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Thrun, the Last Troll

Thrun, the Last Troll

Legendary Creature — Troll Shaman

Thrun wants a deck that wins on the spot by putting a few key cards together. It also works in a deck built around Shaman or Trolls.

  • Mana cost2 genericgreengreen
  • Green ()
  • Power / toughness4 / 4
  • RarityMythic

This spell can't be countered.

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

1 genericgreen: Regenerate Thrun.

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Archetypes
Themes

Cards That Fit Thrun, the Last Troll

Picked for what they do in Thrun's deck. When two cards do the same job, the one with the lower comes first. All of them fit Thrun'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

Does what Thrun, the Last Troll does6

The 6 Cards

Similar Commanders

Commanders that share the most with Thrun, 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 glossaryGPlayers write colors as letters: G for green.ComboCombo decks hunt for a few specific cards that win the game on the spot once they are all together. Many repeat an action over and over without end, which players call an infinite combo; the rest of the deck searches for the pieces and protects them.Open the Combo pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageUncounterableThis card cannot be countered. Countering a spell stops it from resolving and puts it straight into the graveyard, so a spell that cannot be countered is going to happen no matter what an opponent is holding. This tag is about the card itself. A card that grants that protection to your OTHER spells is tagged Counter Protection instead. Allosaurus Shepherd, CounterfluxOpen the Uncounterable page