
Trample
When Hugs enters, exile the top X cards of your library. Until the end of your next turn, you may play those cards.
You may play an additional land on each of your turns.
Hugs ramps hard with extra land drops and turns your library into card advantage by impulse-exiling cards equal to its power, then snowballs into huge threats and finishes with trampling beats. Early turns deploy ramp and land synergies; midgame you cast Hugs, pump its power, and bury opponents in resources and attacks.
Lean into counter doublers (Doubling Season, Vorinclex, Branching Evolution) so each Hugs cast exiles a flood of cards, and add fast ramp like Cultivate, Skyshroud Claim, and mana dorks to deploy Hugs early. Add overrun effects (Craterhoof Behemoth, Pathbreaker Ibex) for one-shot kills, and protective pieces like Heroic Intervention and Lightning Greaves to keep Hugs alive. Tighten the curve with cheap landfall enablers and Lotus Cobra to convert extra lands into explosive plays.
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.