Garruk's Uprising

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Garruk's Uprising

Enchantment

When this enters, if you control a creature with power 4 or greater, draw a card.

Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking if lethal combat damage would be dealt to all blocking creatures.)

Whenever a creature with power 4 or greater enters under your control, draw a card.

DubMC on The Hungry Hungry Locus

1 month ago

I had Rancor in this but took it out for more card draw. I chose the planeswalkers I have because they provide repeated artifact or enchantment destruction which is very helpful in commander, but the Nissa's you suggested would fit well. I'll probably add Garruk's Uprising because I love that card, but for the most part I have a few ways to make Omnath unblockable, which is even better.

CommanderNeyo on The Hungry Hungry Locus

1 month ago

My pleasure! I keep playtesting this deck and am surprised at how much mana you get so quickly (and how much fun that is)!

Some other suggestions...

Nissa, Vital Force, because you can ult her the turn after you play her.

Nissa, Who Shakes the World, because double mana.

Anything that gives trample, like Garruk's Uprising, Primal Rage, Rancor.

Flarhoon13 on Stonebrow smashes

3 months ago

Won a low power game recently. Prophetic Flamespeaker and Colossal Rattlewurm came down after a Skyshroud Claim got me to seven lands. Nature's Will and Wulfgar of Icewind Dale did a lot of work while and really got to shine with Stonebrow, Krosan Hero did his thing--twice, thanks to Wulfgar of Icewind Dale. Garruk's Uprising was out first, providing major value. My final turn saw Vorinclex, Voice of Hunger help me to cast a Vigor into Full Throttle.

JAPuckett85 on Bello Bello, Trash Panda

5 months ago

Veethevvitch Np! Remember: the deck only works with Bello. There is no backup plan. The backup plan is to get Bello out again, it is only with his ability that the deck works, & it hums. I've cast him 6 times before in a game, for 13 mana, was totally worth it. Bello makes every card broken. Also remember that it is a static ability, so all the big artifacts & enchantments get ETB's as creatures (think Molten Echoes, Mana Echoes, Guardian Project, Roaming Throne, Garruk's Uprising, etc- also, Gaea's Cradle is nuts on your turn!). Anything that names a creature type always names Elementals (Mana Echoes doesn't need to name & counts itself too, as does Molten Echoes). Nykthos counts the colored devotion of token copies (they retain their mana value as copies). Grothama, All-Devouring is a 5-mana draw at least 8 cards (more if an anthem effect allows)- he is there to fight & kill the turn he comes into play, that's it. Nevinyrral's Disk is one-sided, just kills Bello & mana dorks & small rocks, etc (unless you can cast Heroic Intervention! Or regenerate with Asceticism!). Blasphemous Act is nearly one-sided but have to be careful bcuz 13 damage gets marked on everything & your creatures lose indestrucible if Bello dies- doesnt matter if they are no longer creatures when Bello leaves but stuff like Threefold Thunderhulk or Skitterbeam Battalion will die if Bello leaves while they have the damage on them. Note, Akroma's Memorial saves your stuff from Blasphemous Act. If you make a copy of something with Molten Echoes then copy that token using Esika's Chariot you will keep the 2nd token copy forever & don't have to sacrifice it. Roaming Throne doubles the card draw on combat damage, as well as nearly every effect on your big artifacts/enchantments. There is so much synergy here, the deck hums. Make tons of mana & draw cards & dump crazy effects out that are threats themselves & draw more cards.. you get to play with all these big things that arent good enough in most decks but Bello's ability makes them completely broken- these artifacts/enchantments were not designed to be creatures, especially with haste, indestrucible, & card draw! Love this deck, highly recommend building it.

JAPuckett85 on Bello Bello, Trash Panda

5 months ago

Veethevvitch I just counted 26 pieces of ramp lol, plus there are cheaters like Sunbird's Invocation, Chimil, the Inner Sun, Wondrous Crucible, etc- i often use Chaos Warp on one of my basic lands or a token since there are so many permanents (tokens generation is for blockers since most things are only creatures on my turn). By far the craziest is Mana Echoes tho, usually near infinite colorless, especially when i can get it out with Molten Echoes or Sunbird's Invocation & if im drawing like with Garruk's Uprising or Guardian Project it gets extra crazy, plus Gimli's Reckless Might is usually for the fight removal but the haste for mana dorks has proven very useful to continue colored mana generation.

