Planeswalker — Garruk
+1: Untap two target lands.
-1: Create a 3/3 green Beast creature token.
-4: Creatures you control get +3/+3 and gain trample until end of turn.
|Want (3)||Nemesis , arcturin , happyxcamper1|
Printings View all
|Duel Decks Anthology (DD3)||Mythic Rare|
|MTG: Commander (CMD)||Mythic Rare|
|2011 Core Set (M11)||Mythic Rare|
|Duel Decks: Garruk vs. Liliana (DDD)||Mythic Rare|
|2010 Core Set (M10)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Garruk Wildspeaker occurrence in decks from the last year
All decks: 0.06%
Commander / EDH:
All decks: 0.03%
Latest Decks as Commander
Garruk Wildspeaker Discussion
4 days ago
I’m not a big fan of Daarigaz. Too low impact for what this deck does. Yeah he’s a big body, but with all the sacrificing and tokens etb, I can often kill the board in one turn without Food Chain, and then if anyone is left Prossh finishes them off.
I like Garruk, Cursed Huntsman, but not for Garruk Wildspeaker. Wildspeaker ramps me every turn, jumping me from four to six, which is my sweet spot for casting Prossh the first time. If/when I can get Garruk out turn 2 (off a turn one Sol Ring) that means I cast Prossh turn three. Usually I want Purphoros and/or Impact Tremors our first, but the point is Wildspeaker is really strong. His minus provides fodder and blockers, and his ultimate (which is super easy to get to) ensures Prossh gets through.
Honestly, as much as her plus is useful and her ultimate is ridiculous, I evaluate planeswalkers for edh based on their first minus, and Vraska, Golgari Queen’s isn’t that good. It’s not terrible don’t get me wrong, but Vraska the Unseen’s ability to hit any permanent is really valuable. That being said her plus and her ultimate are basically useless to me...so I’ll think about a swap. Assassin's Trophy might be better...something to think about.
I tried Emrakul's Evangel out before, and the biggest thing for me is it specifies non-token. I have a high density of non-token creatures that I don’t really want to sacrifice, and while he doesn’t have to act until I’m ready for him, I just struggled to get the most out of him. I had more luck with Fresh Meat and even Caller of the Claw (which has the same non-token problem.) I’ll think about him again though.
I appreciate the feedback. I like seeing how people think about what I’ve put together. It makes me really think about why any individual card is here, and what the deck actually needs, so thank you. That being said this deck at the moment is actually taken apart. All my multicolor commander decks except The Mad King of Tristram live in my cube box for me to put together on the fly. That way I don’t have to have ten Misty Rainforests or Craterhoof Behemoths or whatever. I have them all sleeved the same and I can just build whatever deck I want in the moment. Also, the dragon is too strong and unfun for my playgroup, so he sits in the box more often than not so I can mess around with Yarok, Atla Palani and whatever else peaks my fancy that week. That and with COVID I haven’t played in a few weeks...but I definitely appreciate the feedback.
I’m going to get away from the landfall build the next time I put this together. I’m thinking goblins with Krenko, Mob Boss...we’ll see how it goes. There’s two goblintop deck tutors for him now so that should be fun.
6 days ago
This deck is my favorite, so I love answering questions about it!
Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.
What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.
How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.
So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:
The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.
The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.
The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.
Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.
Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.
With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!
3 weeks ago
Thank you! I've had a lot of fun building this deck.
The main goal of this deck is to ramp, throw out many tokens, mana dorks, and strong utility creatures like Scavenging Ooze, Runic Armasaur and Scab-Clan Berserker, then either use Green Sun's Zenith/Finale of Devastation to bring in, or cast, Craterhoof Behemoth, in order to win the game. Alternatively, Garruk Wildspeaker can use his ultimate to Overrun the board, and Chandra's Ignition targeting a massive Ulasht is devastating. As a tertiary method, smashing face with a Kessig Wolf Run is always an option.
The final alternate combo, which can be assembled via Gamble, GSZ, and Finale, consists of a few roles, filled by various cards, and executes as such:
1) The first piece we need is Ulasht, the Hate Seed, our Commander,
2) Ivy Lane Denizen, which allows the combo to go infinite,
The way it works is when Ulasht removes a +1/+1 counter to make a Saproling token, Ivy Lane Denizen puts the counter back onto Ulasht. You then sacrifice the token to one of the Altars, use that mana to make another token, and repeat the process. Each time you complete this loop, either Impact Tremors or Purphoros will deal damage to each opponent, or Goblin Sharpshooter will untap and you can ping an enemy for 1 damage. Repeat this loop until you win!
