|Commander / EDH||Legal|
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|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|Kaladesh (KLD)||Mythic Rare|
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Artifact Creature — Construct
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
Jaecen on Animar Sec
11 hours ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
5 days ago
Thanks @Jordensmash, your deck looks fun! I like the explore package, especially Jadelight Ranger . I used to run Kalonian Hydra , Master Biomancer and Gyre Sage but have recently done an aggressive rework to try and get the CMC down as low as possible to make the deck faster. My buddies that I play with most often have very fast goblin and Izzet aggro decks. I do still keep those higher-CMC cards in the sideboard for multiplayer, and adding a Verdurous Gearhulk would be dope now that it's come down in price. Re your suggestions, I see the avg CMC of your deck is 2.3 w/ 22 lands, and I'm at 1.4 and 19. If I were to incorporate some of your list, what do you think would be highest priority to add, and what might I drop? Or would it be an all-or-nothing choice when it comes to the explore mechanic? Wildgrowth Walker is definitely best if I go heavy explore. Thanks again!
1 month ago
I like Path of Discovery a lot, it's an underated card in my opinion. I'd like to play Krav but I don't know what to take out. I already want to add Ridgescale Tusker, Verdurous Gearhulk, Scavenging Ooze and Inspiring Call with no idea what to take out.
2 months ago
1) I do not condone infect under any circumstances. I believe that it takes away from the fun of the game and forces a deckbuilding restriction on people (forces them to spend card slots on cheap removal). Not only that, but it's not beneficial for you. You'll be able to MAYBE kill one player before the whole table is like 'he has infect, KILLEM'. And kill you, they shall.
2) have some suggestions for non-infect cuts.
Hornet Queen is not great. Lots of experience counters but at 7 mana it's probably not worth it.
Nylea, God of the Hunt is a really odd inclusion here.
Shrieking Drake bounces creatures and that removes counters.
Yavimaya Elder wants to die, so putting counters on it is not goo. It would just end up being 5 mana to draw a card and tutor two lands. If that's worth it to you then go ahead ig.
Ezuri's Predation, while on-theme, is not a very good card, and doesn't synergize at all with the rest of the deck.
Fable of Wolf and Owl is not super good, especially in a deck running so few multicolored cards.
Aluren isn't great. Gives opponents too much ammo.
Panharmonicon is a confusing addition. You have EIGHT creatures whose etb you'd want to replicate, and doubling up on experience does two things: 1) Not enough. After 6 counters your dudes are immune to removal and after 9 all of the infecty bois (if you decide to keep them) can swing for lethal. 2) It makes you LOOK really menacing, even if those counters aren't doing a ton. That makes the table your enemy, which basically hands you the L.
Finally, Imma link my deck. You can give some opinions on how I should do things, you can ask my advice on includes and such. For now, though, have a good one and happy brewing!
2 months ago
good artifacts to have regardless of the theme is/are the availible signets. In your case, it would be Golgari Signet. Other nice mana rocks include Mind Stone, Fellwar Stone, Gilded Lotus, Charcoal Diamond, Commander's Sphere, and Darksteel Ingot. There are spells that allow you to search for lands, such as Rampant Growth, Skyshroud Claim, Explosive Vegetation, and Hour of Promise. The article you mentioned was wrong, as the only card you can have multiple copies of are basic lands. If you wanted to keep with the artifact theme, then run Artifact Creatures such as Darksteel Colossus, Triskelion, Noxious Gearhulk, Verdurous Gearhulk, Duplicant, and Solemn Simulacrum (AKA sad robot). There are many more and if you want check some out you could use this link http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&type=+[%22Artifact%22]+[%22Creature%22]. Just remember that not every one is a winner and you don't have to run all of them. If you wanted to replace your commander, that's entirely your choice, but unfortuatly, golgari isn't known for making creatures unblockable. the Simic commander Kaseto, Orochi Archmage and the Arzorius commander Sygg, River Guide gives creatures unblockable. If I choose a new commander, I would choose Kaseto because it's less restictive, and while you can build it tribal, it can also have some other strategy. The youtube channel "Tolarian Community College" has guides on both of these commanders if you decide to go this route and get stuck. EDHREC (https://edhrec.com/) is also a great tool for building a commander deck.
2 months ago
These are a few cards I think you should look into for this deck Dream Stalker, Verdurous Gearhulk, Kozilek, Butcher of Truth, Mulldrifter, Managorger Hydra, Altered Ego, Hangarback Walker, Rishkar, Peema Renegade, Hardened Scales, and Duplicant.
2 months ago
I have three mono green commanders, and I am pretty sure all three cards are going in my deck. I don't want anything expensive in my deck, this will just be a whatever I got on hand and whatever is cheapest deck. The deck has tons and TONS of high power strong creatures like Thorn Elemental Jugan, the Rising Star Panglacial Wurm impervious slagwurm Pelakka Wurm scut mob ( Potential strong ) Gigantosaurus Verdurous Gearhulk Thragtusk Terra Stomper.
So with that in mind, I also want to throw in Helm of the Host which I think will want to be a major win condition too. I know I don't have any real way to search for it, but I also want the commander to be the best option for that artifact as well.
What do you guys think is the best commander for this deck?
3 months ago
First Suggestion to make more competitive would be to lower average casting cost with out losing overall power - use more efficient costed cards which sometime means losing cards that have long term benefits but do nothing short term such as removing mind unbound as it does nothing till next turn then only draws one.
Based on the deck as is, and your meta's commanders here are some suggested adds (tried not to mention very expensive cards like fetches, volrath's stronghold, and doubling season - but some cards are not budget as their is no good alternative.)
Scavenging Ooze - graveyard hate, fits counter theme, and life gain.
Herald of Secret Streams - would work wonders.
Spike Weaver - helps against the decks that attack a lot. And gets counters on things that don't always have one.
Bloodspore Thrinax - bio master number 2 once he has a counter or many.
Eternal Witness - as recursion is great.
Anafenza, the Foremost - hoses meren. And is a 4/4 for 3, that can give counters.
Verdurous Gearhulk - a 5/5 with trample that puts counters on up to 3 other things (you would almost always target gearhulk with one).
Etched Oracle - card draw is always good.
Sage of Hours - extra turns are good right? With a couple other cards already in deck this goes infinite (if you wanted it to).
Black Sun's Zenith - partial wipe, you can shrink opponents creatures, then wipe them later. Not as good against Edgar as his counters will negate these.
Collective Effort - great with creatures in play.
Fellwar Stone ramp and fixing for 3 colors in your meta.
Chromatic Lantern should be in here especially since it more budget friendly.
Transmogrifying Wand - fun way of repeatable removal.
Verdurous Gearhulk occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%