Garruk's Horde

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Welcome Deck 2017 (W17) Rare
Magic 2014 (M14) Rare
2012 Core Set (M12) Rare
Promo Set (000) Rare

Combos Browse all

Garruk's Horde

Creature — Beast

Trample

Play with the top card of your library revealed.

You may cast the top card of your library if it's a creature card. (Do this only any time you could cast that creature card. You still pay the spell's costs.)

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Garruk's Horde Discussion

Podkomorka on

1 week ago

No problem man, here is what competitive Selvala looks like. My advice would be to make your list as close to this list over time, and of course what you feel comfortable with $$.

Some things that immedietly stood out to me that have no place in a competitive deck are: Archetype of Endurance, Argothian Elder, Colossus of Akros, Elvish Piper, Forgotten Ancient, Garruk's Horde, Genesis Hydra, Greenweaver Druid, Gyre Sage, Heroes' Bane, Hydra Broodmaster, Hydra Omnivore, Karametra's Acolyte, etc (I give up, I'd be typing a lot of cards.

Not trying to bash your deck at all, I'm just trying to make a point that competitive is a whole other beast :) What you have now may work for you and thats totally fine. Competitive Selvala however looks like the list I linked, and can win as soon as she can make mana which can be turn 3-5 consistently.

Kovukono on Nylea, God of the Big Stuff

2 weeks ago

Update:

Out:

  • Giant Adephage (A good card, but often felt like win-more. I'm worried about taking it out due to its ability to get out of hand, but there was very rarely a draw where I was happy to see him. He's been in the deck since the beginning, so it's hard to see him go.)

  • Tornado Elemental (No reach, and only an ETB. On top of that, his "deal damage as if not blocked" is pretty bad in a trample deck. He was kept in only for dealing with flyers, but thankfully I think I've found an upgrade.)

  • Acidic Slime (5 mana for a deathtouching creature isn't much of an advantage when I can get cheaper artifact/enchantment destruction elsewhere in green. He was mainly there as a creature, but now needs to go.)

  • Gyre Sage (Essentially acted as a trap card. Potentially had huge rewards, but more often than not, I wanted a mana dork that tapped now, and not later.)

  • Garruk's Horde (Often didn't like to attack with him, due to the potential of losing him. I viewed him more as utility. This is a failing on my part. That being said, he was kept in mostly due to his top-deck ability, and I can now get that cheaper and better).

  • Something. I'm honestly not sure what. Looked the list over multiple times, but I managed to let one slip through.

In:

  • Somberwald Sage (More ramp is great, but this one is a bit on the chopping block. A lot of the ramp that's been added recently seems lackluster outside of Selvala, Heart of the Wilds, but I'm hoping this guy will pull his weight.)

  • Sandwurm Convergence (Anti-flying tech is good, and while this won't destroy flyers, it does get rid of the annoying issue of not being able to block them.)

  • Nature's Claim (Cheap, efficient artifact removal at instant speed. Should have gone in quite some time ago, but hadn't.)

  • Growing Rites of Itlimoc (Yes. Hell yes. Getting four creatures on the board happens so often it's not funny. There's a ton of green decks this goes in, and this is one of them.)

  • Vizier of the Menagerie (It doesn't mana fix in this deck, but it costs 4 mana where Garruk's Horde cost 7 and I don't have to reveal the top card.)

  • Lifecrafter's Bestiary (Good card, and definitely has value at any point in the game. Worst-case scenario, it can jump-start my draw.)

Overall, this is one of the bigger updates overall. A couple of the cards had been swapped out recently, but most of them are new. So far, the deck's in an okay place. It could definitely be faster with a full-on elfball package, but I'm kind of resisting that. Also toying with making it more responsive, which could be a relatively large overhaul. I've considered multiple times making this a Selvala, Heart of the Wilds deck, but it just ends up being suboptimal for the commander, and would end up a fundamentally different deck.

Thorbogl on Why use your hand if you got a library?

