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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.)
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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.

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.

The Goro-Goro, Disciple of Ryusei deck plan

The roles the Forge fills for this commander, and how many cards of each.

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

  1. Chrome Mox0 mana
  2. Everflowing Chalice0 mana
  3. Mox Amber0 mana
  4. Mox Diamond0 mana
  5. Mana Vault1 mana
  6. Sol Ring1 mana
  7. Astral Cornucopia0 mana
  8. 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

  1. Krenko, Tin Street Kingpin3 mana
  2. Fear of Missing Out2 mana
  3. Inti, Seneschal of the Sun2 mana
  4. Captain Lannery Storm3 mana
  5. Combat Celebrant3 mana
  6. General Kreat, the Boltbringer3 mana
  7. Laelia, the Blade Reforged3 mana
  8. Legion Warboss3 mana

Equipment and Auras — the things a suit-up commander's trigger and plan are actually made of

  1. Basilisk Collar1 mana
  2. Skullclamp1 mana
  3. Lightning Greaves2 mana
  4. Swiftfoot Boots2 mana
  5. Sword of the Animist2 mana
  6. Shadowspear1 mana
  7. Mithril Coat3 mana
  8. Paradise Mantle0 mana

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

  1. Pashalik Mons3 mana
  2. Replicating Ring3 mana
  3. Siege-Gang Lieutenant4 mana
  4. Omarthis, Ghostfire Initiate0 mana
  5. Andúril, Flame of the West3 mana
  6. Hanweir Garrison3 mana
  7. Sarkhan, Fireblood3 mana
  8. Field of the Dead0 mana

Make the commander connect — a body that never deals combat damage never triggers

  1. Eldrazi Monument5 mana
  2. Goblin War Drums3 mana
  3. Akroma's Memorial7 mana
  4. Archetype of Aggression3 mana
  5. Beamtown Beatstick1 mana
  6. Sticky Fingers1 mana
  7. Ajani's Anguish1 mana
  8. Shadowspear1 mana

A team pump that actually pumps tokens

  1. Castle Embereth0 mana
  2. Great Train Heist1 mana
  3. Heraldic Banner3 mana
  4. Rising of the Day3 mana
  5. Purphoros, God of the Forge4 mana
  6. Kavaron, Memorial World0 mana
  7. Chief of the Foundry3 mana
  8. Goblin Chieftain3 mana

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

  1. Wild Magic Surge2 mana
  2. Crush1 mana
  3. Umezawa's Jitte2 mana
  4. Titan's Presence3 mana
  5. Abrade2 mana
  6. Untimely Malfunction2 mana
  7. Chaos Warp3 mana
  8. Kozilek's Command2 mana

Find the exact card the plan needs

  1. Goblin Recruiter2 mana
  2. Imperial Recruiter3 mana
  3. Goblin Matron3 mana
  4. Shield-Wall Sentinel4 mana
  5. Skyship Weatherlight4 mana
  6. Moonsilver Key2 mana
  7. Pattern Matcher4 mana
  8. Gamble1 mana

Answer a whole board at once

  1. Blasphemous Act9 mana
  2. Chain Reaction4 mana
  3. Street Spasm1 mana
  4. Selective Obliteration5 mana
  5. Mizzium Mortars2 mana
  6. Delete2 mana
  7. Earthquake1 mana
  8. 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.

Build this deck in the Arcane Forge →

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