Verdurous Gearhulk

Legality

Not legal in any format

Combos Browse all

Verdurous Gearhulk

Artifact Creature — Construct

Trample

When Verdurous Gearhulk enters the battlefield, distribute four +1/+1 counters among any number of target creatures you control.

Price & Acquistion

Ebay

Recent Decks

Verdurous Gearhulk Discussion

InfectRocksMyWorld on Sunbird’s Expertise

6 days ago

Verdurous Gearhulk. Pumps up your creatures big time.

NyanNijet on Abzan Counters

1 week ago

2 recommendations for you: Oath of Ajani and Verdurous Gearhulk

magicsheep on So Many Saprolings

1 week ago

I tried playtesting this deck a couple of times, here's my feedback.
1) The deck plays like a semi-typical midrange deck, as it does OK against both control and aggro but not excellent against either. At the moment, I would say that this deck is probably better against aggro than control, but that's my opinion. This is the sideboard I used:
3x Duress
2x Lifecrafter's Bestiary
2x Naturalize
1x Verdurous Gearhulk
1x Yahenni's Expertise
2x Blossoming Defense
1x Fatal Push
3x Cast Down
2) The deck severely lacks in removal. I found myself using Fatal Push and Cast Down in almost every sideboard match. However, once I got this engine running the Saprolings were able to overwhelm my opponent. Another card I would add is Blossoming Defense, which I used in the sideboard to protect my key cards. Frankly, I think the mainboard is very vulnerable to removal and burn spells.
3) This deck has a lot of synergy with Saprolings and once I'm able to get the cards working together properly and I'm able to protect them with Blossoming Defense, this deck plays extremely well.
This is a great first deck that is competitive and powerful. The theme and construction was great. Excellent job amorilinguae!
-magicsheep

multimedia on Elves at the Oasis

1 week ago

Hey, I like your new game plan here it's well thought out and explained. Is it a viable budget strategy? I'm not sure, but it looks fun. Your deck currently has 64 cards I suggest trimming 4 cards making it 60. Also wouldn't hurt to add your deck to the budget hub.

In nearly all instances you're much better off playing two drop Elves who can actually make mana. Llanowar Scout can't make mana, to be able to use his ability you have to have a land in your hand, this is a big drawback. If you have a land in hand then great, if it's a Forest or Oasis even better, but sometimes you don't have a land in hand and in those times you can't make mana with Scout. Elfhame Druid or Servant of the Conduit are better Elf options than Scout because either one can make mana without needing something else. They're both more consistent in making mana. Even being able to use Servant's mana ability two times because of only having two energy is still worth it.

Scout's ability is nice when it works, but do you really need it? Having a lot of lands is not something you should be concerned about because of all Elves your playing who can make mana: Llanowar, Marwyn, Cowl and Rishkar with a counter. Making mana is not a problem thus having a lot of lands in your control doesn't need to be part of your strategy.

Another two drop Elf who has synergy with Marwyn, Rishkar and Armorcraft is Kujar Seedsculptor she adds to the counters strategy, give her a playtest. Verdurous Gearhulk is a great creature with a counters strategy. It's budget $2.50 good creature to ramp into with all the mana that's made with Elves and can be a fine finisher. It's not an Elf, but it can put counters on Marwyn which is just as good as being an Elf.


elgosu1337 on marwyn?

2 weeks ago

Really like the deck idea. From testing, you have too many Forests, and you probably need more card draw to storm off. Cut some of the Forests for 1-mana Elves, since those can accelerate the deck while also putting a +1/+1 counter on Marwyn. They would also give you the option of using Skullclamp for card draw. Adding a Traverse the Outlands should also thin the deck a lot. Grothama, All-Devouring lets you draw lots of cards by attacking with Marwyn, as long as you have something to untap her. Greater Good also works well if you can float mana first. Temur Sabertooth is great as well especially with Paradox Engine.

Swiftfoot Boots is a great way to protect Marwyn and give her haste so you can recast her, though you do need enablers like Greater Good or Temur Sabertooth. Concordant Crossroads is another great haste enabler if you only play it when you want to storm off. Akroma's Memorial is worth a shot.

You could try Primeval Bounty as a way to pump Marwyn even more. Also, creatures that pump on ETB, like Wolfir Silverheart, Verdurous Gearhulk, Yeva's Forcemage, and Briarhorn. With enough creatures, Soul of the Harvest, Primordial Sage, and Regal Force can also provide card draw.

yrj77sports on Skullbriar's counter attack

2 weeks ago

rogue's passage would be good. I assume your main priority is commander damage. You could add Verdurous Gearhulk, you also only have one creature that flies, which is going to be a huge problem. I'd take out a mana ramp or two and try to address that problem with Whirlwind. A tutor could be really nice, maybe Night Dealings or Diabolic Tutor. I'd also suggest something that could be a real game ender. Rise of the Dark Realms or Sepulchral Primordial are some things that could help.

Azdranax on I need help making a ...

3 weeks ago

Modular creatures add good cheap value to provide bodies on the board that enhance your scavenge ability without leaving you overly susceptible to forced sacrifices of your commander and/or counter-loaded creature. Winding Constrictor, Hardened Scales and Skullbriar, the Walking Grave are must adds, as are Verdurous Gearhulk and Corpsejack Menace. Phyrexian Dreadnought and Death's Shadow are both extremely explosive in the deck.

Shane on Mono Green Aggro Stompy

3 weeks ago

Rishkar, Peema Renegade, Verdurous Gearhulk

I feel these four slots could be better used. Maybe one more Blossoming Defense and Prey Upon and 2 more Forest.

Load more