|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
1 week 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 weeks 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 weeks 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.
3 weeks 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 weeks 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.
1 month ago
I like this deck! If you like Maelstrom Pulse because it’s unconditional permanent removal, I would sideboard this for match ups that need a sweeper-type effect vs tokens and similar creature archetypes and replace it with a more efficient unconditional removal card like Assassin's Trophy. I would then replace your two copies of Abrupt Decay with two copies of Rishkar, Peema Renegade to give you some additional ramp for your Hangarback Walker and Verdurous Gearhulk creatures. I like Glissa, the Traitor in this deck too.
1 month ago
About the specific cards in the set:
Sharptooth Croc: He looks fairly balanced when compared to Two-Headed Zombie and Dross Crocodile, but for a Primal creature, I think the high power makes it too desirable to have Menace. To make it more of a choice, compared to the Zombie, I'd vote, make it a 3/2, Primal 1. Also, why does a Croc have the creature type "Alligator"?
Hunting Settlement: The ability that gives your creature Lifelink will prevent them from getting benefit from Muraganda Petroglyphs style-effects. I think that would be an unfortunate interaction. The ability should change.
Tibalt, Havoc-Bringer: should a mono-red planeswalker summon red and black critters?
Wooly Grazer: this ability would go perfect with Primal.
Ubo-luk's Idol: the wording is awkward, and the effect is insane powerful for the cost. It's like your own personal Wheel of Fate, but you're not forced to use it during a later upkeep, you can use it at any time. That card would be banned for the same reasons as Smuggler's Copter. Needs serious power reduction.
Ancient Gharial: They use the creature type Crocodile, now. Even Rootwater Alligator is officially a Crocodile in Oracle text.
Basking Plaeosaur: I'm not sure how much I like the "enter the battlefield" ability with Primal. IF you don't want to make it "Primal 2", then a sacrifice-type ability like Viridian Zealot would definitely be worth only +1/+1.
Bloodfall Axe: The equip cost is prohibitive. The Murderer's Axe cost worked because the set had a Madness theme. The effect is just Barbed Battlegear. It might work if it had a Skullclamp on death ability, to recover the cost.
Chieftain Ubo-Luk: I'd compare him to Sek'Kuar, Deathkeeper. He should make simple 1/1 red goblins (to stay on theme with "no abilities") whenever any nontoken creature you control dies, not just Goblins. I would say instead of giving an ability like Menace, (because it goes against the theme), it should be the simple "can't block" ability.
Clever Improvisor: It's insane that he makes better equipment than the Conch-tipped Spear. They should be +1/+1. Also, instead of making it every creature that enters the battlefield after him, just create 4 of them, kinda like a slower red Verdurous Gearhulk. Otherwise, there will be an ever-increasing supply of power that will never leave the battlefield.
Cloak of Leeches: I would say you should vote to avoid giving the creature an ability. Something like Blessing of Leeches would be interesting, since they no longer use regeneration.
Conch-tipped Spear: It's a No-Dachi. Can you do anything more on-theme, that doesn't give the equipped creature an ability?
Daelin's Spellbinder: This card seems almost too powerful. The "nontoken creature" thing is awkward. Can it be "discard a card" or something more elegant?
Diving Fluoraptor: His activated ability is too expensive. It could be the same as Bloodpyre Elemental without too much loss, or cost only 2 and stay instant.
Downpour: I think this effect has incredible potential. Instead of a sorcery with bulky rules text, an instant "Tap all Permanents" would basically be the same thing, with far more simplicity.
Egg Nabber: Just exile the card, and skip the craziness.
Encase in Magma: Cannot be allowed to enchant enchantments; it's not red's deal. It should just be a colorshifted Imprisoned in the Moon.
Enraging Provocation: I dislike having a temporary ability and a permanent effect on the same card. I don't have any examples of any cards that do this.
Enriching Pitcher Plant: Love it.
Enticing Pollen Spewer: I think it's too expensive, when we compare it to its symmetric counterpart: Rage Nimbus.
Fangs of the Terrosaur: Perfect equipment for this set.
Fight Once More: It seems out of place on a world where humans are basically cavemen. It would be more on theme with a set like Innistrad, but here it's not really on flavor with primitive tribal humans.
Flame-Spewing Ruckus: I don't understand how this card is meant to be used: the turn you play it, you could pump your two creatures with prowess triggers, but the goblin can't attack without Haste. It would be interesting to have an enchantment "whenever you play a noncreature spell, enchanted creature gets +1/+1 until end of turn" (because I don't think you want to avoid effects that give creatures abilities in this set).
Fossil Sage: This might not be the right card for this set, because reanimating a creature with an extra ability plays poorly with Primal. You will always want to not make the token Primal, so you can keep the indestructibility.
I'll write some more thoughts later, since I'm only up to F.
2 months ago
The deck is nuts, I've been gold fishing it since I haven't gotten to play with it yet, but the amount of interaction in that deck is surprising and fun.