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Hulk, Gamma Goliath

Hulk, Gamma Goliath

Legendary Creature — Gamma Berserker Hero · {3}{R}{G} · Green/Red commander

Reach, trample Power-up abilities of other creatures you control cost {3} less to activate. Power-up — {6}{R}{G}: Put five +1/+1 counters on Hulk. (Activate each power-up ability only once. Reduce the cost by his mana cost if he entered this turn.)
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What Hulk, Gamma Goliath 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 Hulk, Gamma Goliath deck wants

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

Best cards for Hulk, Gamma Goliath

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. Duskshell Crawler2 mana
  6. Herd Heirloom2 mana
  7. Overprotect2 mana
  8. Ram Through2 mana

A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific

  1. Mosswort Bridge0 mana
  2. Mox Diamond0 mana
  3. Chromatic Lantern3 mana
  4. Arcane Lighthouse0 mana
  5. Castle Embereth0 mana
  6. Eye of Ugin0 mana
  7. Crashing Drawbridge2 mana
  8. Cryptolith Rite2 mana

A creature that HAS the keyword the commander's trigger counts — a card that merely says the word is not one

  1. Quicksilver, Brash Blur1 mana
  2. Serpent Specialist1 mana
  3. Extremis Elite2 mana
  4. Goliath, Mass Manipulator2 mana
  5. Iron Fist, Hero for Hire2 mana
  6. Loki Laufeyson2 mana
  7. White Tiger, Ava Ayala2 mana
  8. Gamma Grotesque3 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

Put +1/+1 counters on creatures you control, or multiply the ones already there

  1. Karn's Bastion0 mana
  2. Bristly Bill, Spine Sower2 mana
  3. Cankerbloom2 mana
  4. Thirsting Roots1 mana
  5. Evolution Sage3 mana
  6. Mossborn Hydra3 mana
  7. Contagion Clasp2 mana
  8. Fangs of Kalonia2 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

Build this deck in the Arcane Forge →

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