mjölnir on the commander (double).
  2. A way to turn your battlefield into your handStorm Cauldron above all, plus Life from the Loam and Shigeki.
  3. A way to put the spent lands backSplendid Reclamation, Lumra, Aftermath Analyst, with Amulet of Vigor untapping them so they can go around again.

Turn the crank: lands enter, you tap them for mana, Storm Cauldron bounces them to your hand, you discard them all for multiplied damage, they pile up in your graveyard, and a mass return puts them right back onto the battlefield to do it again. Each pass pays for the next one, because tapping the lands is what generates the mana for the next reclamation.

Mulligan Guide

This deck mulligans differently from almost anything else you have played, because lands are both your mana and your win condition. A seven-card hand with six lands in it is not a flood here — it is six Lightning Bolts waiting for a commander. Do not ship land-heavy hands.

Keep if you can tick two of these three:

Ship it if:

On the back of a mulligan to six or five, prioritize lands and accelerants over payoffs. The deck draws into its payoffs naturally — Abundance, Return of the Wildspeaker, and the wheels all refill you — but it cannot manufacture the land count out of nothing.

Game Plan

Turns 1–3 — build the land engine, not the board. Lead on accelerants: Azusa, Dryad, Burgeoning, Icetill Explorer, Oracle of Mul Daya. Every extra land drop compounds twice over, because it is a mana advantage now and a bullet later. Nature's Lore and Three Visits fetch untapped duals. Orcish Lumberjack is a turn-one play that gets much better later — see below.

Don't be in a hurry to cast the commander. Eight mana is real, and Borborygmos on an empty board into an untapped table just eats removal.

Turns 4–6 — deploy the multiplier and the bounce. This is where the game is decided. Fiery Emancipation is the best of them at triple damage, but Twinflame Tyrant doubles everything including combat damage and comes with a flying body, and Solphim doubles all of your noncombat damage — which is nearly all the damage this deck deals. Storm Cauldron is the other half; it looks symmetric and is not, because you are the only player at the table who wants their lands back in hand.

Casting the commander with Storm Cauldron already out is the deck's best sequencing. You tap eight lands for mana, the Cauldron returns all eight to your hand, and you resolve Borborygmos with eight bullets already loaded — 24 damage before any multiplier, 72 through Fiery Emancipation. That is lethal for the table on the spot in most games.

Turn 6 onward — turn the crank. With the multiplier down and lands flowing, start the loop described in Key Loops & Interactions. Fire in response to things, not on your own main phase for no reason — the ability is instant-speed, so the correct default is to hold ammo until either someone tries to remove Borborygmos (shoot them out in response, or shoot the thing that matters) or you have assembled enough to kill.

If the commander is being answered repeatedly, you have a second, entirely separate route to the same finish line: the Valakut package and the discard-payoff creatures both deal damage without Borborygmos on the battlefield at all. Don't tunnel on recasting into an eight-mana tax war when Splendid Reclamation plus Valakut ends the game from the graveyard.

How Borborygmos Enraged actually works

The reveal trigger is combat damage. "Whenever Borborygmos Enraged deals combat damage to a player, reveal the top three cards of your library. Put all land cards revealed this way into your hand." This is the only thing that makes attacking worthwhile — you are not swinging to reduce life totals, you are swinging to draw lands. With 41 lands in the deck, three cards off the top averages a little over one land per connection.

Double strike doubles the trigger, not just the damage. First-strike damage and regular damage are two separate combat damage events, so a Borborygmos with double strike triggers the reveal twice — six cards, not three. That is what Lizard Blades, Temur Battle Rage, Critical Hit, and Genji Glove are actually for in this deck. Genji Glove goes further: its "whenever equipped creature attacks" trigger untaps Borborygmos and gives you an additional combat phase, so a Glove-equipped commander that connects in both combats reveals twelve cards.

The damage ability is a cost, not a target. "Discard a land card" is the activation cost. Nobody can respond by making you discard something else, and it doesn't target the card you discard — only the damage has a target. This matters when you are being pressured: you can dump your entire hand of lands into an opponent's face in response to a removal spell, and the removal resolving afterward doesn't get any of that value back.

Kediss, Emberclaw Familiar is in the 99, and it converts one connection into a table kill. Whenever a commander you control deals combat damage to an opponent, it deals that much damage to each other opponent. Three points of nuance, all confirmed by ruling:

A Xenagos-pumped Borborygmos hitting one player for 14 therefore hits the other two for 14 apiece. Kediss is frequently the card that ends the game, and it is the easiest card in the deck to forget you control.

Key Loops & Interactions

The main loop

With a multiplier out, Storm Cauldron out, and lands in the graveyard:

  1. Mass-returnSplendid Reclamation, Lumra, or Aftermath Analyst puts every land from your graveyard onto the battlefield tapped.
  2. UntapAmulet of Vigor untaps each one as it enters (it triggers per permanent, so a ten-land Reclamation untaps all ten).
  3. Tap for manaStorm Cauldron returns each tapped land to your hand. You keep the mana; this is what pays for the next mass return.
  4. Discard for damage — fire Borborygmos once per land, multiplied. The spent lands go straight back to the graveyard.
  5. Repeat from 1 with the next return effect.

Lumra is the best crank because it mills four before returning, so it partly fuels itself, and it enters as a creature whose power equals your land count — often a lethal attacker in its own right after the return resolves.

Shigeki's channel ability is the loop-extender. , discard Shigeki: return X target nonlegendary cards from your graveyard to your hand. That rebuys Splendid Reclamation and Aftermath Analyst in a single activation — but not Lumra, which is legendary. Bala Ged Recovery does the same job for one card with no such restriction.

