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Gorm the Great
GGreenLegendary Creature — Giant Warrior

Gorm the Great

Mana value4Rank#14,412PartnerYes
BuildCard details

The Commander

Partner with Virtus the Veiled (When this creature enters, target player may put Virtus into their hand from their library, then shuffle.)

Vigilance

Gorm must be blocked if able, and Gorm must be blocked by two or more creatures if able.

Guide

Gameplan

Gorm is a forced-block engine: opponents must gang-block him with two or more creatures, so you punish them with deathtouch, trample, or massive pumps to blow out their board in combat. Paired with his canonical partner Virtus the Veiled, you instead want him unblockable-adjacent or just swing Virtus to halve life totals, but on his own Gorm anchors a green stompy/combat-trick deck that turns every attack into a one-sided trade or a board-wipe with the right enabler.

Strengths

  • Forces multi-creature blocks, letting deathtouch or trample punish opponents brutally
  • Vigilance keeps him back on defense while still attacking
  • Partner gives instant access to Virtus for a half-life-loss threat
  • Cheap (4 MV) green body that fits early curves

Weaknesses

  • Helpless against removal, edicts, and bounce since the whole plan hinges on him being on board
  • Forced-block ability does nothing against fliers, deathtouch tokens, or no-block decks like control/combo
  • Color identity is mono-green (or G/B with Virtus), so card pool and interaction are thin
  • Telegraphed combat plan that smart opponents simply chump or refuse to attack into

Key Cards

  • Virtus the Veiled — His partner halves a player's life on combat damage, turning forced blocks and pumps into a fast clock.
  • Basilisk Collar — Grants deathtouch and lifelink so every gang-block kills two or more of their creatures.
  • Glistener Elf — Cheap deathtouch-style attacker philosophy aside, deathtouch on a forced-block body trades up enormously.
  • Bow of Nylea — Repeatable deathtouch makes forced multi-blocks into guaranteed multi-kills.
  • Pathway Arrows — Adds deathtouch on demand to maximize the forced-block punishment.
  • Rancor — Recurring trample turns gang-blocks into excess damage to the face.

Upgrade Path

Lean hard into deathtouch granters (Basilisk Collar, Bow of Nylea, Gorgon's Head) and trample sources so forced blocks are pure profit, and add protection like Heroic Intervention and Snakeskin Veil to keep him alive. Run Virtus as partner to splash black tutors and removal, plus reanimation if you want a backup threat. Push the power level with ramp (Sol Ring, Three Visits) and evasive finishers so you aren't reliant on a single fragile attacker.

Core Cards

The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.

Win Conditions

  • ▸Deathtouch plus trample on Gorm wiping blockers then finishing with commander damage
  • ▸Virtus the Veiled connecting to repeatedly halve life totals
  • ▸Big green creatures swinging unopposed after Gorm eats their defenders
  • ▸Stacked auras/equipment carrying Gorm to 21 commander damage

Archetypes

  • Deathtouch Beatdown — Forced multi-blocks plus deathtouch lets Gorm kill several creatures every combat.
  • Voltron — Pile pump and trample on Gorm so blocks fail to stop lethal damage.
  • Forced-Combat Punisher — His block rule pairs with effects that punish blockers and attackers alike.
  • Partner Aggro (G/B) — Adding Virtus opens black removal and the half-life combat finisher.

Combos

No combos found for this commander on Commander Spellbook.

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