Greater Gargadon

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Time Spiral (TSP) Rare

Combos Browse all

Greater Gargadon

Creature — Beast

Suspend 10-(Red)

Sacrifice an artifact, creature, or land: Remove a time counter from Greater Gargadon. Play this ability only if Greater Gargadon is suspended.

Greater Gargadon Discussion

crash328 on Non-Black Aristocrats/Sacrifice

2 weeks ago

Red has a lot of token generation fodder with things like Dragon Fodder , Empty the Warrens , Siege-Gang Commander and the like to give you a lot of bodies on board for sac outlets. Red also has two great free sac outlets in the forms of Greater Gargadon and Goblin Bombardment whixh along with classic colorless sac outlets like the three altars (Phyrexian, ashnod's, and of Dementia) offer red a good amount of aristocrat tools

canyonrp on Atla Palani

2 months ago

i think your deck would do well with a few more sac outlets. I think you have three right now, but I may have missed something. My favorites are Goblin Bombardment , Blasting Station (which works well because Atla Palani, Nest Tender 's trigger would untap the blasting station), Fanatical Devotion (for protecting your bigger creatures when someone tries to kill them), Greater Gargadon , and of course High Market . I don't know how many you'd want to run, but I definitely recommend high market, since it doubles as a land.

Birds of Paradise is really good mana ramp and gives any color you need, but since it's a creature, it dies easily, and it'd feel bad if you got it from sacrificing an egg. I'd recommend 2-mana sorceries and artifacts for part of your ramp base, ( Rampant Growth , Nature's Lore , Farseek , Edge of Autumn , Gruul Signet , Selesnya Signet , and Boros Signet ), to avoid getting them from eggs hatching. The reason I'd pick them over Cultivate is because they cost one less to cast and if you play one on turn 2, you can play your commander one turn early.

Dischord on Feldon

4 months ago

Koth of the Hammer could easily be another threat or a more efficient ramp card. Might I suggest Thran Dynamo ?

I'd replace your Mindless Automaton with Deal Broker . I know, the Conspiracy text might throw you off, but it is indeed another looter for the deck at only 3 mana!

You're also missing key pieces of removal - Duplicant , Chaos Warp , Meteor Golem , and Spine of Ish Sah . These four cards are your essential removal cards in Mono-Red! I would take out Seething Song , Warstorm Surge , Greater Gargadon , and Lightning Bolt for removal. Duplicant and Meteor Golem in particular work well with Feldon because you can create token copies of them!

CCBM on Gargageddon (Restore Balance)

6 months ago

kamarupa

The typical way of doing it is turn 1 suspending Greater Gargadon , turn 2 playing double borderpost and then on turn 3 playing one of the cascade cards to Restore Balance and then in response, sacrificing the land to Gargadon.

Of course, there are slightly different ways of doing it. For example, without a Gargadon, if you just have 3 borderposts of the right color or 2 plus a Simian Spirit Guide , this will effectively do the same thing and you won't have to lose a land.

Squirrelbacon on Dripping-Gargadon

6 months ago

Another way to get some value off of your Zubera idea is to run 3 or 4 Viscera Seer or even Hidden Stockpile for fun. Lets you scry and get some extra value over time. However, in terms of your sideboard there's a few options you can go with... I think the most broad I'll put below with small explanations and then it can be altered as needed? Maybe?

4x Leyline of the Void --> "Best" graveyard hate since it can come down turn zero and help to hose out dredge, all versions of Phoenix decks while also slowing down a few other strategies.

2x Destructive Revelry --> The card is good, however, not needed as a 4 of. Leyline of Sanctity isn't played nearly as much, Leyline of the Void is awkward to bring in against you since you still get Zubera value from the death trigger and Rest in Peace is the same. Other key artifacts or enchantments you can try to go around/under due to smaller creatures being annoying.

2x Damping Sphere --> Slows down both tron and storm and just helps for the most part...

4x Death's Shadow --> Honestly, I don't know if I like this selection but it does give you another angle of attack... Speaking of angles, Gurmag Angler may also be worth considering due to the nature of Greater Gargadon doing his thing. May also want to consider other wincons here in split numbers ( Liliana of the Veil , Liliana, the Last Hope , Kaya, Orzhov Usurper , Kalitas, Traitor of Ghet etc.)

3x Path to Exile --> Kill it, kill it dead.

This is 15, and it should be broad enough to help in several match ups, but it can also be tuned to be better/stronger for what you need. I feel that the options here are easy enough to understand when you'd bring them in and makes choices easy when playing against opponents, however, I also threw this together real quick before work so I'm sure I missed a few things. Either way, this gives an idea of a few cards to look into. Other options include Surgical Extraction , Crumble to Dust , Fulminator Mage , Thoughtseize , Nihil Spellbomb and it can just keep on going.... Rakdos Charm is a personal favorite of mine for Sideboards in X decks!

Funkydiscogod on Dripping-Gargadon

6 months ago

Sadly, Hex Parasite and Greater Gargadon doesn't work the way you advertise: While suspended, Gargadon is not a permanent, and not a valid target for the Parasite's ability. Rift Elemental will work that way

Consider replacing Destructive Revelry with Fury Charm . It'll still kill artifacts, but it can also give Gargadon some much needed trample, or de-suspend it faster.

oberien on Metalworks V2

6 months ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

PlatinumOne on Electrogenesis

6 months ago

we're not talking about Greater Gargadon , we're talking about Restore Balance . the things that Hypergenesis can do is leagues beyond what Restore Balance can do.

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Greater Gargadon occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.0%