Why This Deck Exists
This deck is a love letter to stubborn value, board presence, and winning games by refusing to budge. Toph, Greatest Earthbender leads a Gruul-flavored Commander deck that plays like a wrecking ball with manners. You are not combo racing. You are not durdling. You are applying pressure, daring people to deal with it, and punishing them when they try.
If your ideal Commander game involves resilient creatures, fight spells, emotional damage, and a table slowly realizing they underestimated you, you are home.
Commander
Commander
- Toph, Greatest Earthbender – Your engine and payoff, rewarding you for playing Earthbenders and controlling the battlefield.
Creatures
- Avatar Kyoshi, Earthbender – A massive presence that turns board control into inevitability.
- Badgermole – Early defense that blocks well and supports your Earthbender theme.
- Badgermole Cub – Smaller but useful for building board presence early.
- Bumi, Eclectic Earthbender – Flexible value piece that adapts to the game state.
- Bumi, King of Three Trials – A high-impact creature that rewards aggressive play.
- Bumi, Unleashed – Turns pressure into chaos and keeps opponents on the back foot.
- Deserter’s Disciple – Utility creature that helps stabilize the midgame.
- Earthbending Student – Early play that scales nicely with your commander.
- Earth Kingdom General – Buffs your team and rewards going wide.
- Freedom Fighter Recruit – Solid role-player that keeps pressure consistent.
- Great Divide Guide – Helps manipulate combat and positioning.
- Haru, Hidden Talent – Quietly powerful and excellent in longer games.
- Raucous Audience – Adds disruption while advancing your plan.
- Rebellious Captives – Creates bodies and forces awkward decisions.
- The Boulder, Ready to Rumble – Big stats, big attitude, big problems for opponents.
- The Cabbage Merchant – Comic relief that still pulls its weight.
- The Earth King – Long-game value engine that rewards board stability.
- Toph, Earthbending Master – Enhances your Earthbender synergies significantly.
- Toph, Hardheaded Teacher – Makes your creatures harder to deal with.
- Toph, the Blind Bandit – Aggressive and efficient threat.
- Unlucky Cabbage Merchant – Value with flavor and disruption.
- Yuyan Archers – Ranged removal stapled to a body.
- Zhao, the Moon Slayer – High-impact threat that demands answers.
Sorceries
- Aang’s Journey – Card selection and momentum in one package.
- Blasphemous Act – Emergency reset button when boards get silly.
- Bumi Bash – Removal that fits the deck’s aggressive posture.
- Bumi’s Feast Lecture – Value spell that keeps your hand full.
- Cathartic Reunion – Card draw that trades excess for gas.
- Cracked Earth Technique – Efficient removal with flavor.
- Explore – Ramp and card draw in a clean package.
- Fiery Confluence – Flexible spell that always does something useful.
- Gamble – Tutor with risk baked in, just how Gruul likes it.
- Iroh’s Demonstration – Tactical swing that rewards timing.
- Jet’s Brainwashing – Disruptive spell that messes with plans.
- Many Partings – Utility spell that smooths awkward turns.
- Price of Freedom – Punishes greedy boards.
- Reckless Blaze – Straightforward removal when you need it.
- Rockalanche – Big, splashy spell that ends games.
- Seismic Sense – Information and advantage rolled together.
- Shattering Spree – Scales beautifully against artifact-heavy tables.
- Taunting Challenge – Forces combat and opens shields.
- True Ancestry – Solid payoff for committing to the theme.
Instants
- Bolt Bend – Redirects key spells and protects your board.
- Cycle of Renewal – Recursion and resilience in one card.
- Deflecting Swat – Free protection with your commander out.
- Earth Rumble Triumph – Combat trick that swings fights.
- Heroic Intervention – Keeps your board alive through wipes.
- Inspiring Call – Protection plus card draw.
- Lightning Strike – Clean and reliable removal.
- Origin of Metalbending – Utility instant with thematic punch.
- Redirect Lightning – Interaction that punishes aggression.
- Rocky Rebuke – Efficient answer to problematic attackers.
Artifacts
- Arcane Signet – Fixes mana and accelerates your start.
- Bender’s Waterskin – Utility artifact with thematic value.
- Mechanical Glider – Grants evasion when needed.
- Sol Ring – Because Commander.
- Swiftfoot Boots – Protects key creatures.
- The Banyan Tree – Long-term value artifact.
Enchantments
- Bitter Work – Slow grind advantage.
- Crystalline Armor – Makes threats harder to answer.
- Earthbender Ascension – Massive payoff for staying on theme.
- Master’s Guidance – Buffs and protection rolled together.
- Seismic Tutelage – Repeated value engine.
- Solid Ground – Board stability and synergy.
- Tale of Katara and Toph – Flavorful card that rewards patience.
- The Legend of Kyoshi – Late-game power and inevitability.
Lands
- Ba Sing Se – Thematic utility land.
- Fire Nation Palace – Fixes mana with flavor.
- Forest – Primary green source.
- Mountain – Primary red source.
- Omashu City – Utility land with theme.
- Rumble Arena – Encourages combat.
- Secret Tunnel – Fixing and evasion.
- Thriving Bluff – Flexible mana fixing.
- Thriving Grove – Flexible mana fixing.
Game Plan
Early game is about establishing mana and a board presence without painting a target on yourself. Midgame you start leveraging Toph and your Earthbenders to control combat and punish greedy plays. Late game you win through overwhelming board advantage or a massive swing spell.
Strengths
- Strong board control.
- Resilient to removal.
- Excellent in creature-heavy metas.
Weaknesses
- Limited stack interaction.
- Can struggle against fast combo.
- Relies heavily on board presence.
Upgrades And Tweaks
This list is very playable out of the box, but you can tune it toward more interaction or more aggression depending on your group. Adding faster ramp or additional protection spells will raise the power ceiling quickly.
If you like winning games through presence, pressure, and just enough chaos, this deck delivers.


0 Comments