- Commander Nexus
- Commanders
- Goro-Goro and Satoru
Command zone
Goro-Goro and Satoru
Legendary Creature — Goblin Human
Goro-Goro and Satoru wants a deck that plays cheap creatures and attacks from the first turns. It also suits a deck that makes an army of small creatures and attacks with all of them.
- Mana cost
- Blue, Black, Red ()
- Power / toughness3 / 4
- RarityMythic
Whenever one or more creatures you control that entered this turn deal combat damage to a player, create a 5/5 red Dragon Spirit creature token with flying.
: Creatures you control gain haste until end of turn.
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- Themes
-
- Goblins
- Humans
Cards That Fit Goro-Goro and Satoru
Picked for what they do in Goro-Goro and Satoru's deck. When two cards do the same job, the one with the lower comes first. All of them fit Goro-Goro and Satoru's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
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Rulings for Goro-Goro and Satoru
explain how Goro-Goro and Satoru works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
The set of creatures affected by the last ability is determined as that ability resolves. Creatures you begin to control later in the turn and permanents that become creatures later in the turn won’t gain haste. As long as Goro-Goro and Satoru is still on the battlefield under your control, it will gain haste.
1 ruling, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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