1 month ago

Thanks for the kind words

To your suggestions: Garruk's Horde is a powerhouse but Vizier of the Menagerie seems to be better due to lower mana cost and the not revealed information as the card is not revealed.

Soul of the Harvest seems pretty decent too but I intent to go for Prime Speaker Zegana instead, as she refills the hand immediatly and gets additional benefits from Murkfiend Liege.Maybe even a Azami, Lady of Scrolls since a lot of the creatures are wizards and untap all the time.

For the other to I see the problem that they are nether creatures or lands, wich on top are not that nice.Im regulary getting slowed down by a Utopia Sprawl on top I cannot cast but its a necessery deal I have to make if I want turn 2 4 mana.

Thanks for the suggestion tho, really appreciated

seshiro_of_the_orochi on Why use your hand if you got a library?

1 month ago

My post is perfect proof that advertisement works: i just saw the deck in a question thread right after not clicking onto it on main page.

Awesome list, i really like all the synergy here. There are some cards that would fit, but would rather be redundacy: Garruk's Horde is somewhere between oracle and vizier and also synergizes well with prophet and yeva. Soul of the Harvest draws you some cards during each and every turn, and Zendikar Resurgent does the same while also doubling your mana. Reason / Believe could be pretty decent as well.

Vortain on R/G Warrior Aggro

1 month ago

I think this needs a fair amount of work. I'm not an expert by any stretch of the imagination, so take what I say with a grain of salt, knowing many others could give you far better advice.

I think you have a few different things you are trying to do:

However, there's so much going on, I don't think most of these things will happen consistently. You only have 1 of each of the cards mentioned above, ensuring that you'll rarely see them played (especially the Zeal combo, which isn't that good to begin with).

I think you should just focus on a few things, mainly Warriors, Exhaust, and the Haste ability, as I think that's what you want your deck to mainly be. The suggestions I make are mainly using exactly what you have, only pulling a few cards from elsewhere.

I'd say get rid of the following:

  • Trial of Zeal - It's not an instant, and it only deals 3 damage. Getting the combo off with Cartouche of Zeal is unpredictable. I'd much rather see 4 Hungry Flames in your deck, where you can clear their minions out, and deal a bit of extra damage to the player.
  • Open Fire - Again, Hungry Flames is better here, as your focus is creatures dealing damage, so just having the option to deal 1 extra damage to the player seems like a huge loss, verses the ability to clear out their creatures and deal damage to the player. Additionally, Shock seems like a much better card at only 1 red mana, if you want more Instant damage.
  • Grapeshot - You have a lot of mid to high costing cards, so at most you may get 1 extra damage with this consistently. Again, for 1 red mana, Shock trumps this (in your deck).

These I'd sideboard, maybe:

  • Bitterbow Sharpshooters - They are situational, probably best if you know you are going against blue/white or someone with flying. Otherwise, the high cost and lack of synergy is hard to justify.
  • Deem Worthy and Shivan Meteor - Both cost a lot to have as part of your core, and not very useful if you are going up a blue control deck, or aggro deck (again Shock and Hungry Flames would be useful in most all situations.) However, if you know they are packing some large creatures, then I'd stick with Meteor since it has a ton more damage, even though it lacks cycling and demands 2 red. If they have large creatures, you definitely rather overkill in case they can pump them.
  • Hijack - Simply put, it's situational. Sideboard when you know you are going up against heavy artifact/vehicle decks. Otherwise, something that straight up destroys artifacts might be better (there's a red card that destorys X artifacts, I think, and that would probably work better in your side board. It could really cripple an artifact deck).

