Gorm the Great MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost4
RarityRare
TypeLegendary Creature — Giant Warrior
Abilities Partner,Partner with, Vigilance
Power 2
Toughness 7

Key Takeaways

  1. Gorm excels in card advantage, forcing multiple blocks to trigger advantageous card-draw effects.
  2. Synergy with token-generating combat cards positions Gorm as a resource accelerator on the battlefield.
  3. Directing opponents’ resources, Gorm opens opportunities for impactful instant-speed spell plays.
Vigilance card art

Guide to Vigilance card ability

In the strategic universe of Magic: The Gathering (MTG), the vigilance ability stands out as a powerful tool for players. This potent keyword allows creatures to attack without tapping, keeping them ready and alert to defend against incoming threats. It represents a perfect balance between aggression and defense, offering a dynamic approach to gameplay. Lets dive deeper into how vigilance shapes the battlefield.

Text of card

Partner with Virtus the Veiled (When this creature enters the battlefield, target player may put Virtus into their hand from their library, then shuffle.) Vigilance Gorm the Great must be blocked if able, and Gorm must be blocked by two or more creatures if able.


Card Pros

Card Advantage: Gorm the Great has a knack for sustaining card superiority in the long term. As a vigilant attacker that must be blocked by two or more creatures if able, it can enable various card-draw engines or synergize with abilities that trigger off combat, ensuring you continually have the upper hand in resources.

Resource Acceleration: Strategically paired with the right deck elements or cards that capitalize on combat, such as those that create tokens upon dealing damage, Gorm can effectively serve as a resource accelerator. By reliably engaging in combat, it can be instrumental in ramping up your board presence and mana indirectly.

Instant Speed: Although Gorm the Great operates at sorcery speed, it opens the door for utilizing instant-speed spells during the latter stages of a game. With Gorm requiring a substantial distractive block from an opponent, it paves the way for instant surprises while the opponent’s resources are tied down, making it a tactical asset on the battlefield.


Card Cons

Discard Requirement: Gorm the Great demands precision in hand management due to its strategical requirement to partner with another creature. While this promotes synergistic play, it can be a drawback when you lack a suitable partner in hand or on the battlefield, potentially wasting Gorm’s valuable effect.

Specific Mana Cost: This card’s color identity is committed to green, demanding a firm dedication to that portion of your mana base. This can be restrictive as it necessitates a significant green mana investment, which limits deck flexibility and could be challenging in multicolored decks.

Comparatively High Mana Cost: With a mana value of four, Gorm the Great stands on the more expensive side of creatures with similar supporting abilities. In the fast-paced environment where efficiency is key, its mana cost could be a deterrent, especially considering the plethora of alternatives that may provide faster or more immediate board impact.


Reasons to Include in Your Collection

Versatility: Gorm the Great fits into a wide variety of decks, from those geared towards Commander to ones looking to leverage unique creature dynamics. It serves as a robust defender that can also enable offensive strategies.

Combo Potential: When paired with cards that synergize with high toughness creatures or those that benefit from partner mechanics, Gorm the Great can become a linchpin in a powerful combo setup. Its ability to be searched up with your commander can allow for consistent execution of combos.

Meta-Relevance: In metas that favor creature-based tactics, Gorm the Great’s forte in combat and protection makes it a significant addition. Its ability to force blocks ensures control over combat dynamics, keeping key threats at bay while your strategies unfold.


How to beat

Gorm the Great is a formidable commander in MTG, known for forcing unfavorable blocks due to its unique ability to be blocked only by two or more creatures. This ability, combined with its partner mechanic, makes Gorm a strategic piece on the battlefield. To overcome Gorm, consider using removal spells that bypass the need for combat such as “Path to Exile” or “Terminate.” Spot removal ensures that Gorm is handled before it can create a defensive wall for its partner or establish board dominance.

Another effective strategy is utilizing flying creatures, as Gorm’s ability does not affect them, allowing you to bypass the blocking restriction and apply pressure from above. Cards with evasion are also key. Cards like “Invisible Stalker” or “Aether Tunnel” can render your creatures unblockable, ensuring that Gorm’s presence doesn’t hinder your attack. Lastly, board wipes like “Wrath of God” can reset the board, rendering Gorm’s ability irrelevant and giving you a clean slate to take control of the game.

Considering different strategies, it’s clear having a plan for dealing with specific threats like Gorm the Great can make the difference between victory and defeat in MTG. Utilizing versatile, direct, and evasive tactics ensures that you can handle the giant and maintain the upper hand.


Cards like Gorm the Great

In evaluating Gorm the Great within the landscape of Magic: The Gathering creature cards, consider Loyal Guardian, which also thrives in multiplayer scenarios. Much like Gorm, whose power lies in his ability to force blocks and carve a path for other creatures, Loyal Guardian brings a consistent growth mechanic to the battlefield by bolstering your creatures each turn. This makes both cards strategic elements of a collaborative combat phase.

