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Goro-Goro and Satoru

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 costblueblackred
  • 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.

1 genericred: Creatures you control gain haste until end of turn.

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Archetypes
Themes

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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 14 Apr 2023

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 ↗

Similar Commanders

Commanders that share the most with Goro-Goro and Satoru, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUBRPlayers write colors as letters: U for blue, B for black, R for red. Blue is U because B was already taken by black.AggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageHaste EnablerLets your creatures attack or use tap abilities the turn they arrive, instead of waiting out summoning sickness. Rhythm of the Wild, AngerOpen the Haste Enabler pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageToken EngineMakes tokens again and again rather than once. A token is a creature or other permanent created by a card, with no card of its own. Something that makes one token gives you a body; something that makes them every turn gives you a board you can keep rebuilding after it is cleared. Grave Titan, Bitterblossom, OphiomancerOpen the Token Engine pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick page