When I first saw Garna, I thought she seemed pretty neat, but I quickly dismissed her as another mediocre haste enabler. However, after reading an EDHREC article in which authors discussed their top cards from this year, I was surprised to see Garna make it onto one of the lists. I looked over her EDHREC page, and quickly found myself becoming more and more intrigued by her unique set of abilities. There appear to be two main build styles: cycling and aristocrats. This deck leans more towards the aristocrats style, but relies heavily on Garna as a value engine and combo enabler. By combining "free" creatures with cost reduction effects or cards that generate mana when your creatures die, we can generate lots of mana off of our board before playing Garna and doing it all again. You can close out games either with things like Zulaport Cutthroat or Outpost Siege , or by assembling a setup where you can infinitely loop Garna.

Card Choices

I split my ramp between rocks and mana dorks, with the rocks for survivability, and the dorks to be sacrificed for value then recurred by Garna.

Leaden Myr , Iron Myr , Millikin - Cheap, strong mana dorks that also can be sacrificed to Goblin Welder or Daretti, Scrap Savant . Millikin is especially good, since it can dump cards into the graveyard to be recurred by Garna or any of our other recursion.

Sol Ring , Rakdos Signet - The best mana rocks in our colors, I would run a few more but we have extra ramp in the form of our mana dorks.

Burnished Hart , Solemn Simulacrum - Two great utility creatures that put lands from our deck into play.

Crypt Ghast - A ridiculously powerful ramp tool that lets us generate lots of mana early for extremely explosive turns.

The draw effects I included are divided into two main categories: gradual draw, and draw from creatures dying. Gradual draw, if set up early, can generate lots of value over the course of a game. Meanwhile, cards that let us draw off of creature death let us cash in our creatures to refill our hand quickly before playing Garna to get them all back. Finally, we have a few wheel style effects that also synergize well with Garna, letting us get back any creatures we discarded to them.

Outpost Siege , Trading Post , The Immortal Sun - Powerful effects that let us gain incremental advantage, as well as providing other utility to the deck. Outpost Siege can also double as a finisher to kill people by sacrificing and recurring creatures. Trading Post can do so many useful things, letting us get back powerful artifact enablers that have been milled or destroyed, draw cards off of our redundant mana dorks or rocks, or just make tokens to serve as chump blockers. Finally, The Immortal Sun serves as a cost reducer to make our creatures generate mana much more easily, as well as pumping our board slightly, which can occasionally be relevant.

Grim Haruspex , Midnight Reaper , Smothering Abomination , Harvester of Souls - These all are pretty straightforward, and all work in basically the same way. You sacrifice a creature, you draw a card. Smothering Abomination is great because it can draw cards off of your token creatures as well as the nontoken creatures, while Harvester of Souls can draw you cards off of opposing creatures that die.

Skullclamp - This card is very similar to the previous set of cards in that it lets you draw cards off of creatures dying, but requires a small mana investment, and is generally about 10 times more ridiculous.

Chandra, Flamecaller , Magus of the Wheel - Our two wheel effects: the Magus is pretty straightforward, working especially well because it can activate immediately with Garna on board. Meanwhile, Chandra doubles as a board wipe, and can also make tokens to kill planeswalkers or to sacrifice for value.

Usually a deck's tutor package is pretty straightforward: a collection of cards that get what you need. In this deck, most of our tutors can be recurred by Garna or have some other utility.

Diabolic Intent , Gamble , Sidisi, Undead Vizier - These are the most straightforward tutors in the deck, each being a fairly unconditional tutor effect, getting any card at a small cost that can be mitigated by Garna.

Dimir House Guard - This card is so much more than a tutor in this deck. Our package of 4-drops contains basically any effect you could possibly want. First off, the guard himself is a free sacrifice outlet. We have Smothering Abomination , Trading Post , and Outpost Siege for different types of draw. There's Whisper, Blood Liturgist , Balthor the Defiled , Trading Post , and Daretti, Scrap Savant for all your recursion needs. Next, we have ramp in the form of Crypt Ghast and Solemn Simulacrum , and some removal with Faceless Butcher . Lastly, Outpost Siege can close out games with enough death triggers, while Sifter of Skulls and Pitiless Plunderer can generate mana during the combo turn. And remember, you can recur him after use with Garna. He's just that good.

card:Nethersworn Phalanx - While there aren't quite so many targets at 6 cmc, this card is still very good in the deck for many of the same reasons as Dimir House Guard. It is a reasonable card even outside of transmuting, letting you kill token players that overcommit to the board, or other players if you loop it a couple times. As part of our modest 6-drop package, we have draw with Chandra, Flamecaller , Harvester of Souls or The Immortal Sun . Chandra also serves as removal along with Duplicant , while The Immortal Sun doubles as a cost reducer and anthem. Finally, we have Extractor Demon to either fill our graveyard early on or close out the game with enough ltb triggers.

Buried Alive - In a recursion-based deck this card is fine on its own, but when combined with Garna you can tutor up 3 creatures to your hand, which is pretty fantastic.

Final Parting - Much like Buried Alive, this card is fine on its own with how much recursion we run. Unlike Buried Alive, this doesn't get much better when combined with Garna.

Razaketh, the Foulblooded - A (basically) free sacrifice outlet that lets you tutor for any card sounds pretty decent. Not like that would be broken at all, right? Razaketh is nutty, letting us turn our board into whatever cards we need at the time, and then potentially recur our board with Garna. Or not, when we just tutored for a bunch of cards does it really matter?

A lot of the power of this deck comes from being able to make explosive plays with Garna, which usually require a lot of mana. These ritual creatures are usually pretty mediocre, since they are card disadvantage and often mana neutral or negative. However, Garna solves the card disadvantage problem, and our deck compensates for the other with cost reducers or cards that generate mana off of creatures dying. In addition, a lot of these let us frontload mana payments, potentially letting us make strong plays way ahead of curve. Yes, playing The Immortal Sun on turn 4 sounds good!

Priest of Urabrask , Priest of Gix - Our two truly free creatures, they simply recoup their cost on etb. They are on the weaker side on their own, but can also be fed into our sacrifice outlets for additional value.

Blood Vassal , Catalyst Elemental , Generator Servant , Overeager Apprentice - All of these creatures let us frontload mana costs, letting us play powerful threats ahead of curve. Generator Servant does need a turn cycle or haste to activate, but lets us haste out powerful creatures with the mana it generates.

Bog Witch - Turning any card in your hand into a Dark Ritual is pretty powerful, especially when it could be dumping a big creature in the graveyard for future recursion as the "cost". Once again, this requires a turn cycle or haste to activate, but Garna gives us easy access to haste.

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Date added 5 years
Last updated 5 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

34 - 0 Rares

23 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 3.37
Tokens 2/2 C Artifact Creature Spawn, Copy Clone, Eldrazi Scion 1/1 C, Eldrazi Spawn 0/1 C, Goblin 1/1 R, Human Cleric 1/1 BW, Morph 2/2 C, Treasure
Folders m, Radha and Garna stuff
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