Arcane Foundry › Commanders › Surrak, the Hunt Caller
Surrak, the Hunt Caller
Legendary Creature — Human Warrior · {2}{G}{G} · Green commander
Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn. (It can attack and {T} no matter when it came under your control.)
Build a Surrak, the Hunt Caller deck →
What Surrak, the Hunt Caller 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 · beginning_of_combatAt the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn.
What a Surrak, the Hunt Caller deck needs
Plays as big creatures. What the commander asks of the other 99 — read from the card and checked by hand.
- big creatures (total power 8 or greater grants haste each combat)
The Surrak, the Hunt Caller 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
- 7× Actually remove one problem permanent — preventing its damage is not removing it
- 10× Find the exact card the plan needs
- 3× Answer a whole board at once
- 9× Refill your hand
- 4× Keep a permanent you control alive through removal
- 11× Get ahead on mana
- 24× 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
Best cards for Surrak, the Hunt Caller
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
- Six3 mana
- Goreclaw, Terror of Qal Sisma4 mana
- Copperhorn Scout1 mana
- District Mascot1 mana
- Horizon Explorer3 mana
- Mirkwood Spider1 mana
- Signal Pest1 mana
- Weathered Sentinels3 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Beast Within3 mana
- Nature's Claim1 mana
- Emerald Charm1 mana
- Naturalize2 mana
- Origin of Metalbending2 mana
- Natural State1 mana
- Umezawa's Jitte2 mana
- Archdruid's Charm3 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Summoner's Pact0 mana
Answer a whole board at once
- Selective Obliteration5 mana
- Needle Storm3 mana
- Hurricane1 mana
- Nevinyrral's Disk4 mana
- Season of Gathering6 mana
- Gale Force5 mana
- Corrosive Gale1 mana
- Tropical Storm1 mana
Refill your hand
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Beast Whisperer4 mana
- The One Ring4 mana
- Vexing Bauble1 mana
- Elemental Bond3 mana
- Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun3 mana
Keep a permanent you control alive through removal
- Guardian Augmenter3 mana
- Saryth, the Viper's Fang4 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Asceticism5 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
Get ahead on mana
- Sol Ring1 mana
- Incubation Druid2 mana
- Palladium Myr3 mana
- Worn Powerstone3 mana
- Ilysian Caryatid2 mana
- Heritage Druid1 mana
- Llanowar Tribe3 mana
- Chrome Mox0 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
- Crashing Drawbridge2 mana
- Ozolith, the Shattered Spire2 mana
- Bontu's Monument3 mana
- Enduring Vitality3 mana
- Kami of Whispered Hopes3 mana
- Oketra's Monument3 mana
- Assault Formation2 mana
- Jolrael, Mwonvuli Recluse2 mana