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Garruk's Horde Discussion
2 weeks ago
I like a lot of your choices, but I would add Diluvian Primordial, Garruk's Horde, and you will want to consider Vizier of the Menagerie once Amonkhet comes out. Another card to consider is Ancient Ziggurat.
1 month ago
Oh my bad, use something like Call to the Grave for Gisa
Consider making it a combo deck using and abusing the colours you have. Maybe using things like Price of Glory and Ruric Thar, the Unbowed to control the field kinda like a light stax deck. You seem to like control.
1 month ago
OK, so modern is considered a turn 4 format- this means that you are going to have to ramp and ramp hard, with anything more than around 5 cmc almost impossible to play without tricking it in. To that end, Nykthos, Shrine to Nyx/Genesis Wave are the traditional way to pull it off with a haste enabler.- look for genesis wave decks and mono green stompy for the two current archetypes.To start, Brawn and Ravenous Baloth are unfortunately not modern legal, meaning if you're playing modern, you'll need something else.
You are either going to want bigger creatures and tricks like Summoning Trap or Dramatic Entrance to trick things, or a lot more ramp- Mana Bloom Sakura-Tribe Elder and Search for Tomorrow perhaps to transition into bigger spells, and creatures to help you survive those first four turns- Brindle Boar against burn etc. If your aim is to resolve Garruk's Horde, you may want it alongside some topdeck control like Courser of Kruphix to help keep casting cards.
Remember that most people can spend one mana to remove a creature at instant speed with Path to Exile and Despise to strip key cards from your hand, so you will want either creatures that can protect themselves or spells to protect them- Vines of Vastwood, Blossoming Defense, Asceticism/Archetype of Endurance , Dungrove Elder, Heroic Intervention Plated Crusher etc.
The main thing is you are going to have to ensure there is an appropriate mana curve to your deck- you want lots of spells in the 1-2-3 slots, which can then power the 4-5-6 slots to keep you in the game. If thats smooth, your hands will have less 'blank cards' and your deck will be a lot more reliable, which is really important if you're taking 10 damage turn 3.
The most important though, is to build something you find fun, because whats most powerful is rarely the most fun,and thats why we play the game. A deck you've worked on, tested, feels smooth and is enjoyable is probably the most important thing.
2 months ago
2 months ago
Yeah, I can definitely see a lot of things I might tweak. I have one of the 'combo' Animar decks, so you can see how different it is: Bouncy EDH 2.0
I think the first major difference I would go for is to try and minimize the number of creatures with low colorless costs. Something that is 2RG is objectively worse than 3G in an Animar deck if the effects are similar.
Other than that, more technology. I would pick creatures that do cool things as well as have bodies. The impact something like Garruk's Horde can have on this deck is huge, particularly if you're dropping him in for GG. How about Jin-Gitaxias, Core Augur for UU? Or Duplicant for 0?
My deck runs heavily off of bouncing things, so I can tell you it is a great mechanic with Animar. The Onnas in particular can get hilarious if you can start chaining them.
Lastly, more draw tech. You may be dumping your hand fairly quickly so you want to be able to refill as much as possible.
2 months ago
I would consider adding more creatures maybe bring the creature count to somewhere between 30-35 i know they are all big beefies with high cast costs. But I feel like with the ramp you have it cant hurt. plus the idea is to have good things for mayael to dig for. I would start with Armada Wurm and maybe Craterhoof Behemoth Aegis Angel. something like Arborback Stomper will help get some life for free if you need it. Avatar of Slaughter for the game ending hit. Boldwyr Heavyweights because you should have the biggest creatures at the table and its a 2 for 1. Bringer of the Green Dawn/Bringer of the Red Dawn because reasons Council Guardian Deathcoil Wurm doesnt mind being blocked lol. Dragonlair Spider is great for blocking and creature racing. Enlisted Wurm though im not sure how cascade works with mayael. Garruk's Horde just seems natural in here as does Gladehart Cavalry. Living Inferno fight clubs all by its self as does Nessian Wilds Ravager. um Panglacial Wurm because i dare you to cast it from your library. i will scoop right then. Primeval Protector will be almost free even if its in your hand. Scourge of the Throne i mean your deck loves attacking why not do it again? Siege Behemoth,Tornado Elemental,wolfpack and Thorn Elemental because we want to just do straight damage to people. Stalking Vengeance will make people think twice about clearing the board. Tyrant of Discord sounds awesome. Vagrant Plowbeasts u know why. Vigordoesnt have time for anybodys shit. Windbrisk Raptor id like to see some lifelink in this deck because it has the potential to pump out assloads of damage per turn. there were a ton of creatures i omitted which had cycling and in hindsight they may be good but im sure you can do a search for them but if you ever find your hand flooded with creatures it might be a good out. also one last thing since i love this card Blade of Selves I didnt price anything out because I didnt feel like it since you could buy any of these one at a time and slowly build the deck into something that you wanted.
3 months ago
Garruk's Horde is pretty great; since your decklist is so creature-heavy, you can just chain lots of valuable cards off the top of your deck. It's also a powerful 7/7 trampler, which is nice.
Apocalypse Hydra gives you a place to sink your gigantic mana pool, and then you can use it to wipe out swaths of token armies.
Genesis Hydra is another gigantic X creature that also gives you extra value.
Mina and Denn, Wildborn gives you the additional ramp you need in Gruul colors, and giving a big creature trample can be useful.
Signal the Clans is a superb Gruul EDH card; can't decide which of three epic creatures you want to tutor for? It doesn't matter!
Rubblehulk is an incredibly powerful pump tool that also doesn't count as a spell, so you can flip Ulrich at the end of the turn.
Clan Defiance is removal and direct damage rolled into a single spell; very powerful, shouldn't be overlooked.
Gruul Ragebeast is one of the best repeatable removal options you have in your colors.
Mage Slayer is a powerful equipment you can put on any gigantic creature for double direct value when attacking.
In general, any creatures with the bloodrush ability from Gatecrash and Dragon's Maze have great synergy with flipping your Commander; activated abilities don't cast as spells, but you're still getting pump and value.
5 months ago
So I'm gonna offer a casual build that feels good to play and can sort of hold it's own.
Step 1: Put in a minimum of 7 of your favourite wurms, Elderscale Wurm, Pelakka Wurm, Engulfing Slagwurm, Worldspine Wurm, any big mono-green fatties pretty much. I also find hydras are broken, since with your commander out they more than double your mana, pick your favourite hydra, Primordial Hydra is all the mana.
More ramp! This is green after all, for this I just use greedy ass elves to simply absurd unntapping (which is easier in blue with Hidden Strings) I mean, Magus of the Candelabra or Garruk Wildspeaker with Overgrowth, Utopia Sprawl, Spawning Grounds! Gyre Sage is often overlooked as well. Also any Elvish Piper to Quicksilver Amulet effects are awesome. Oh yeah, Whisperer of the Wilds.
Answers. You have fatties, Prey Upon them, just Hunt the Weak, it will be no Epic Struggle when you kill them with a single Savage Punch. Also cards like Polukranos, World Eater that can just fight on their own are nice.
You will always want a few Acidic Slime effects.
Try to be able to always apply pressure while answering answers in mono green aggro. I would also hold back threats and just look like you're ramping into nothing. Lastly, Selvala is powerful enough to just have fun.