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Gitrog, Harvester of Wormpox

Modern* BG (Golgari) Budget Discard

gabrjaws


Sideboard


Maybeboard

Creature (2)

Sorcery (4)


(It is worthy to note that this deck is a prototype and has not been built to what you see above, due to budget reasons.)

The Gitrog Monster is probably my favorite creature to ever be printed in the history of Magic the Gathering, just ahead of Metalworker. I've seen Loam Gitrog decks, I've seen turbo burn decks built with Gitrog, however, hand disruption is something I think has a ton of potential, especially considering the implications behind the following play; Drop Smallpox with a Gitrog out and sacrifice a Worm token given to you previously by Worm Harvest, sacrifice a land on the battlefield and then discard a land from your hand, while netting an interaction with Waste Not and at least two card draws. Ultimately, this deck is not meant to combo out and devastate, yet, it is meant to remove what I can, then drop Gitrog and continuously gain value through his ability and my mass amount of lands. The cards in this deck are not permanent, however, the decklist is at a point where possible additions must produce a higher level of interactions and value then what is already listed.

There are a couple abilities and mechanics that this deck uses to achieve utter value such as; Retrace, Cycling, Delirium, sacrifice and some slight discard through cards like Geier Reach Sanitarium and Worm Harvest. Although this deck survives early turns by utilizing hand disruption and forced discard, there are a few aggressive alternatives to beat down your opponents deck like Grim Flayer (which I hope drops in price once he leaves Standard), Waste Not and the sideboarded Scute Mob . Some of the individual reasons as to the specific cards involvement in the deck are listed below.

Creatures:

Grim Flayer; Although this guy has seen plenty of play in Standard and has only seen fringe play in Dredge lists and other graveyard decks, I have high hopes for his potential. A bear with 2/2 and trample for isn't all too exciting, however, with the ability to search for The Gitrog Monster, Waste Not and other useful cards, Grim Flayer can take control of the game and single handily win you the game. Another point to note is that his delirium ability rarely comes into play, however, when it does, I will almost always be able to have a psuedo Dark Confidant/Tarmogoyf creature.

The Gitrog Monster; Value reeks of Gitrog, among other swampy smells. The high CMC on Gitrog could be an issue. This issue is seemingly nonexistent considering I have options to mana-ramp through a dull opponent discarding a land through Raven's Crime with a Waste Not on the battlefield. Another solution to Gitrog's only downside is Edge of Autumn, which can help me drop a land on the battlefield, thus, adding additional mana next turn to drop The Gitrog Monster.

Creakwood Liege; Sometimes you just need to beat face with twelve 3/3 Worm tokens. Creakwood Liege also has the benefit of eating any of my opponents removal, as he'll turn any creature I send out into a bomb if not answered.

Hand Disruption/Removal:

Waste Not; I'll have zombies to match against your creatures, or I'll have mana to match your lack of mana, or, in the very least, I'll net a card draw and you'll loose a card (I still don't understand why people don't play this card anywhere outside of mono-black/Orzhov smallpox).

Raven's Crime; The potential here is absolutely hilarious. Casting Raven's Crime with Retrace is almost always worth it, thus, allowing you to completely cripple your opponent's plans, hand and soul. With enough lands on the battlefield I'll be able to cast this over and over again. Getting rid of the card a player draws every turn is totally possible.

Duress; Don't hate me, but I think Thoughtseize is slightly overrated. Although it has dropped in price, it is still extremely expensive. There is also the fact that it can result in a self kill, especially alongside fetch lands and shock-lands. (I'll playtest Duress against the larger more intenses decks in the format, such as Bogles, Delver, Dredge, Elves and Merfolk, to see if it is really worth the inclusion.)

Smallpox; Smallpox was originally going to be a three-of, after realizing the potential of casting this card with slightly unsymmetrical board-states, I've realized that this card can really hurt decks that hope to do anything other than cast small irritating threats. Sometimes Smallpox will also kill their only threat, which is hilarious when you have a Delirium enabled Grim Flayer.

Abrupt Decay; Kill a Tarmogoyf, kill a Dark Confidant, kill a Death's Shadow, destroy a Grafdigger's Cage, destroy a Ghostfire Blade, take out a Snapcaster Mage, or you could always just kill the several CMC Merfolk lords.

