Garruk, Cursed Huntsman

Garruk, Cursed Huntsman

Legendary Planeswalker — Garruk

0: Create two 2/2 black and green Wolf creature tokens with "When this creature dies, put a loyalty counter on each Garruk you control."

-3: Destroy target creature. Draw a card.

-6: You get an emblem with "Creatures you control get +3/+3 and have trample."

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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Garruk, Cursed Huntsman Discussion

Jonesbond49 on Friends with Atraxa 2.0

1 month ago

Here is a list of cards that caught my eye.


Elspeth, Sun's Champion creates blockers and wraths big creatures.

Garruk, Cursed Huntsman creates blockers and destroys a creature while drawing you a card.

Ashiok, Nightmare Muse creates a blocker and bounces a creature while disrupting a hand.

Removal: Elspeth Conquers Death is just a good removal piece that returns a creature/planeswalker on the third chapter.

Wraths: Austere Command , Time Wipe , Cleansing Nova , and Doomskar .

Cards that save or reanimate: Semester's End (new card), Triumphant Reckoning , and Primevals' Glorious Rebirth

Sorin_Markov_1947 on Vorinclex Ramp

2 months ago

Solid list! I think there are better things to ramp into as backups to Vorinclex than Burning-Rune Demon and Demon of Loathing though. Beanstalk Giant is some minor ramp with a payoff later if needed, and Ashaya, Soul of the Wild is another possibility.

If you want Planeswalkers, Garruk, Cursed Huntsman is another possibility that's just good in a vacuum as well.

I like the ramp package, but I think Cultivate is better than Ilysian Caryatid . It can't be killed and the one mana extra won't do too much considering you're ramping to 5 or 6, not 4. You also already have Dream Devourer in the two-drop slot, though on turn 3 you may be foretelling with it instead of Cultivating. Depends on the situation.

There's no way Binding the Old Gods doesn't belong in this deck. It's one of the best removal spells in Standard, then ramps you, then makes your non-threats deathtouch. I think it can replace Bloodchief's Thirst .

If you wanted to make it Sultai and focus less on Vorinclex, you could add koma the world serpent as the best non-Ugin thing to ramp to in Standard. You could also go for the Ultimatum, and at that point you're just Sultai Ultimatum.

For the manabase, I think you could add some Triomes to help protect against flooding in the late game.

Azeworai on Kaldheim's Walkers

7 months ago

Destroyerbirb - Interesting theory on Kaldheim being the home plane of Garruk, as his homeplane remains unnamed. He certainly has the figure to fit the clichés of Vikings. The one bet against his appearance is that he has shown up rather recently. With the story culminating at War of the Spark, WOTC has stepped away from cross-block storytelling for the time being, and he  Flip was just in Eldraine.

Due to Zendikar Rising's odd layout of its lands, being a cycle of Dimir, Boros, Selesnya, Izzet, Gruul, and Orzhov. Wizards has always had cycles of lands completed over two Standard blocks, so the rest should be in Kaldheim. Rakdos, Golgari, Simic, and Azorius should be present, and these combinations may lead to what archetypes will be prominently present, and which planeswalkers align with such archetypes. The Rakdos planeswalker above makes sense with this.

TLDR: I think Kaya is getting another colour combination and that Garruk shan't appear.

Sidenote: Raid is definitely returning as a mechanic. Calling it here.

Azeworai on Kaldheim's Walkers

7 months ago

So, we've seen a consistent theme within the past Standard releases since War of the Spark, being the Planeswalkers. What always happens is that there are three 'Walkers—two returning characters and one new. Throne of Eldraine had these two, this one, and Elk; Theros, Beyond Death had her, that one, and him; Ikoria had High-Kick, this guy, and that person; and, lastly, Zendikar Rising had this compeer, this complice, and this confrere. (Ran out of things to call them).

With each of these people clearly stated above, and with the coming of Kaldheim, I am much curious as to what players may speculate. We know that it is a frore, hiemal terrain, being a Nordic-esc setting, but I know not anyone who would suit this setting. Sarkhan that beseems the wintry world, but the other returning character is more difficult to isolate.

More so as a follow-up in the same thread, any ideas for the new Planeswalker's design?

Faux_Faux on None

10 months ago


This makes perfect sense; I thought it was the same way. It would be very uncharacteristic for a character like Nahiri to need to be "rehabilitated" back to plain White mana.

