Arcane Foundry › Commanders › Goro-Goro, Disciple of Ryusei
Goro-Goro, Disciple of Ryusei
Legendary Creature — Goblin Samurai · {1}{R} · Red commander
{R}: Creatures you control gain haste until end of turn.
{3}{R}{R}: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature. (Equipment, Auras you control, and counters are modifications.)
Build a Goro-Goro, Disciple of Ryusei deck →
What Goro-Goro, Disciple of Ryusei actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{R}: Creatures you control gain haste until end of turn.
- Activated ability{3}{R}{R}: Create a 5/5 red Dragon Spirit creature token with flying. Activate only if you control an attacking modified creature.
What a Goro-Goro, Disciple of Ryusei deck needs
Plays as team keywords. What the commander asks of the other 99 — read from the card and checked by hand.
- auras and equipment worth moving, and bodies to carry them (its text attaches or counts them)
- token payoffs — anthems, sacrifice outlets and go-wide finishers (it makes tokens on repeat)
- creatures that profit from haste (it grants the team it)
- mana rocks and dorks beyond the curve (its ability turns spare mana into value)
The Goro-Goro, Disciple of Ryusei deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 10× Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- 8× A permanent whose own trigger fires on attacking — the fuel an attack-trigger doubler multiplies, and the payoff an attack commander wants beside it
- 14× Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- 12× Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 5× Make the commander connect — a body that never deals combat damage never triggers
- 4× 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
- 1× Answer a whole board at once
Best cards for Goro-Goro, Disciple of Ryusei
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.
Mana from a NONLAND permanent — a commander that doubles nonland mana gets nothing from lands
- Chrome Mox0 mana
- Everflowing Chalice0 mana
- Mox Amber0 mana
- Mox Diamond0 mana
- Mana Vault1 mana
- Sol Ring1 mana
- Astral Cornucopia0 mana
- Mox Jasper0 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
- Krenko, Tin Street Kingpin3 mana
- Fear of Missing Out2 mana
- Inti, Seneschal of the Sun2 mana
- Captain Lannery Storm3 mana
- Combat Celebrant3 mana
- General Kreat, the Boltbringer3 mana
- Laelia, the Blade Reforged3 mana
- Legion Warboss3 mana
Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of
- Basilisk Collar1 mana
- Skullclamp1 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Sword of the Animist2 mana
- Shadowspear1 mana
- Mithril Coat3 mana
- Paradise Mantle0 mana
Make creature tokens — a static anthem or a go-wide commander needs a board to be wide
- 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
- Field of the Dead0 mana
Make the commander connect — a body that never deals combat damage never triggers
- Eldrazi Monument5 mana
- Goblin War Drums3 mana
- Akroma's Memorial7 mana
- Archetype of Aggression3 mana
- Beamtown Beatstick1 mana
- Sticky Fingers1 mana
- Ajani's Anguish1 mana
- Shadowspear1 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
- Goblin Chieftain3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Wild Magic Surge2 mana
- Crush1 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Abrade2 mana
- Untimely Malfunction2 mana
- Chaos Warp3 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Goblin Recruiter2 mana
- Imperial Recruiter3 mana
- Goblin Matron3 mana
- Shield-Wall Sentinel4 mana
- Skyship Weatherlight4 mana
- Moonsilver Key2 mana
- Pattern Matcher4 mana
- Gamble1 mana
Answer a whole board at once
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Street Spasm1 mana
- Selective Obliteration5 mana
- Mizzium Mortars2 mana
- Delete2 mana
- Earthquake1 mana
- Apocalypse5 mana
Combos with Goro-Goro, Disciple of Ryusei
Known combos from Commander Spellbook that Goro-Goro, Disciple of Ryusei is a piece of, and how many decks list them.
- Goro-Goro, Disciple of Ryusei + Mana Echoes + Mycosynth Lattice12 decks
- Goro-Goro, Disciple of Ryusei + Ganax, Astral Hunter + Mana Echoes + Goldspan Dragon10 decks
- Goro-Goro, Disciple of Ryusei + Mana Echoes + Chromatic Orrery8 decks
- Goro-Goro, Disciple of Ryusei + Jolene, The Plunder Queen + Ganax, Astral Hunter + Mana Echoes1 decks
- Goro-Goro, Disciple of Ryusei + Ganax, Astral Hunter + Mana Echoes + Xorn1 decks
- Goro-Goro, Disciple of Ryusei + Miirym, Sentinel Wyrm + Ganax, Astral Hunter + Mana Echoes