Note that every one of those discards is itself a trigger if Glint-Horn Buccaneer, Magmakin Artillerist, or Surly Badgersaur is on the battlefield. Which brings us to:

Discard payoffs stack onto the loop

Borborygmos's ability discards a card every time you fire it, and three creatures care:

All three are triggered abilities, not outlets — they need Borborygmos (or a wheel) to do the discarding.

The refill package

Three cards turn a spent hand back into a full one, and all of them are batch discards that your payoff creatures love:

The Valakut package — a second win condition

Dryad of the Ilysian Grove makes every land you control every basic land type, which means every land you control is a Mountain. Valakut, the Molten Pinnacle then triggers on essentially every land that enters, dealing 3 (9 through Fiery Emancipation, 18 with Twinflame Tyrant as well).

The payoff is mass returns: when Splendid Reclamation or Lumra returns ten lands simultaneously, Valakut triggers ten times, because each trigger counts the other lands that entered alongside it. That is 30 damage to any targets before multipliers, from the graveyard, with the commander nowhere in sight.

Tannuk, Memorial Ensign rides along on the same effect — 1 damage to each opponent per land entering, drawing a card on the second one each turn.

Scapeshift and Entish Restoration are Valakut triggers in spell form. Both sacrifice lands and replace them with a batch entering simultaneously, which is exactly the pattern Valakut wants — and the sacrificed lands go to the graveyard where Splendid Reclamation and Lumra can find them. Scapeshift trading six tired lands for six fresh ones with Dryad and Valakut out is 18 damage split anywhere you like. Entish Restoration finds three basics instead of two while you control a creature with power 4 or greater, which the commander satisfies by itself.

Tutors and the rest of the toolbox

Small interactions worth knowing

Combos

The combo web — 3 lines, shared pieces highlighted

inf draw triggers

Keen Sense

Glint-Horn Buccaneer

~inf damage

Magmakin Artillerist

Snake Umbra

commander shared piece (3+ lines) what the lines produce

Step-by-step — tap a line to open it

Glint-Horn Buccaneer + Keen Sense infinite draw triggersNeeds Keen Sense attached to Glint-Horn Buccaneer · a number of cards in hand greater than your maximum hand size

repeat

1. Proceed to your cleanup step, causing you to discard down to your maximum hand size.

2. Glint-Horn Buccaneer triggers for each card discarded this way.

3. Resolve the first trigger, dealing 1 damage to each opponent.

4. Keen Sense triggers, causing you to draw a card.

5. Repeat from step 3 for each remaining trigger.

6. After all players pass priority, another cleanup step occurs, causing you to discard down to your maximum hand size.

Magmakin Artillerist + Keen Sense near-infinite damageNeeds more cards in hand than your maximum hand size

repeat

1. During the next cleanup step, discard cards down to your maximum hand size.

2. Magmakin Artillerist triggers, dealing 1 damage to each opponent for each card discarded this way.

3. Keen Sense triggers, causing you to draw a card.

4. As you are still in the cleanup step, once the stack is empty and priority has been passed by all players, you will discard down to your maximum hand size again.

Magmakin Artillerist + Snake Umbra near-infinite damageNeeds more cards in hand than your maximum hand size

repeat

1. During the next cleanup step, discard cards down to your maximum hand size.

2. Magmakin Artillerist triggers, dealing 1 damage to each opponent for each card discarded this way.

3. Snake Umbra triggers, causing you to draw a card.

4. As you are still in the cleanup step, once the stack is empty and priority has been passed by all players, you will discard down to your maximum hand size again.

All three of these are the same shape: an Aura that draws on damage, attached to a creature that deals damage when you discard, looping through your cleanup step. You start them by having more cards in hand than your maximum hand size at end of turn — the refill package above is how you get there.

The loop works because triggers that go on the stack during a cleanup step cause another cleanup step, so you discard down again, and again. Every one of these draws is optional ("you may draw a card"), which is your off switch: stop drawing before you deck yourself. With Abundance out you cannot lose to an empty library at all.

Each is "near-infinite" rather than infinite because your library is the limit — but with any multiplier attached, the table is dead long before your library is.

Glint-Horn Buccaneer + Keen Senseinfinite draw, rummaging, and self-discard triggers; near-infinite damage. Attach Keen Sense to the Buccaneer with more than seven cards in hand. At cleanup you discard down; Glint-Horn triggers once per card discarded, dealing 1 to each opponent; Keen Sense draws you back up; the extra cards force another cleanup. Repeat. Because Glint-Horn triggers per card rather than per batch, this is the version that draws the most cards — a five-card discard is five separate damage events and five separate draws.

Magmakin Artillerist + Keen Sensenear-infinite damage, infinite draw and discard triggers. Identical loop, different arithmetic: Magmakin triggers once for the whole batch, dealing damage equal to the number of cards discarded to each opponent. Same damage per cleanup, fewer individual triggers.

Magmakin Artillerist + Snake Umbranear-infinite damage, infinite draw and discard triggers. The same loop with Snake Umbra in the Aura slot. Umbra costs two more mana but pays for it: it grants +1/+1 and, more importantly, umbra armor — if the Artillerist would be destroyed, the Aura dies instead and the creature survives. This is the version to assemble into an open table with removal up. Its trigger fires on any damage, not just combat damage, exactly like Keen Sense.

Note that both Auras are live on Borborygmos too — Keen Sense on the commander draws a card every time you fire the discard ability at an opponent, because it triggers on any damage dealt to an opponent, not just combat damage.

Common Pitfalls