Another creature that resonates with Gorm’s playstyle is the renowned Krenko, Mob Boss. While Krenko doesn’t share the blocking mechanics, it similarly becomes a cornerstone for specific deck strategies that focus on creature synergies and exponential growth, albeit via token generation. Both creatures can rapidly change the game’s dynamics once they’re on the field.

Sidestepping into slightly different mechanics, High Priest of Penance offers a defence strategy where any damage dealt to it results in the destruction of a target nonland permanent. It’s a notable comparison, given that it, like Gorm, forces opponents to consider their moves carefully or risk significant disadvantage. Gorm’s ability to withstand multiple blocks, juxtaposed with the High Priest’s counteractive destruction, showcases various approaches to influencing the board’s state.

When comparing these abilities and contributions to strategic gameplay, Gorm the Great maintains a unique position with its specific blend of partner synergy and combat manipulation, making it an interesting choice for players seeking control through combat interactions in their Magic: The Gathering decks.

Loyal Guardian - MTG Card versions
Krenko, Mob Boss - MTG Card versions
High Priest of Penance - MTG Card versions
Loyal Guardian - Treasure Chest (PZ2)
Krenko, Mob Boss - Magic 2013 (M13)
High Priest of Penance - Gatecrash (GTC)

Cards similar to Gorm the Great by color, type and mana cost

Giant Spider - MTG Card versions
Marsh Viper - MTG Card versions
Scarwood Bandits - MTG Card versions
Carnivorous Plant - MTG Card versions
Erhnam Djinn - MTG Card versions
War Mammoth - MTG Card versions
Aurochs - MTG Card versions
Lhurgoyf - MTG Card versions
Jackalope Herd - MTG Card versions
Rootwater Alligator - MTG Card versions
Golden Bear - MTG Card versions
Argothian Swine - MTG Card versions
Elvish Piper - MTG Card versions
Erithizon - MTG Card versions
Saber Ants - MTG Card versions
Skyshroud Cutter - MTG Card versions
Ulvenwald Oddity // Ulvenwald Behemoth - MTG Card versions
Fungusaur - MTG Card versions
Viridian Lorebearers - MTG Card versions
Monkey Monkey Monkey - MTG Card versions
Giant Spider - Tenth Edition (10E)
Marsh Viper - The Dark (DRK)
Scarwood Bandits - The Dark (DRK)
Carnivorous Plant - Fourth Edition Foreign Black Border (4BB)
Erhnam Djinn - Pro Tour Collector Set (PTC)
War Mammoth - Introductory Two-Player Set (ITP)
Aurochs - Masters Edition II (ME2)
Lhurgoyf - World Championship Decks 1997 (WC97)
Jackalope Herd - Exodus (EXO)
Rootwater Alligator - Exodus (EXO)
Golden Bear - Portal Second Age (P02)
Argothian Swine - Urza's Saga (USG)
Elvish Piper - Ninth Edition (9ED)
Erithizon - Mercadian Masques (MMQ)
Saber Ants - Mercadian Masques (MMQ)
Skyshroud Cutter - Nemesis (NEM)
Ulvenwald Oddity // Ulvenwald Behemoth - Magic Online Promos (PRM)
Fungusaur - Eighth Edition (8ED)
Viridian Lorebearers - Fifth Dawn (5DN)
Monkey Monkey Monkey - Unhinged (UNH)

Where to buy

If you're looking to purchase Gorm the Great MTG card by a specific set like Battlebond and Battlebond Promos, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Gorm the Great and other MTG cards:

Continue exploring other sealed products in Amazon
See Magic products

Printings

The Gorm the Great Magic the Gathering card was released in 3 different sets between 2018-06-08 and 2018-06-08. Illustrated by Johann Bodin.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
12018-06-08BattlebondBBD 82015normalblackJohann Bodin
22018-06-08Battlebond PromosPBBD 8s2015normalblackJohann Bodin
32020-09-26The ListPLST BBD-82015normalblackJohann Bodin

Legalities

Magic the Gathering formats where Gorm the Great has restrictions

FormatLegality
CommanderLegal
LegacyLegal
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Gorm the Great card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2018-06-08 An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
2018-06-08 Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
2018-06-08 If a creature can’t block Gorm for any reason (such as being tapped), then it doesn’t block. If there’s a cost associated with having it block Gorm, the player isn’t forced to pay that cost, so it doesn’t have to block in that case either. If this means that no creatures block Gorm, Gorm isn’t blocked.
2018-06-08 If only one creature can block Gorm the Great, that creature does so.
2018-06-08 If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
2018-06-08 In a Two-Headed Giant game, a player’s life total is the same as their team’s life total.
2018-06-08 Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text.
2018-06-08 Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.
2018-06-08 The second ability represented by the “partner with
-ame]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with
-ame]” is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
2018-06-08 The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
2018-06-08 To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander.
2018-06-08 “Partner with
-ame]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named
-ame], reveal it, put it into their hand, then shuffle their library.”

Recent MTG decks

Continue exploring other format decks
More decks