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Grothama, All-Devouring
GGreenLegendary Creature — Wurm

Grothama, All-Devouring

Mana value5Rank#6,736
BuildCard details

The Commander

Other creatures have "Whenever this creature attacks, you may have it fight Grothama, All-Devouring."

When Grothama leaves the battlefield, each player draws cards equal to the amount of damage dealt to Grothama this turn by sources they controlled.

Guide

Gameplan

Grothama is a mono-green draw engine: deploy a big, evasive, or trampling attacker, fight it into Grothama to deal massive damage, then sacrifice or blink Grothama to refill your hand with a huge card draw. You leverage that card advantage to chain threats and overwhelm the table, often using lifegain or fight-payoff cards to stay safe while everyone abuses the fight ability.

Strengths

  • Repeatable explosive card draw in a color that normally struggles to refill its hand
  • Cheap, evasive commander that demands answers and replaces itself with cards
  • Synergizes with damage doublers, fight payoffs, and ETB/leaves-battlefield triggers
  • Rewards big-power creatures and trample, which mono-green builds naturally want

Weaknesses

  • Grants the fight ability to ALL players, so opponents can also draw and use it
  • Politically symmetric — you must build to break the symmetry or fall behind
  • Mono-green lacks interaction and removal for combos and flyers
  • Relies on having a creature large enough to kill Grothama, or repeatable ways to trigger it

Key Cards

  • Soul's Majesty — Pairs as a backup outlet, but more importantly any 'draw equal to power' effect rewards your huge attackers.
  • Vigor — Turns Grothama's fight damage into +1/+1 counters on your creatures while preventing your own damage, making fights one-sided in your favor.
  • Greater Good — Sacrifices a damaged-up creature for cards and lets you control when Grothama leaves to cash in the draw trigger.
  • Momentous Fall — Lets you sacrifice a creature you just pumped, drawing its power while keeping Grothama interactions flexible.
  • Temur Sabertooth — Bounces Grothama (or your own creatures) to retrigger leaves-the-battlefield draws and protect attackers.
  • Bramble Sovereign — Copies attackers and value creatures, multiplying fights and damage dealt to Grothama for bigger draws.

Upgrade Path

Add damage-prevention and indestructibility (Vigor, Heroic Intervention, Konda's Banner-style protection) so fights are one-sided, plus repeatable blink/sacrifice outlets (Temur Sabertooth, Greater Good) to control Grothama's leaves-the-battlefield draw. Lean into fast mana (Sol Ring, mana dorks, Cradle/Nykthos) and 'draw equal to power' payoffs, then cap it with Craterhoof Behemoth or a Helm of the Host loop to convert overwhelming card advantage into a clean win.

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

  • ▸Beating down with oversized, trampling creatures fueled by Grothama's card advantage
  • ▸Overrun-style finishers like Craterhoof Behemoth or Triumph of the Hordes
  • ▸Combo loops drawing your entire library, then a deck-out or burst finisher
  • ▸Out-valuing the table until your refilled hand of threats simply overwhelms everyone

Archetypes

  • +1/+1 Counters / Big Creatures — Huge-power green creatures both survive fights with Grothama and translate that power into massive card draw.
  • Combo — Indestructible or damage-prevention pieces plus repeatable fight triggers can generate effectively unlimited draw to find a kill.
  • Group Slug / Politics — The shared fight ability lets you bait opponents and turn Grothama into a board-wide attrition engine you build to exploit best.
  • Voltron / Trample beats — A single oversized commander or hexproof threat can both fight Grothama for cards and close games with combat damage.

Combos

No combos found for this commander on Commander Spellbook.

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