Arcane Foundry › Commanders › Goro-Goro and Satoru
Goro-Goro and Satoru
Legendary Creature — Goblin Human · {U}{B}{R} · Black/Red/Blue commander
Whenever one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying.
{1}{R}: Creatures you control gain haste until end of turn.
Build a Goro-Goro and Satoru deck →
What Goro-Goro and Satoru 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 one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying.
- Activated ability{1}{R}: Creatures you control gain haste until end of turn.
What a Goro-Goro and Satoru deck needs
Plays as team keywords. What the commander asks of the other 99 — read from the card and checked by hand.
- token payoffs — anthems, sacrifice outlets and go-wide finishers (it makes tokens on repeat)
- creatures that profit from haste (it grants the team it)
- evasion and protection for the commander (the trigger needs its combat damage to connect)
The Goro-Goro and Satoru deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 10× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 9× Make the commander connect — a body that never deals combat damage never triggers
- 14× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 6× A team pump that actually pumps tokens
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
Best cards for Goro-Goro and Satoru
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.
A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- Krenko, Tin Street Kingpin3 mana
- Fear of Missing Out2 mana
- Ghostly Pilferer2 mana
- Inti, Seneschal of the Sun2 mana
- Valley Rotcaller2 mana
- Alesha, Who Laughs at Fate3 mana
- Bloodsoaked Champion1 mana
- Captain Lannery Storm3 mana
Make the commander connect — a body that never deals combat damage never triggers
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Goblin War Drums3 mana
- Akroma's Memorial7 mana
- Don Andres, the Renegade4 mana
- Archetype of Aggression3 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- Kozilek's Unsealing3 mana
- Pashalik Mons3 mana
- Replicating Ring3 mana
- Siege-Gang Lieutenant4 mana
- Omarthis, Ghostfire Initiate0 mana
- Andúril, Flame of the West3 mana
- Hanweir Garrison3 mana
- Sarkhan, Fireblood3 mana
A team pump that actually pumps tokens
- Castle Embereth0 mana
- Great Train Heist1 mana
- Heraldic Banner3 mana
- Rising of the Day3 mana
- Purphoros, God of the Forge4 mana
- Kavaron, Memorial World0 mana
- Chief of the Foundry3 mana
- Frostcliff Siege3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Wild Magic Surge2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
- Infernal Grasp2 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Toxic Deluge3 mana
- Damnation4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Bontu's Last Reckoning3 mana
- Street Spasm1 mana
- Sickening Dreams2 mana
- Crypt Rats3 mana
Refill your hand
- Mystic Remora1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
Combos with Goro-Goro and Satoru
Known combos from Commander Spellbook that Goro-Goro and Satoru is a piece of, and how many decks list them.
- Goro-Goro and Satoru + Breath Of Fury2,291 decks