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Yargle and Multani
BGGolgariLegendary Creature — Frog Spirit Elemental

Yargle and Multani

Mana value6Rank#2,942
BuildCard details

The Commander

Guide

Gameplan

Yargle and Multani is an 18/18 for six mana that wants to connect once or twice for lethal commander damage—21 in two swings or one with a small buff. Ramp it out early, protect it with hexproof/trample/evasion, and swing for the kill; when it dies you draw cards equal to your greatest creature power, refueling for the next attempt.

Strengths

  • Massive 18/18 body that kills via commander damage in just one connected swing plus a tiny buff, or two unmodified hits
  • Built-in card advantage on death (draw equal to greatest power) makes it hard to grind out
  • Black and green give the best ramp, tutors, recursion, and protection in the format
  • Threatens lethal as early as turn 4-5 with ramp

Weaknesses

  • A single removal spell or chump blocker neutralizes the whole gameplan if you're underbuilt
  • No evasion or protection baseline—needs heavy support to actually land hits
  • Telegraphs the threat; the table will hold up answers for your one big creature
  • Rising commander tax punishes repeated recasts if it keeps dying without value

Key Cards

  • Rancor — Cheap, recurring trample plus +2 power pushes Yargle into one-shot commander-damage range.
  • Rogue's Passage — Reliably makes Yargle unblockable so 18 (or 21) damage connects on demand.
  • Swiftfoot Boots — Hexproof and haste let Yargle attack the turn it lands while dodging targeted removal.
  • Berserk — Doubles power for a guaranteed one-shot kill, and the eventual death triggers a huge draw.
  • Heroic Intervention — Protects your whole board and Yargle from a sweeper or spot removal at instant speed.
  • Snake Umbra — Totem armor saves Yargle from destruction while adding evasion-agnostic card draw on damage.

Upgrade Path

Lean harder into one-shot enablers—add double-strike (Fireshrieker, Grappling Hook), unblockable, and protection so a single attack ends a player. Tighten the mana with fast rocks and ramp (Sol Ring, Three Visits, Nature's Lore) to deploy Yargle by turn 3-4, and run cheap recursion like Malakir Rebirth and Persist to keep recasting cheaply rather than paying tax.

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

  • ▸One-shot commander damage via trample/double strike or pump (Berserk, Rancor)
  • ▸Two unblocked swings dealing 21+ commander damage with evasion like Rogue's Passage
  • ▸Grinding the table down with repeated big swings refueled by Yargle's death-draw

Archetypes

  • Voltron — An 18/18 commander only needs a hair of help to deal lethal commander damage, making auras and equipment the core plan.
  • Big Mana Beatdown — BG ramp accelerates Yargle out fast and powers double-strike or pump effects to close instantly.
  • Reanimator — Black recursion brings Yargle back cheaply each time it dies, dodging commander tax and abusing its draw trigger.

Combos

No combos found for this commander on Commander Spellbook.

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