In Garruk's Wake
Destroy all creatures you don't control and all planeswalkers you don't control.
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In Garruk's Wake Discussion
16 hours ago
In Garruk's Wake works amazing in a ramp deck.
16 hours ago
Theres like.. In Garruk's Wake, but thats kinda on the jank end of things
4 days ago
Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!
Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere
Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.
You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.
Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.
Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?
The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:
Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.
Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?
Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?
Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.
Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.
Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.
Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?
That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)
3 weeks ago
3 weeks ago
3 weeks ago
If you're running Tree of Perdition, I suggest also running Triskaidekaphobia for the lols. Also, there are two other sweet infinite mill combos besides Mind crank and Guildmage/Ascension that are worth considering. Illusionist's Bracers + Tidewater Minion allows you to infinitely untap creatures you can use to mill your opponents. Deadeye Navigator can go infinite with Altar of the Brood if you have any creature that untaps lands on entering, like Cloud of Faeries + Palinchron + Peregrine Drake . The combo can also work if you have Sage's Row Denizen instead of the Altar since all of these are blue creatures. A struggle I had with my own deck is the lack of tutors. Since you're in UB, you can conveniently use any of the Transmute cards that can find your combo pieces if you feel like turning your deck into a more combo based one. Dimir Infiltrator + Muddle the Mixture + Shred Memory can all find you the Guildmage and Mindcrank (even Cloud of Faeries and Illusionist's Bracers if you end up running them) and Dizzy Spell can find Ascension and Altar. Another sweet card to consider is Disciple of Deceit which basically gives you a free Transmute on any non-land card in your hand whenever it untaps, allowing you to, ideally, search for anything. Now I don't know what your meta is like, but regardless board wipes are a must. Running your typical black board wipes like Damnation, Toxic Deluge, Decree of Pain, In Garruk's Wake, and Black Sun's Zenith is fine but you need ways to get rid of non creature permanents, a struggle for black. Cyclonic Rift + Nevinyrral's Disk are good for this.
3 weeks ago
I'm going to put in a couple/few more board wipes in and probably replace In Garruk's Wake because it's so expensive.
4 weeks ago
Dauthi Embrace and Dauthi Trapper are also some other considerations to getting your commander damage through. I run those in my Vorath deck. Cards like Lashwrithe and Nightmare Lash are also good staples to run in a swamp-heavy deck.
I like the build, and this is the first time I've seen that commander. Thanks for sharing it.