Verdurous Gearhulk

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
Kaladesh Mythic Rare

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.

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Verdurous Gearhulk Discussion

Jory476 on Snakes Make Everything Better

5 hours ago

First of all, thank you for the comment. I appreciate it.

I understand the fear of having Aetherborn Marauder come into an empty board, but I also feel like it can be a good trade off in the right situation. I agree that I needed more Verdurous Gearhulks though. I'm keeping the marauders for now, but maybe I will have some bad experiences in testing and take them out.

I think you were mostly right about Heroic Intervention. I had too many and they are not as valuable then they seem at first glance, but I also like it for use during my own attack phase. Basically, the indestructible is nice for more than just preventing boardwhipes. This is even more true since Glint-Sleeve Siphoner has menace. They can attack more freely, getting energy and wasting blockers. I've been thinking about using Blossoming Defense, the fact it's one mana and can save Winding Constrictor from Yahenni's Expertise, has made me decide to add it for sure. Plus, it saves most of my deck from Fatal Push, which seems to be in most black standard decks right now.

You are completely right about the lands. I want to work more in, but I've been having trouble deciding what to cut. I'm decided Rishkar, Peema Renegade is too good and I need him in, but that leaves even less room for land. I ended up only adding a Blooming Marsh, and 2 Rishkar, Peema Renegade, but I want a full 4.

Gonti's Machinations has great synergy with Glint-Sleeve Siphoner and Winding Constrictor. I removed it because it is isn't needed, but it gives more energy. Maybe in a deck that relied less on +1/+1 counters and more on energy counters. I suppose at most points of the game though it is just a card that heals you for 3 and hurts the enemy for 3 because you will have plenty of energy most of the game without it.

Again, thanks!

SlippinJimmy on B/G Counters

13 hours ago

Oh and I can't say enough in favor of Aetherborn Marauder, by the time you play him you can make him absolutely massive, he's a card that if he doesn't get destroyed/countered right away, he just wins the game.

I also tossed a few Appetite for the Unnatural in the sideboard to help with any unforeseen issues with combo decks, but im prepared to put Rishkar's Expertise back in if that isn't an issue. (with the acceleration and counter multipying in this deck you can conservatively get 5+ cards drawn turn 4 with a free Verdurous Gearhulk, its just stupid amounts of good.)

ICEMAN762004 on Official missing/incorrect card/token thread

14 hours ago

Verdurous Gearhulk image shows the masterpiece image rather than its standard Kaladesh image. Thank you in advance.

Blume17 on Welcome to Value Town

1 day ago

I would suggest another Arborback Stomper. I ran a very similar deck, and Cloudblazer was very underwhelming, and the Stomper did it's job more than well. It is a great combo with Verdurous Gearhulk. They can be so overpowering.

Spinifex on Snakes Make Everything Better

1 day ago

Thanks for the comment on my deck. A few notes:

Orion93 on Standard Temur

1 day ago

Yeah man. So. Best decks have a theme. Whether it's playing things for free with Aetherworks Marvel or control with a solid black and blue deck or ridiculous creatures like Verdurous Gearhulk building on a Solemn Recruit, these cards have a synergy to them which play together and build into a combo.

Maybe you have a combo. I just see a bunch of random cards in a list. So work on your combo and explain it in the description.

mluc on B/G Counters

1 day ago

Ok, so, after some more testing, Walking Ballista is a must. The way it cheats direct removal is great, and it also deals with planeswalkers.

For sure, Verdurous Gearhulk is a very important card in the deck, as it gives a lot of value for the mana cost.

Hissing Quagmire feels good as it is a potential attacker at some point, and, after turn 3, it doesn't really matter if lands enter tapped.

I boarded in from sideboard Aid from the Cowl against control and it is an interesting card, not sure yet how good it is, definitely better than Rishkar's Expertise.

What I felt missing always in the first game were cards like Blossoming Defense and Fatal Push.

Tireless Tracker seems a good addition to the deck.

mluc on B/G Counters

1 day ago

Thanks for feedback, makes a lot of sense, let me explain my reasoning, I didn't have chance last night to do it:

Loam Dryad: I wanted to have a one drop in my starting hand. Can help cast spells until Rishkar, Peema Renegade, so it makes the deck more consistent on activating creatures for mana. The deck wants to consume a lot of mana. It also helps accelerate towards a Verdurous Gearhulk. I'm not convinced also that is a good pick, but I felt like I needed more one-drops.

4x Nissa, Voice of Zendikar: It is the engine of the deck, it does so many things that I feel it is indispensable. I played against GW humans that had Traben Inspector, Avacyn, Nissa, Gideon. Nissa on both sides was the wining card.

Winding Constrictor is the best card ever and is a super combo together with Scrounging Bandar. So many times I just moved counters from one monkey to the other and the other way around just to put more counters on them.

Aetherborn Marauder: 3 at the moment, but I think this is a card that will be sided out most often, as it has a nice feature, but it can die to removal before getting a chance to influence the battlefield.

Drana, Liberator of Malakir is strange, as it has to hit the player to activate, which might be hard to achieve so I am not convinced that it should be in this deck. The only advantage that I see at the moment is that it has flying.

Durable Handicraft feels much better than Animation Module. In regards to this, Metallic Mimic is an extraordinary card, too bad it doesn't have enough synergy with this deck.

I don't feel Verdurous Gearhulk is essential to this deck, as by the time you put it in play you should already have bigger creatures than what it can provide. And, if you just want to spread counter, Nissa, Voice of Zendikar does a better job at it.

Lands: I agree on the fact that due to how I changed the manabase, more lands enter tapped than before, but I had a big issue previously: I could not play Winding Constrictor on turn 2! The way I balanced land colors is directed towards casting the snake when it is most useful, not for casting Drana.

Gameplay: Not drawing lands feels bad for this deck, but I suppose this is true for any deck...
Always it feels necessary to either have a Winding Constrictor or a Durable Handicraft in play as soon as possible.I liked playing Nissa as soon as possible for either + or - abilities.

Maybeboard: Tireless Tracker seems like a good addition against control decks, maybe 1-2 in main and other 2 in side.

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