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Umaro, Raging Yeti
RRedLegendary Creature — Yeti Berserker

Umaro, Raging Yeti

Mana value6Rank#13,079
BuildCard details

The Commander

Trample

At the beginning of combat on your turn, choose one at random —

• Other creatures you control get +3/+0 and gain trample until end of turn.

• Discard your hand, then draw four cards.

• Umaro deals 5 damage to any target.

Guide

Gameplan

Umaro is a chaos-flavored mono-red beater whose combat trigger randomly swings games: pumping your board, refilling your hand, or burning a threat. Develop a wide aggressive board early, drop Umaro, and let the random triggers either alpha-strike for trample damage, dig you toward more gas, or pick off blockers and players.

Strengths

  • Built-in card advantage and reach in mono-red, which normally lacks both
  • Flexible trigger covers offense, refuel, and removal so you rarely have a dead turn
  • Anthem mode plus trample turns even small token boards into lethal swings
  • Cheap to recast and resilient as a repeatable engine

Weaknesses

  • Randomness means you can't reliably plan a lethal turn or a needed burn
  • Mono-red struggles against heavy lifegain, fogs, and pillowfort decks
  • Discard-draw mode can blow out a strong hand if you don't want it
  • No evasion or protection on Umaro itself; easily chump-blocked or removed
  • Vulnerable to board wipes since the deck wants to commit a wide board

Key Cards

  • Krenko, Mob Boss — Floods the board with Goblins that the +3/+0 anthem mode turns into a lethal trample swing.
  • Purphoros, God of the Forge — Converts the wide token boards Umaro decks build into direct damage independent of combat.
  • Krark's Thumb — Doesn't fix Umaro's three-way randomness, but pairs with other coin/random effects—skip in favor of true fixers.
  • Mind's Desire — Pairs the discard-draw mode with refueling that keeps mono-red gas flowing.
  • Fervor — Haste lets Umaro and fresh threats attack the turn they hit, triggering the combat ability immediately.

Upgrade Path

Lean into redundancy: add fast mana (Sol Ring, Jeska's Will, Treasure makers) and haste enablers so Umaro attacks immediately and recurs after wipes. Build a dense token base around Krenko, Impact Tremors, and Purphoros so even off-mode triggers don't stall your damage output, and add extra-combat effects like Aggravated Assault to multiply random triggers.

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

  • ▸Alpha strike with the +3/+0 trample anthem across a wide board
  • ▸Repeated 5-damage burn triggers plus Purphoros pinging the table
  • ▸Goblin token swarm overwhelming opponents through trample

Archetypes

  • Tokens/Go-Wide Aggro — The +3/+0 and trample mode rewards flooding the board with creatures for a single overwhelming swing.
  • Spellslinger/Chaos — Umaro's random trigger and burn mode fit a chaotic mono-red value-burn shell.
  • Burn/Direct Damage — The 5-damage mode plus Purphoros-style effects can grind opponents down outside combat.

Combos

No combos found for this commander on Commander Spellbook.

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