|Commander / EDH||Legal|
Printings View all
|Magic 2014 (M14)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
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Garruk, Caller of Beasts
Planeswalker — Garruk
+1: Reveal the top five cards of your library. Put all creature cards revealed this way into your hand and the rest on the bottom of your library in any order.
-3: You may put a green creature card from your hand onto the battlefield.
-7: You get an emblem with "Whenever you cast a creature spell, you may search your library for a creature card, put it onto the battlefield, then shuffle your library."
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Garruk, Caller of Beasts Discussion
3 weeks ago
I'll have to take a look at the deck more in depth, but anytime someone says they want to cheat out creatures in Naya, a few cards come to mind.
Nahiri, the Harbinger obviously for her ultimate.
I'm not sure how well the consistency would work in EDH, but I find a wild amount of success with See the Unwritten in Modern.
Genesis Wave, obviously.
Savage Ventmaw, my #1 favorite Dragon in literally all of Magic :D Seriously, a Dragon who ramps SIX MANA OF TWO COLORS?!? Oof <3
I see you're not running Tribal, but hey you have a decent chunk of your creatures as Angels and Elves, so Descendants' Path may be worth while?
Just spitballing ideas. Maybe something will stick. Otherwise it looks fun :)
1 month ago
Vanquisher's Banner, Zendikar Resurgent, Vitalize, Tribal Unity, Worldly Tutor, Skyshroud Claim, Explosive Vegetation, Sol Ring, Emerald Medallion, Orochi Hatchery, Door of Destinies, Caged Sun, Throne of the God-Pharaoh, Slate of Ancestry, Planar Bridge, Sunset Pyramid, Akroma's Memorial, Quest for Renewal, Descendants' Path, Asceticism, Mana Reflection, Concordant Crossroads, Vernal Bloom, Helix Pinnacle, Sandwurm Convergence, Song of the Dryads, Sylvan Library, Lurking Predators, Garruk, Caller of Beasts for after your getting a good feel for how you want to play the deck. Any of these cards will drastically help for your first time i'd sugest zendikar resurgent and throne of the god-pharaoh both these cards together will give you a better advantage casually without being a clear threat. Once your past that stage going with sylvan library and sandwurm convergence will give quicker wins and once your at that stage its time to increase ramp for quicker creature drops. So cards like sol ring which comes in ever pre-con is useful and explosive vegatation also helps and is budget friendly.
1 month ago
2 months ago
All right. I'm not going to go into detail on cards to add unless you ask, but I am going to link one of my fairly similar decks at the bottom. I am going to focus on cuts.
But before we get to that, I'd like to address a couple glaring issues.
Your mana curve is devastatingly high. You are going to be playing nothing until turn 3 most of the time and that does not fly in commander. You should have your engine set up, or at least have a decent board state by turn 4. A lot of decks spend the first turns ramping and turn 4 is when shit begins. Your deck is looking more like turn 6.
Your deck has too much goodstuff to establish a reliable engine. There are a lot of cards here that really don't contribute to the theme. They're good, sure, but they could be better used in other decks and they could also be replaced with a card more applicable to your deck's theme.
Also you have VERY few cards that put counters on other creatures. I count 6. Note that that is just cards that place counters, not double them or add. I see a lot of circumstances where you have a proliferate effect or a counter doubler but have counters on maybe 2 creatures, and only because those creatures entered the battlefield with counters. You have a low creature count and most of them will either cost a lot of mana because they have an , or they don't place counters at all.
Now that that's out of the way, down to cuts.
Altered Ego is not that good. I mean it's not bad but it's pretty overcosted and it is downright awful in the early game.
Beast Whisperer is not going to be drawing you many cards, with a meager 26 creatures in the deck.
Hooded Hydra is also fairly overcosted, though it's not as bad as many other cards in the deck.
Laboratory Maniac is BAD, unless you're drawing enough cards to deck yourself out, and if you are then it'll probably get shot down and you'll lose the game. Not only that, but you will never deck yourself out because you would totally die first.