I provide, for an example, Garruk; Garruk Wildspeaker to Garruk Relentless  Flip

This perfectly sums up the events that transpired between he and Liliana: Liliana finally gets her mitts on the The Chain Veil. She curses him, causing a traditionally black effect, cursing him, and altering his color identity. It isn't until the events of Eldraine that Garruk is freed from this curse, as Dog. (Lol, Oko, Thief of Crowns, you cheeky cunt.) i.e Garruk, Cursed Huntsman.

Ultimately, I believe Nahiri will just be plain white again, provided she isn't still pissed at the ol Vampire Dude.

Btw, I loved Stone and Blood. Lovely writing to add to the void left in the set. As much as I love FSM, (Emrakul, the Promised End) it was nice to have Nahiri's perspective during the set other than her directly mentioned cards.

heinrichgraum on Planeswalkers Perfected

10 months ago
  1. I think Garruk, Cursed Huntsman does a fine Apex Predator Impression, and his ability to ult thanks to proliferation is amazing. I think Deathtouch on the blockers and walker removal are very important, especially in my meta, but if you find yourself in a meta without need for them, it seems worth the reduction in mana to swap them for each other. Vraska, Golgari Queen is a fantastic card, I considered finding a slot for her in here, but ultimately I dont think I could reliably find fodder for her +2 and without that, I am unsure about her value across a game. Her -3 is wonderfully versatile and hits so much in the format. Overall I think she's a very good walker, but not the tightest fit for this deck. If you've got the patience to play instants, they're probably one of the best ways to improve and protect this deck. Counterspells and reactive protection are very good and should not be overlooked while adjusting this deck to suit the specific needs of your playgroup.

  2. I don't think Teferi, Master of Time is worth a slot mainly because you have to use him on other folks' turns which is going to get annoying quick and they're gonna target him with gusto. Also Personally I dont want to play on other people's turns, which is why I run almost no instants. Unfortunately the most interesting and exciting walkers recently have all been Chandras which is part of why I built Fireheart, that and Chandra's my favorite Magic character.

  3. I don't like Ancient Tomb, or really any pain lands in general. I think a lot of people write off the life loss as incidental and not worth worrying about especially when their commander has lifelink, but over the course of a game you're going to lose so much life just from doing damage to yourself to play spells you are going to become fragile. If you let your life total get low enough, even if you recover the life, folks will realize that they can use their efforts to kill you instead of your walkers, negating one of the planeswalker card type's strongest advantage, its built in psudo-lifegain. This deck bleeds itself pretty heavily already, what with the fetches and the shocks and cards like Toxic Deluge as you mentioned, dealing an additional two damage to yourself most turns really puts strain on your life total, making it hard to recover all the way.

Shabompistan on Monster Hunter: Chevill

10 months ago

Labone I'll preface this by saying I have not quite developed this deck to its fullest potential. My casual playgroup finds this deck very frustrating to play against in the casual meta, so I've abandoned it for now unfortunately.

For the planeswalker, Vraska the Unseen was originally in Garruk, Cursed Huntsman's spot. I choose Garruk for two reasons: he has card draw attached to removal which can net two two cards per dead creature when combined with Chevill. And secondly I simply like the theme of Garruk better. Any Vraska would still be a good addition, but I would personally not use Vraska, Swarm's Eminence for reasons I will explain below.

This is not a deathtouch tribal deck, this is a removal tribal deck. The difference being that this deck values simple removal spells such as Doom Blade over good deathtouch creatures such as Vampire Nighthawk.

From the cards you mentioned: Hooded Blightfang, Leyline Prowler, Vampire Nighthawk, Poison-Tip Archer, Ochran Assassin, Hornet Queen, Archetype of Finality, Gifted Aetherborn are all deathtouch creatures. While they are good creatures on their own, they are not the focus of this deck so they are left out for lower CMC removal spells.

Titan Hunter isn't a bad idea, lifedrain is a viable win condition for this deck.

Twinblade Assassins: Essentially a worse Deathreap Ritual. It would be a good add if the deck was in need for more draw, but I'm okay with the amount of draw this deck currently has.

Ravenous Chupacabra: A very mana inefficient removal spell. Without any recursion in the deck to make it shine, it doesn't stand up to the many 2 drop removal spells.

Royal Assassin isn't bad, but it is very conditional. I would rather go for a Stronghold Assassin or something else that has no conditions.

Hope this helps.

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