CNG_Stream on 4+ Power Aggro

6 months ago

Fun idea, but without any ramp you will sadly run too slow and will be outpaced by an Ouroboroid deck. To speed up you will likely want to some cards like Llanowar Elves or Spider Manifestation (Leyline Weaver for arena) as some mana dorks. You could also use the Shared Roots to help take you to a 4 drop for turn 3. Another ramp option that fits deck theme would be Herd Heirloom as the card can be use for mana any color and can be a trample enabler and another card draw source.

Might suggest trimming the black from the deck and stick to red green to simplfy mana, but also make it so you don't have as many creatures that have down sides for attacking (Rot-Curse Rakshasa/Sunset Saboteur). Also trimming the Kalakscion, Hunger Tyrant will simplyfy the mana a great deal as you wont need double black pips in a mostly red green deck.

If you are not a fan of removing those cards, then I would maybe suggest some removal like Hunter's Talent as the card starts of as removal and can be leveled up to help give trample for your non tramplers if you don't have Garruk's Uprising on the battlefield. Another option you could use would be Hard-Hitting Question as a 1 mana sorcery, or Bite Down as a decent instant speed interaction (disregard if keeping black for destroy removal).

The weakest cards in your deck look like Kalakscion, Hunger Tyrant and Tumbleweed Rising followed by Tyrox, Saurid Tyrant for being legendary and Rot-Curse Rakshasa due to decay. Not saying you shouldn't use the the 2 drops since they are on brand for your deck, but maybe trimming the legend to 3 copies and same for Rakasha since the graveyard exile function isn't that bad. These would just be the cards I would be looking around removing to make adjustments.

Tippycat on Oops ! All Permanents

7 months ago

Cool! A few thoughts...

Ground Seal also stops you from targeting things in your graveyard... including stopping Meren of Clan Nel Toth. Not sure this is going to help if someone has a Scavenging Ooze. Without an sorcery like Bitter Ordeal (which can be amazing) I think you're better off trying to stay ahead of your opponents and get those creatures on to the battlefield ASAP rather than worrying too much about graveyard protection.

If you use even fewer basic lands, Hermit Druid could be even better. With Sidisi, Brood Tyrant out that would be amazing.

Since your theme is self-mill, I also really like The Master, Transcendentfoil which is in your Sideboard.

Could think about replacing Seal of Primordium with Reclamation Sage to have another creature to trigger and get back from the graveyard.

I also wonder if you could use a few more ways to give your stuff trample besides just Brawn. There is Garruk's Uprising which also helps with card draw. Surrak and Goreclaw would give creatures trample and haste which might be helpful.

Your ability to stop fliers is pretty low. Wonder would be an easy add here.

And for another wincon that avoids sorceries, you could look at Bringer of the Last Gift as a creature version of Living Death.

BlatantLizard on the Slimelord

10 months ago

Very cool deck! This is one of things that I love about Magic. The Swarmlord is one of my favorite commanders and Slime Against Humanity is one of my favorite cards but I’ve somehow never thought about playing them in the same deck! Really cool idea with great execution! Here are some cards that I would run in my version of the deck.

Interaction/protection:

Mutational Advantage

Stubborn Denial

Change of Plans

Ripples of Potential

Board Wipes

Contagion Engine

Wave Goodbye

Ramp:

Kodama of the West Tree

More counters:

Sphere Grid

Invigorating Hot Spring

Biogenic Ooze

Evolution Sage

Tainted Observer

Inexorable Tide

Card draw:

Garruk's Uprising

Return of the Wildspeaker

Shaman of the Great Hunt

Kami of Celebration

Game-Ending Bombs:

Thousand-Year Storm

Herald of Secret Streams

Skatewing Spy

Akki Battle Squad

Triumph of the Hordes

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