
Whenever Anzrag becomes blocked, untap each creature you control. After this phase, there is an additional combat phase.
: Anzrag must be blocked each combat this turn if able.
Anzrag is a 6/6 beater that snowballs into extra combats: pay to force it to be blocked, and when it's blocked you untap all your creatures and get an additional combat phase. Ramp hard, drop Anzrag, and chain combats with menace/unblockable enablers or trample to bash the table out in one or two turns.
Add fast green ramp (Sol Ring, Birds of Paradise, Cultivate, Three Visits) so you cast Anzrag turn 3-4 and have mana to activate immediately. Lock in the combat-loop combos (Bear Umbra or Sword of Feast and Famine plus Aggravated Assault) and add evasion/protection like Lightning Greaves and Heroic Intervention to guarantee the trigger resolves. Top end should be a haymaker finisher such as Craterhoof Behemoth or Xenagos to convert extra combats into immediate lethal damage.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GR), by popularity.