4 weeks ago
I feel like this would benefit from Garruk Wildspeaker. He accelerates your mana (especially if you control Castle Garenbrig), and his ult is very useful for what you have here. Also, The Great Henge, for obvious applications.
I realize that's 2 noncreature spells, but I feel like either of them would be better for you than Sandwurm Convergence. If you're worried about not having flying blockers, it'll be too late to deal with it by the time you cast SC. And also by the time you would cast it, if you don't already have enough creatures way bigger than 5/5, you're doing something wrong.
Furthermore, with all the mana production, if you are worried about flying creatures, add Hurricane.
Finally, Rancor, because too many of your giant stompys don't have trample. Ok, I'm done suggesting noncreature spells now. I don't think you'd want to add all of these suggestions, but either the Garruk or the Henge (whichever you think helps more), plus the Rancor.
1 month ago
Garruk Wildspeaker is both mana ramp, overrun and generated blockers if you're desperate.
1 month ago
Good point with Skyshroud Claim! I have added it to the list.
I am trying to maintain at least 80 forests in the deck, and Coat of Arms and Gaea's Anthem are just "win more" cards that don't actually help us pull off our strategy. The same goes for Garruk Wildspeaker.
I would stay away from Awakening since it allows everyone to untap their creatures and lands and encourages everyone to be more aggressive; unless we have Lost in the Woods on the field, this deck simply will not be able to withstand a beating that would bring on. Seedborn Muse and Helix Pinnacle are great additions though if you can afford them! Thank you for the suggestions! :D
1 month ago
Have you considered, maybe a Coat of Arms? Your forests are all named the same and share a creature type if you were to make them creatures...You could also do a small anthem like Gaea's Anthem for a smaller boost to their power/toughness.
You could run Skyshroud Claim instead of Explosive Veggies, as they come untapped, you could still use them for other spells or abilities. In this line of thinking, you could also use an OG Garruk Wildspeaker for the Overrun mechanic. Consider Awakening or Seedborn Muse to drop elementals on other's people turns. If you feel like it, a separate win-con would be Helix Pinnacle. Combined with Seedborn or Awakening, you can put a LOT of counters if no one has enchantment removal handy.
Just some thoughts, but I really like it!
2 months ago
Coax from the Blind Eternities is an interesting card and seems really fun to build around it. However, your deck looks like it's trying to do a lot of stuff instead of focusing on the Eldrazi plan.
Sideboardwise, no reason to have those lands in there. Spawning Bed is just a bad and slow card. Shrine of the Forsaken Gods while not and amazing card, can help you cast some of your big eldrazi after fetching them from the sideboard. Maybe one or two on the main board should help.
Still regarding the sideboard, just cut out Endless One . If you're gonna get and Eldrazi from your sideboard, that Eldrazi must win you the game or enable you to win the game, and Endless One does neither. Speaking of winning the game, wouldn't it be better to search for some of the huge Eldrazi instead of Eldrazi Conscription . The conscription is a fabulous card that can definelty win you the game, but it's also easily removable by killing or ou bouncing the creature it's attached to and it provides no protection. Also, Garruk Wildspeaker should be mainboarded. It's an amazing ramp card and sort of is a combo with Shrine of the Forsaken Gods since you can tap two of these for 4 mana and untap with him for more 4 mana, which would really help to cast and Eldrazi.
Now, speaking of cards that win you the game. Spawnsire of Ulamog can be an option to fetch so you can cast all of your other Eldrazi without having to fetch with a sorcery. Kozilek, the Great Distortion can help you refill your hand and enables you to counter an opponent's spell if you can discard a card, which can be useful if you think your opponent has a Path to Exile or a card that could deal with an Eldrazi. Void Winnower just locks your opponents out of hopefully half of their spells and makes it easier to attack with your creatures.
Rampwise, replace Eyeless Watcher with Kozilek's Predator since the Predator has a bigger body, is the same cost and produces the same amount of mana. From Beyond is not a bad card since the tokens could, technically, block attacks for you. However, regarding mana ramp, Awakening Zone is better since it drops one turn earlier, but it more expensive moneywise. From Beyond can also have other uses but I'll suggest other things later. Deathcap Cultivator helps you toward your goal of casting big things, even enabling you to splash black in the deck, while can also get deathtouch thus helping you to block. Just cut Heir of the Wilds for Deathcap Cultivator .
I still have other things I can suggest but I'd like to see what you think of what I said before continuing.