Garruk's Packleader

Garruk's Packleader

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Creature — Beast

Whenever another creature with power 3 or greater enters the battlefield under your control, you may draw a card.

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Garruk's Packleader Discussion

MindAblaze on Mayael's Wild Pair-ty

3 days ago

@ KillDatBUG Elvish Piper and Windbrisk Raptor are staying though as the first one gets me stuff for cheap, and anything I use to protect Mayael I can use on the piper. In a slow moving clunky metagame, my fast mana fueled aggro/midrange deck tends to draw a lot of attention. I find I only have to swing once with Windbrisk Raptor and entourage to give me the space I need to keep up the pressure.

I've been back and forth on Garruk's Packleader and Krosan Tusker though. A couple of thoughts, passive draw over time is nice in a deck that after 5 mana puts out mostly creatures with high power. The tusker is almost always a Divination that draws me one land guaranteed and when I have 3 cards that let me play an extra land/turn (or two) it's usually a good play. Plus, in a pinch I can cast it with Wild Pair out to go get any number of cards in the 11 slot (or Vorinclex if I control Mirari's Wake.) I'm leaning toward swapping the packleader out if I'm going to run Greater Good, but I wonder if there's enough upside to justify it. I do kind of want to shoehorn a graveyard subtheme in here, and putting Greater Good and Paleoloth back in would fit nicely with Birthing Pod, Reya Dawnbringer, Survival of the Fittest and Karmic Guide...

KillDatBUG on Mayael's Wild Pair-ty

4 days ago

If you're not sure what to cut, I'd suggest cutting Garruk's Packleader, Elvish Piper, Krosan Tusker, and Windbrisk Raptor at the very least. I just don't think they're powerful/fast enough for battlecruiser Magic, especially if targeted removal is abundant in your meta.

DaitokujiAmnael on Mayael EDH Primer

6 days ago

I would recommend Garruk's Packleader, but you'd probably die from all of that draw power.

Blind_Guardian on

1 week ago

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dagan94 on Ruric Thar, the Unbowed: Only creatures

1 month ago

To start today's episode I'd like to begin by saying you have very reliable mana dumping, meaning this is not a problem. I'll probably suggest either more efficient dumping or better synergy dumping, but this was not a weakness.

I'll start with R/G's ultimate rival. I'm talking about my main color blue. Your deck doesn't hate blue enough, despite being a color combination that should have nothing but malevolence towards blue. This is a problem. Blue is control. Blue is inevitable. Blue is patience. To counter this you need to take steps. Gruul is anarchy. Gruul is explosive. Gruul doesn't know why I'm having to explain this and just wants to know how to kill blue already. Essentially you need to rage out of control so fast that no amount of control will be able to delay the game long enough to set up a win con through milling or other means. This is done through some very simple cards. Vexing Shusher guarantees your commander and other key threats make it to the field in the first place so they can even do anything. Spellbreaker Behemoth is more passive and covers less cards, but nonetheless important. Mistcutter Hydra hates blue. If that doesn't cover what I just said I don't know what will.

Next up is top decking. Your running cards in a long term format using colors that's personal motto is yolo. So you've gotta sneak in your long term game plan in sneaky ways. Courser of Kruphix allows you to play a land from the top of your deck, which effectively counts as a draw, and Garruk's Horde allows you to play a creature... sooo basically with these two cards out you always get at least one extra draw a turn. Since all you run are creatures and lands its not like your opponent didn't have an idea what was on the top of your deck, so it also doesn't leak out any unnecessary information. We can also add Garruk's Packleader. This guy is important as he doesn't actually require you to play a card. Tokens are creatures too, and I'm going to add some great token suggestions in a bit.

Next up is screwing your opponent over completely. You're probably wondering why this wasn't the concentration of my suggestions before? Because if we're going to screw them we need to make sure we can reliably do so. It'd be stupid to invest all of someone's stock to bankrupt them into a company that we have no idea whether or not is doing well. You need to be aggressive. Like stupid aggressive. Spawnwrithe and Giant Adephage aggressive. Who cares if you lose creatures. You get creatures just for trying anyways so swing swing SWING! Okay maybe you can't swing. Obsidian Fireheart doesn't need to swing his fancy fists to hurt. Oh and the only way to stop him is to blow up lands so that's sweet too. Utvara Hellkite is annoying. REALLY ANNOYING. Once again swing swing without any thoughts towards defense. Your defense is that your oblivious to defense. Hellkite Charger allows you to untap your creatures for attacking once. Oh and you can attack again if you feel like it. Essence of the Wild makes your small tokens big... and your small creatures big. Basically if it enters the field it is going to be big. Your graveyard is probably going to have a lot of creatures in it late game. Kessig Cagebreakers will explode at that point. Rage Thrower encourages you to attack recklessly, and discourages opponents from doing so. You're low on life? Swing with Wurmcoil Engine!

Now let's pretend you're having mana problems. Fine. I get that. Not really. I won't list a million suggestions. I'll state two things. You aren't using Llanowar Elves. You aren't using even a fraction of the mana ramping creatures available to you for under 2 mana.

If you need suggestions for drops ask away. I can think of a few that are quite obvious upgrades, but ultimately this is your deck. This is your play group. And maybe most importantly this is your wallet. With that said there are a TON of cards I didn't list that fulfill some of my descriptions listed above. These are just what popped into my head as I was typing. Case in point this needs to be highly aggressive. Your healing and defenders should be born via your attacks, not by sacrificing a creature. This will pressure your opponents who run control very hard, since this method is both repeatable and can exponentially explode. My suggestions currently would result in a massive swarm that feeds off of the death and carnage it creates. You can opt for more control creatures if you wanted, and if that's what you want just give the word.


Seraphicate on What is an activated abillity?

1 month ago

Activated abilities are abilities that have a cost and effect. Intrepid Hero and Krosan Restorer both have activated abilities, the cost for both of them, being to tap the creature. Llanowar Elves has an activated ability, that adds mana to your mana pool, therefore, a mana ability.

A triggered ability uses the words "when", "whenever" or "at", to state the conditions which must be met in order to trigger that ability. (for example, Soul of the Harvest)

With regards to Illusionist's Bracers, you would have to equip it to a creature that has an activated ability (Mayael the Anima in this case), in order to have it trigger. Equipping it onto Garruk's Packleader will not allow it to copy the draw ability.

You might want to look at Strionic Resonator as well, if you wanted to copy triggered abilities.

Fang008 on What is an activated abillity?

1 month ago

Mayael the Anima has an activated ability. Yes? Llanowar Elves is a mana. Garruk's Packleader is a triggered ability? What are these: Intrepid Hero, Krosan Restorer. I'm asking in regards to using Illusionist's Bracers.

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