These I like but not sure about:

  • Majestic Myriarch - I like this card a lot, but am playing it in a deck where I only have four five-cost creatures, a few three-cost, and the rest 1 and 2 cost. I don't think it fits well here, but with some changes it might. And you might play with it and find I'm very wrong. Try it and see how it plays out. If he can copy Haste and Double Strike, he could do well consistently.
  • Throne of the God-Pharaoh - I get the idea behind this, but I'm simply not sure if it works in practice. Play with 2 or 3 in your deck (to make sure you see if regularly) and see how it works out. Get rid of it if the damage in negligible.
  • Hazoret's Monument - I do like this in your deck, and probably would play with 2 or 3, but ditch it if it doesn't seem that helpful. But since you have so many red and red/green cards, it seems like it'd do well.
  • Garruk's Horde - It's expensive and only kinda useful if you can get it out. Maybe Cultivator of Blades would be a better option. Again, this one you'd have to test.

These I think you could choose one or the other:

  • Hooded Brawler or Khenra Scrapper or Ahn-Crop Crasher- These cards are nice in their own respect. I think the weakest is Hooded Brawler, mainly because he doesn't have haste and can be blocked. If you find you consistently get him out with Bloodlust Inciter to haste him, then maybe keep him. Otherwise, I'd choose Khenra and Ahn, and you should play 2, 3, or 4 of each. Ahn I think is especially strong.
  • Rubblebelt Raiders or Frontline Devastator both I like for different reasons. I think Rubblebelt is the better choice. Play 3 or 4 of them.

Things I like:

  • Samut, the Tested - This I think could pull off some beautiful combos with haste creatures, especially Ahn-Crop Crasher. Probably would add 1 more, maybe 2.
  • Lovisa Coldeyes - He fits the theme well, I'd just add more of him.
  • Bloodlust Inciter - Fits your theme well, gives haste, works as a chump blocker, works on curve. I'd probably want to have 3 or 4.
  • Prowling Serpopard - Didn't know about this, seems incredibly helpful. Might be situational though, and maybe should be side boarded. If you are going against blue, you want this. Otherwise, something like, Sheltering Word or Blossoming Defense would probably be good in all situations as it protects against direct damage spells, -1/-1 counter spells, etc where as Serpopard does not.
  • Khenra Scrapper - Seems like he could be pretty strong when you want to by pass creatures, especially in combo with Ahn-Crop Crasher and Bitterblade Warrior

Final thoughts

That's probably way more than you wanted (if you wanted any criticism) but I hope it's helpful. I think the main thing is to focus on Haste and Warriors and/or Exhaust. I think you just need to increase the card count you have on some cards. Here's a quick mock up I did, though I didn't spend a ton of time on it. The main thing you'll notice is I increased card counts on cards I liked, and sideboarded anything I felt was more situational. I also slightly adjusted the Mountain/Forest ratio.

R/G Warrior Aggro Suggestions

Penguno on Yeva and Friends

2 months ago

Hello, multimedia. Thank you very much for you help!

These suggestions are really wonderful, and it's giving me a much better idea in how I should form this deck. Thank you so much.

multimedia on Yeva and Friends

2 months ago

If you're afraid of counterspells I suggest Gaea's Herald.

If you're worried about game-ending ability you can adjust your use of Yeva to help with this. Her greatest strength as a Commander is not that she can flash in Elves which is very good, but it's that she can flash in any green creature. Using Elves to make a lot of mana and flashing in big creatures is the power she has. Creatures like Garruk's Horde, Thunderfoot Baloth, Lifeblood Hydra, Hornet Queen, Craterhoof Behemoth, Regal Force who you're already playing, etc. These creatures are not Elf tribal, but they can support Elves while also being finishers. You can use Elves like Fierce Empath or Fauna Shaman to tutor for and get these big creatures into your hand to be able to be able to flash them in.

You've done a really good job building the Elf creature core good card sense I would only add Empath and Fauna.

You can cut some of the lackluster spells such as Weird Harvest, Autumn's Veil, Gift of the Gargantuan, Crop Rotation, Sylvan Scrying for some of these big creatures. However, depending on your budget of course I would first add Fauna Shaman because she's really great with Yeva's flash ability being able to tutor for certain creatures who you can then flash into play, she's also an Elf.

Lead the Stampede and Harmonize are good green draw spells. Lead in particular is very good with Yeva because it has potential to put a lot of creatures into your hand.

Good luck with your deck.

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