Lifeblood Hydra is either very overcosted, or it's not gonna die. For my reasoning, consider the curve. You cast it at 4 mana, it's a 1/1. Cast it at 5 and it's a 2/2. Cast for 6 and it's a 3/3. I would say that a 4/4 for 7 mana with that ability is BARELY worth it and anything bigger than 7/7 (10 mana) is not going to easily die. Do you want this to stick around? If so, it's overcosted. Do you want it to die? If so, still overcosted. It could stick around for a couple turns, eat a big attack IF an opponent is playing voltron and the voltron doesn't have trample, flying, or unblockable, and then die. That is the only use I could see for it.
Overbeing of Myth is goodstuff and not really all that good unless you have unlimited hand size.
Tatyova, Benthic Druid is great but this is not a deck that can take advantage of its power.
Walking Ballista doesn't seem like a ton of value. It can ping down a small creature or two but with very, VERY few cards that consistently provide counters to creatures it won't last long.
Fuel for the Cause is just plain bad. First of all it's a 4-mana counterspell. A 3-mana counterspell is pushin it but 4?? That means you're leaving 4 mana up HOPING to get something worth countering, rather than playing another spell every turn. Not only that but how many of your dudes have counters on them cuz most of them either enter with counters or aren't going to get them.
Darksteel Reactor is laughably slow.
Elixir of Immortality is a confusing addition. What does it do? Do you play against mill often? I will repeat that you are NEVER drawing enough cards to deck out before someone kills you.
Lux Cannon is also laughably slow.
Death's Presence is a good removal failsafe, but it costs a lot of mana and your creatures aren't dying in combat. So unless your opponents are packing a fair amount of removal this isn't doing a lot of work.
Rite of Replication and Spitting Image are bad because they DON'T copy counters (love the tricksy idea with Toothy tho), so whatever you're copying is probably an opponent's creature or one of few creatures you control that DON'T have in their costs.
Garruk, Caller of Beasts is super bad. His + is likely not to hit anything in such a creature-light deck, his - is equally bad. His ult is insane but you'll never get there because insane ults draw hate. Your opponents would just kill him.
Jace, Unraveler of Secrets is not great here. His + is fantastic but has nothing to do with the theme. His - is fairly weak. His ult is also a game winner, but once again, the opponents would just kill him.
Kiora, the Crashing Wave is bad in this deck. + is bad, - is decent but unreliable, and ult is kinda strong but not anything crazy and it would take a bit to get there.
Nissa, Vital Force has nothing to do with this deck. Her + isn't bad, but her - is and her ult is not gonna do you a whole pile of good.
Nissa, Voice of Zendikar is not bad here, but there are much better places she could be.
Here's my relatively similar deck, if you'd like to take a look.
Commander / EDH
2 COMMENTS | 27 VIEWS | IN 3 FOLDERS
3 months ago
Creatures: (Maybe do an elves sub-theme? they seem really good for your deck) Beast Whisperer, Book Devourer, District Guide, Acidic Slime, Reclamation Sage, Llanowar Elves, Elvish Mystic, Scavenging Ooze, Arbor Elf, Inferno Titan, Hornet Queen, Genesis Hydra, Elvish Rejuvenator, Satyr Wayfinder, Primordial Sage, Garruk's Horde, Nullmage Shepherd, Protean Hulk, Dryad Greenseeker
Enchantment Sarkhan's Unsealing
Primeval Titan is banned
PB80 on Surrak test
3 months ago
Cultivate gone for a card with lower CMC
Doubling Season Change in strategy
Garruk, Caller of Beasts Change in strategy
Jace, the Mind Sculptor Change in strategy
Jace, Unraveler of Secrets Change in strategy
Kodama's Reach gone for a card with lower CMC
Maelstrom Wanderer It just hits too many cards to be productive
Mirror Image Found it a really nice card but needed the slot
Riku of Two Reflections to mana intensive for current build
Samut, the Tested Change in strategy
Stingscourger Nice card but missing something
Timestream Navigator too slow in this build
Vexing Shusher Change in strategy opens up this slot
Vivien Reid Change in strategy
Amulet of Safekeeping Like the way this tests
Chrome Mox to improve mana
Banefire extra Win con
Etali, Primal Storm heavy hitter and target to force a move
Flash opens up options
Farseek mana improvement
Grinning Ignus combo piece and mana boost
Phyrexian Revoker toolbox
Peregrine Drake combo piece
Protean Hulk combo piece and toolbox
Rampant Growth mana improvement
Trinket Mage tutor
Walking Ballista combo piece
4 months ago
Looking for cards that can help me bring out Dragons for free. So any card that does this sort of thing, really.
