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Tahngarth, First Mate
RGGruulLegendary Creature — Minotaur Warrior

Tahngarth, First Mate

Mana value4Rank#15,211
BuildCard details

The Commander

Tahngarth can't be blocked by more than one creature.

Whenever an opponent attacks with one or more creatures, if Tahngarth is tapped, you may have that opponent gain control of Tahngarth until end of combat. If you do, choose a player or planeswalker that opponent is attacking. Tahngarth is attacking that player or planeswalker.

Guide

Gameplan

Tahngarth is a 5/5 beater that's hard to block and can be loaned to attacking opponents to redirect their assault. Attack with him for chunky damage, then tap him and donate him to an attacking opponent so he swings at someone else, advancing your goblin-diplomat politics while still threatening combat damage yourself. Build around evasive aggression, +1/+1 counters or auras to make him a true threat, and lean on go-wide or Voltron support to close.

Strengths

  • Built-in evasion: can only be blocked by one creature, ideal for Voltron buildup
  • Politics engine — loaning Tahngarth lets you punish a single opponent and steer attacks
  • Cheap 4-mana 5/5 body that pressures the board immediately
  • Pairs with any partner commander, opening flexible color and strategy combinations

Weaknesses

  • The donate ability requires Tahngarth to be tapped, so you must commit him to combat first
  • Donated, he's outside your control and vulnerable to your own and others' removal
  • No card advantage or ramp built in; relies on the rest of the deck for fuel
  • Single-creature combat plan folds to a well-timed removal spell or chump-blocker

Key Cards

  • Shadowspear — Grants trample and lifelink while stripping hexproof/indestructible, making his unblockable-by-many clause lethal.
  • Embercleave — Cheap, game-ending double strike and trample that turns one connection into a kill.
  • Berserkers' Onslaught — Gives Tahngarth permanent double strike, doubling his already-evasive damage output.
  • Rancor — Recurring trample and pump that sticks through removal for relentless Voltron pressure.
  • Xenagos, God of Revels — Doubles Tahngarth's power and grants haste each combat, a brutal beatdown engine in Gruul.
  • Rite of the Raging Storm — Pumps out attackers and synergizes with a combat-focused, redirect-heavy gameplan.

Upgrade Path

Add efficient evasion-and-damage equipment (Sword of Fire and Ice, Loxodon Warhammer) and counter/pump enablers, plus protection like Heroic Intervention and Lightning Greaves to keep him connecting. Tighten the mana base with Gruul duals and fast ramp (Sol Ring, Birds of Paradise, Rampant Growth) so Tahngarth and threats land ahead of schedule. For higher power, pick an aggressive partner and lean into double-strike enablers to close games before politics matter.

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

  • ▸Voltron beatdown — suit up Tahngarth with trample/double strike and commander-damage someone out
  • ▸Wide Gruul aggro overwhelming the table with creatures and burn
  • ▸Using donated attacks plus your own to grind multiple opponents down simultaneously

Archetypes

  • Voltron — His can't-be-multi-blocked clause makes him an efficient, hard-to-stop equipment and aura carrier.
  • Gruul Aggro — A cheap 5/5 anchors a fast, beefy creature swarm backed by red-green pump and trample.
  • Politics/Group Slug — Donating Tahngarth lets you pick winners and losers in combat and weaponize one opponent against another.

Combos

No combos found for this commander on Commander Spellbook.

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