Arcane FoundryCommanders › Anzrag, the Quake-Mole

Anzrag, the Quake-Mole

Anzrag, the Quake-Mole

Legendary Creature — Mole God · {2}{R}{G} · Green/Red 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.
Build an Anzrag, the Quake-Mole deck →

What Anzrag, the Quake-Mole actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What an Anzrag, the Quake-Mole deck wants

The plan the Forge derives for this commander: the roles it fills and how many of each.

Best cards for Anzrag, the Quake-Mole

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch

  1. Garruk's Uprising3 mana
  2. Secret Tunnel0 mana
  3. Crash Through1 mana
  4. Kodama of the West Tree3 mana
  5. Herd Heirloom2 mana
  6. Overprotect2 mana
  7. Ram Through2 mana
  8. Goreclaw, Terror of Qal Sisma4 mana

A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it

  1. Krenko, Tin Street Kingpin3 mana
  2. Fear of Missing Out2 mana
  3. Inti, Seneschal of the Sun2 mana
  4. Ruby, Daring Tracker2 mana
  5. Goreclaw, Terror of Qal Sisma4 mana
  6. Etali, Primal Storm6 mana
  7. Captain Lannery Storm3 mana
  8. Fable of the Mirror-Breaker // Reflection of Kiki-Jiki3 mana

Make creature tokens — a static anthem or a go-wide commander needs a board to be wide

  1. Hornet Nest3 mana
  2. Pashalik Mons3 mana
  3. Esika's Chariot4 mana
  4. Siege-Gang Lieutenant4 mana
  5. Trendy Circus Pirate0 mana
  6. Myr Battlesphere7 mana
  7. Broodhatch Nantuko2 mana
  8. Tervigon2 mana

Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands

  1. Everflowing Chalice0 mana
  2. Delighted Halfling1 mana
  3. Elvish Mystic1 mana
  4. Fyndhorn Elves1 mana
  5. Llanowar Elves1 mana
  6. Mana Vault1 mana
  7. Sol Ring1 mana
  8. Sol Talisman0 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Wild Magic Surge2 mana
  2. Beast Within3 mana
  3. Nature's Claim1 mana
  4. Crush1 mana
  5. Emerald Charm1 mana
  6. Shrink1 mana
  7. Naturalize2 mana
  8. Origin of Metalbending2 mana

Answer a whole board at once

  1. Blasphemous Act9 mana
  2. Breaking Point3 mana
  3. Crack the Earth1 mana
  4. Simplify1 mana
  5. Kozilek's Return3 mana
  6. Akki Blizzard-Herder2 mana
  7. Devastating Dreams2 mana
  8. Tectonic Break2 mana

Find the exact card the plan needs

  1. Green Sun's Zenith1 mana
  2. Nature's Rhythm2 mana
  3. Celestial Reunion1 mana
  4. Worldly Tutor1 mana
  5. March of Burgeoning Life1 mana
  6. Archdruid's Charm3 mana
  7. Chord of Calling3 mana
  8. Eldritch Evolution3 mana

Refill your hand

  1. Skullclamp1 mana
  2. Garruk's Uprising3 mana
  3. Beast Whisperer4 mana
  4. The One Ring4 mana
  5. Pip-Boy 30001 mana
  6. Sticky Fingers1 mana
  7. Vexing Bauble1 mana
  8. Elemental Bond3 mana

Keep a permanent you control alive through removal

  1. Hexing Squelcher2 mana
  2. Innkeeper's Talent2 mana
  3. Guardian Augmenter3 mana
  4. Cryptothrall4 mana
  5. Saryth, the Viper's Fang4 mana
  6. Lightning Greaves2 mana
  7. Swiftfoot Boots2 mana
  8. Asceticism5 mana

Build this deck in the Arcane Forge →

Arcane Foundry is free to join and every tool is included: the Arcane Forge deck builder, the ARCANE Analyzer that scores a deck by simulating games rather than counting staples, a card scanner, a collection vault, and live webcam Commander tables. Read the guide · Browse all commanders · Pricing