Arcane Foundry › Commanders › Borborygmos
Borborygmos
Legendary Creature — Cyclops · {3}{R}{R}{G}{G} · Green/Red commander
Trample
Whenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.
Build a Borborygmos deck →
What Borborygmos actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · deals_damageWhenever Borborygmos deals combat damage to a player, put a +1/+1 counter on each creature you control.
- Keyword · trampletrample
What a Borborygmos deck wants
The plan the Forge derives for this commander: the roles it fills and how many of each.
- 12× Make the commander connect — a body that never deals combat damage never triggers
- 8× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 21× Put +1/+1 counters on creatures you control, or multiply the ones already there
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 1× Answer a whole board at once
- 9× Find the exact card the plan needs
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
- 11× Get ahead on mana
Best cards for Borborygmos
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.
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Kodama of the West Tree3 mana
- Duskshell Crawler2 mana
- Sphere Grid2 mana
- Archetype of Aggression3 mana
- Bramblewood Paragon2 mana
- Gnarlid Colony2 mana
- Primal Rage2 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Garruk's Uprising3 mana
- Secret Tunnel0 mana
- Crash Through1 mana
- Kodama of the West Tree3 mana
- Duskshell Crawler2 mana
- Herd Heirloom2 mana
- Overprotect2 mana
- Ram Through2 mana
Put +1/+1 counters on creatures you control, or multiply the ones already there
- Karn's Bastion0 mana
- Bristly Bill, Spine Sower2 mana
- Cankerbloom2 mana
- Thirsting Roots1 mana
- Evolution Sage3 mana
- Mossborn Hydra3 mana
- Contagion Clasp2 mana
- Fangs of Kalonia2 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Beast Within3 mana
- Nature's Claim1 mana
- Crush1 mana
- Emerald Charm1 mana
- Shrink1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Breaking Point3 mana
- Crack the Earth1 mana
- Simplify1 mana
- Kozilek's Return3 mana
- Akki Blizzard-Herder2 mana
- Devastating Dreams2 mana
- Tectonic Break2 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Celestial Reunion1 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
Refill your hand
- Skullclamp1 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Pip-Boy 30001 mana
- Sticky Fingers1 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
Keep a permanent you control alive through removal
- Hexing Squelcher2 mana
- Innkeeper's Talent2 mana
- Guardian Augmenter3 mana
- Cryptothrall4 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
Get ahead on mana
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Mox Opal0 mana
- Birds of Paradise1 mana
- Crop Rotation1 mana
- Delighted Halfling1 mana