I know a small list already, but I was wondering what else there is so I can try to narrow and hone in on the best cards.
Here's what I already know of that do this sort of thing, in one way or another. In no particular order, because I'm lazy.
I'm trying to stay away from graveyard tricks, so please keep those suggestions to a minimum. Thank you.
Cards I know of Show
Kaalia of the Vast: A good Commander, but I want to go 5C so I'll just have her as a 4 CMC creature and if she stays on the field, great. If not, well she's a nice distraction.
Maelstrom Archangel: Honestly, she's going to be my Commander.
Fist of Suns: While this isn't "free", per se, it does allow faster play for larger spells.
Genesis Wave: Obviously.
Kamahl's Druidic Vow: Gets me Planeswalkers and Legendary Dragons. It's a shame Doubling Season isn't Legendary, otherwise that'd be a neat little combo piece. Still works with the aforementioned Genesis Wave, though.
The Ur-Dragon: Obviously.
Intet, the Dreamer: Would need topdeck fixing but it is possible.
Teneb, the Harvester: Technically it does work.
Descendants' Path: Again, requires topdecking.
Call to the Kindred: Potent and powerful.
Cryptic Gateway: Yup.
See the Unwritten: Yeah.
Stitch Together: Graveyard works.
Sarkhan Unbroken: His ultimate does this.
Sarkhan, Dragonsoul: As does his.
Tamiyo, Field Researcher: As does hers.
Xenagos, the Reveler: As does his... Man there's a lot of Planeswalkers that do this, isn't there?
Garruk, Caller of Beasts: I guess he does if the Dragon has in it?
Liliana Vess: She does, but I'd have to manage graveyard tricks in addition to the rest of the deck. I'm trying to stay away from making it too complex.
Liliana, Death Wielder: Which means cards like her and others are probably a no-go as well.
Samut, the Tested: I mean, technically?
Ugin, the Spirit Dragon: Oh yeah, definitely.
As I said, I'm trying to stay away from Graveyard tricks but if it is cheap enough and easy to pull off, I guess it works. I'm looking to constantly grow my boardstate every turn, not try and rebuild it from scratch.
Brylon on Shalai EDH
4 months ago
shalai edh update number 2:
out :: 21
Azusa, Lost but Seeking is very expensive. I am very aware she is awesome, so I've added her to a maybeboard if I decide I want to further upgrade this deck. Flickerwisp and Glimmerpoint Stag are removed because I am largely removing flicker effects because the strat is not powerful enough in this deck.
Originally I wanted to take advantage of Shalai, Voice of Plenty's hexproof for planeswalkers, but I didn't make great picks on planeswalkers, and ultimately Karn, Scion of Urza, and Elspeth, Sun's Champion were really the only ones worth it. I can't reasonably afford Karn for this deck, so he has been moved to the maybeboard.
Flicker effects have largely been removed.
Flicker effects have largely been removed. In this case being sorcery speed makes them less valuable, because they cannot be used for avoidance. Fumigate is removed in order to make way for better mass removal.
It's just too expensive. Shalai, Voice of Plenty does the same thing, and I can just cast her from the command zone.
These are less valuable in a deck that is only 2 colors.
The first 4 of these are just bad, and the last 2 are being removed to make way for more plains.
in :: 21
Powerful spot removal that puts the card where the player can't get it.
Path of Ancestry is good for tribal. Reliquary Tower gives me no max hand size. Homeward Path protects me from effects that take my creatures. Emeria, The Sky Ruin lets me cheat back in dead creatures, and the Plains are added to support Emeria.