Garruk, Primal Hunter

Garruk, Primal Hunter

Planeswalker — Garruk

+1: Create a 3/3 green Beast creature token.

-3: Draw cards equal to the greatest power among creatures you control.

-6: Create a 6/6 green Wurm creature token for each land you control.

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Have (3) metalmagic , gildan_bladeborn , Forkbeard
Want (4) xnewnoisex33 , Wipp , E13ctrode , Conderon

Printings View all

Set Rarity
Commander 2019 (C19) Mythic Rare
Magic 2013 (M13) Mythic Rare
2012 Core Set (M12) Mythic Rare

Combos Browse all



Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Garruk, Primal Hunter occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Garruk, Primal Hunter Discussion

notBeingPool on Giant team

1 week ago

Also, neither Garruk, Primal Hunter not Nissa's Pilgrimage are standard legal. Consider Vivien, Monsters' Advocate as a replacement to Garruk.

MarkovBrewer69 on List of EDH Draw Cards

3 weeks ago

I think Return of the Wildspeaker should be on this list, very similar to Garruk, Primal Hunter.

multimedia on Ghalta

1 month ago

Hey, very good budget version of Ghalta. Less than $100 at TCGPlayer is impressive.

Some card upgrades to consider:

  • Garruk, Primal Hunter > Soul's Majesty
    Garruk can be a repeatable Majesty and it has other abilities as well as devotion.

  • Yorvo, Lord of Garenbrig > Loathsome Chimera
    Yorvo starts as a 4/4 and it can grow as more creatures you control ETB.

  • Shared Summons > Migration Path
    Can afford to cut a land ramp spell for a creature tutor and this tutor can get two different creatures.

  • Bow of Nylea > Monstrous Step
    Repeatedly give attacking Ghalta deathtouch can be a one sided board wipe if opponent is forced to throw all of his/her creatures to block Ghalta. Giving the Unicorns and Breaker deathtouch can also be a one sided board wipe and these creatures want to attack.

  • Castle Garenbrig > 1x Forest
    Powerful land for ramp with green creatures.

  • Regrowth > Survivors' Bond
    There's only two Humans here and Regrowth can recur any card.

  • Hunter's Insight > Life's Legacy
    Insight is instant doesn't require you sac the creature to draw.

  • Skyshroud Claim > Ranger's Path
    Same CMC, but Skyshroud puts the Forests you get onto the battlefield not tapped.

Good luck with your deck.

Beebles on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

1 month ago

Hey VexenX

I feel I need to remind I do not run Omnath but Mina and Denn, so take my advise with a grain of salt as usual.

Most of these cuts look very reasonable. Totally agree with Akroma’s Memorial, Elvish Reclaimer, Explosive Vegetation and Evolving Wilds. I agree less with Traverse the outlands but it’s not a vital card to have. I would also rate Terror of the Peaks more highly in this build.

The card I would not cut for sure is Rishkar's Expertise. That is because the amount of carddraw you run is already on the low side imo. I count 21 ramp spells and only 7,5 draw spells. I would gladly trade in 3-5 ramp cards for 3-5 draw spells in your list. The cool thing about card draw is that it will draw you into more cards that ramp anyway. But more importantly: it will also draw you into things to do with all that ramp! I personally do not want to ever be in the situation where I’m all ramped out with no more gas.

Ramp (21)

  • Harrow
  • Cultivate
  • Explosive Vegetation
  • Farseek
  • Finale of Devastation
  • Green sun’s Zenith
  • Kodama’s Reach
  • Nissa’s Pilgrimage
  • rampant growth
  • Ranger’s Path
  • Skyshroud Claim
  • Tempt with Discovery
  • Traverse the Outland
  • Perilous Forays
  • Azusa, Lost but Seeking
  • Lotus Cobra
  • Mina and Denn, Wildborn
  • Sakura-tribe Elder
  • Springbloom Druid
  • Mana Crypt
  • Sol Ring

Draw (7,5)

  • Rishkar’s Expertise
  • Shamanic Revelation
  • Wheel of Fortune
  • Elemental Bond
  • Greater Good
  • Sylvan Library
  • Oracle of Mul Daya (counted as 1/2)
  • Tireless Tracker

Cards I would add for sure are Garruk's Uprising and Regal Force (which turns your creature tutors into massive draw spells when required). I would also consider Garruk, Primal Hunter, Courser of Kruphix, Nissa, Vastwood Seer  Flip and perhaps Return of the Wildspeaker and Mouth / Feed.

But I would for sure not cut a draw spell for Garruk's Uprising. I woud at least look at it this way: you are adding another ramp spell with this set of changes by adding Finale of Devastation, so that justifies removing a different ramp spell for Garruk's Uprising imo.

Benwatts14 on Karametra, God of Lands and Tokens

2 months ago

edengstrom1 looks good! Karametra is one of my favorite commanders and is really underrated imo. I would recommend more cheap ramp like Rampant Growth and Farseek or even Cultivate and Kodama's Reach. Signets and cheap artifact ramp work well too. Anything to ensure you play Karametra before turn 5. One of my favorite ramp cards I think is underplayed is Wall of Roots. Since you can play some huge creatures in this deck id recommend some draw spells like Rishkar's Expertise and Garruk, Primal Hunter. Another card I think is really cool and would be a monster in this deck is Emeria Shepherd You can get SO much value off of this cards its insane. I have a version of Karametra on my page if you wanna check it out. Other than that looks good man +1 from me

TypicalTimmy on Lord Windgrace trouble figuring out ...

2 months ago

I'm not sure if my deck is on here, but mine is centered around the Landfall mechanic.

I have Cycling lands as extra draw, so that I can regain them with his minus ability. I also have a ton of sac lands so I can keep the yard full.

Creature-wise, basically anything with Landfall or faux landfall, such as Tireless Tracker.

One of the biggest bombs in the deck is Caustic Crawler. I once got 13 lands into play in a single turn, and used that to take out an 11/11 indestructible creature.

There are also a few Planeswalkers that care about lands.

I'm at work for another 9 hours as the time of this post. I'll update later on (maybe over the weekend) with a decklist if you're interested. As I said, the current design may not be on here.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)



2 months ago

Here's what I recommend to cut:

Aegis of the Heavens: only buffs one creature.

Rootgrapple: 5 mana is a lot for this kind of removal and you have better removal.

Diabolic Tutor: Unless you digging for a specific combo, should be able to cut.

Garruk, Primal Hunter: Doesn't really fit the theme. If he had a great ult/emblem then maybe keep him since with walls you can defend PWs better.

Fruit of the First Tree: Too situational. Also, it would hurt to get hit by Path of Exile with this

Oblivion Ring: There are better options that are also cheap in Orzhov colors. You also have a good bit of removal. Better to have something be permanent.

Spirit Shackle: Fun and Janky but not much else.

Tawnos's Wand: You have Behind the Scenes, if you want more switch a utility land with Rogue's Passage.

Fireshrieker: Good card. Doesn't fit theme.

Cathar's Shield: Equip is too expensive. You're better off with a global enchantment that grants vigilance.

Nyx-Fleece Ram: One life per turn isn't the best rate.

Grizzled Leotau Not the easiest to cast and too vanilla.

Warmonger's Chariot: You have quite a few effects that already let your defenders attack but this only allows 1 to attack. Also, you don't have a ton of defenders.

Not quite 30, but that's what I believe to be easy-ish cuts.

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