Utility Spells/Value Spells:

Edge of Autumn; Mana-ramp early game, double card draw late game. Draw two for two mana is pretty crazy.

Traverse the Ulvenwald; These should help me look for The Gitrog Monster, when I need him and Creackwood Liege when I want him.

Worm Harvest; On average, I can get six or seven 1/1 worm tokens, however, with the Retrace ability or Creackwood Liege on the battlefield, this can look a lot like Liliana, the Last Hope's emblem.

Noxious Revival; This is the only mainboard card I don't really think is useful. This card works to grab a removed The Gitrog Monster, or works to grab any powerhouse card I currently don't have the means to Retrace or it could be used on Waste Not to keep my opponent on their feet. This spot could use recommendations, if at all possible, I'd like to steer clear from Unburial Rites unless absolutely necessary.

Splendid Reclamation; Lands are fun, lands are even more fun when I have sixteen of them. Splendid Reclamation also has the added benefit of allowing me to reuse my Ghost Quarter's and Verdant Catacombs's.

Scapeshift; This'll allow me to grab all of my Ghost Quarter's and other cheap lands I may need to disrupt my opponent.

Lands:

Ghost Quarter; This allows me to stop my opponents fetchlands and other nonbasic land high-jinks.

geier reach sanitaruim ; This allows me to dig, allows me to force a discard on my opponent, however, this land is rarely used, so I've dropped down to merely two copies.

Drownyard Temple; This card is just beautiful along The Gitrog Monster.

Oran-Rief, the Vastwood ; This card combos greatly with Worm Harvest and can routinely cause me to beat face with multiple tokens.

Verdant Catacombs; Fetchlands are imperative to Modern, even more so when using The Gitrog Monster.

Overgrown Tomb; These serve as something for Verdant Catacombs to search for, while still producing multiple mana. (I do this to drop a land in the graveyard early for either Worm Harvest or Splendid Reclamation.)

Canyon Slough; This card was added from the Amonkhet spoilers that dropped recently, these cards are insane alongside The Gitrog Monster. With these 'bicycle' lands I can search form them with Verdant Catacombs and I can use the cycling to net two card draws once I have Gitrog out (I can cycle at instant speed, thus, allowing a card draw on my opponent's turn). Canyon Slough also has the added benefit of allowing me to cast Ancient Grudge. I am going to have to wait until Hour of Devastation gets released so I can use the 'bicycle' lands.

Swamp/Forest; Mana is needed. These can also be seen as draw cards once I have Gitrog out, or recursion effects if I have Retrace cards in my graveyard. Lands sooth Gitrogs hunger.

Sideboard Analysis:

Abrupt Decay; This allows me to take care of cards like Rest in Peace, Tormod's Crypt and any creature heavy deck that can overwhelm my defenses.

Ancient Grudge; With Canyon Slough in my mainboard this card can get cast a total of four times throughout the game, especially considering I can always grab a Canyon Slough with my fetchlands.

Bojuka Bog; A land that stops graveyard themed decks, perfect for a The Gitrog Monster sideboard.

Mutilate; A reliable board wipe will help me close the gap between me and token strategies. The largest interaction with Mutilate is to use it after the turn you use Splendid Reclamation or Scapeshift.

Drown in Filth; These cards are better than they are cracked up to be. They are totally overlooked. With the ability to self mill, kill something and the interactions with Fetchlands, these cards are amazing.

Remorseless Punishment; Something to kill planes-walkers and the like, this can get out of hand with a Waste Not (haha, get it out of hand, because of all the discard).

Scute Mob ; Thirty over thirty Scute Mob ftw. I'll sideboard these guys against creature heavy decks, such as Mono White Humans and Elves.

Splendid Reclamation; This card helps me against any land destruction deck that thinks it is a good idea to go up against The Git Gud Monster.

Tormod's Crypt; Enables deleruim against decks that have aggro early creatures and stops graveyard themes, Tormogoyf comes to mind.

Thank you for viewing my The Gitrog Monster deck, I highly appreciate it. If you liked it, please, supply me an upvote. Good travels fellow Toad Servants.

Any and all recommendations are needed and appreciated :)

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Date added 7 years
Last updated 7 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

32 - 8 Rares

8 - 4 Uncommons

7 - 3 Commons

Cards 60
Avg. CMC 2.52
Tokens Worm 1/1 BG, Zombie 2/2 B
Folders Interesting
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