Garruk's Uprising

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Garruk's Uprising

Enchantment

When this enters, if you control a creature with power 4 or greater, draw a card.

Creatures you control have trample. (They can deal excess combat damage to the player or planeswalker they're attacking if lethal combat damage would be dealt to all blocking creatures.)

Whenever a creature with power 4 or greater enters under your control, draw a card.

CNG_Stream on Cheap 4+ Power Aggro

5 days ago

Fun idea, but without any ramp you will sadly run too slow and will be outpaced by an Ouroboroid deck. To speed up you will likely want to some cards like Llanowar Elves or Spider Manifestation (Leyline Weaver for arena) as some mana dorks. You could also use the Shared Roots to help take you to a 4 drop for turn 3. Another ramp option that fits deck theme would be Herd Heirloom as the card can be use for mana any color and can be a trample enabler and another card draw source.

Might suggest trimming the black from the deck and stick to red green to simplfy mana, but also make it so you don't have as many creatures that have down sides for attacking (Rot-Curse Rakshasa/Sunset Saboteur). Also trimming the Kalakscion, Hunger Tyrant will simplyfy the mana a great deal as you wont need double black pips in a mostly red green deck.

If you are not a fan of removing those cards, then I would maybe suggest some removal like Hunter's Talent as the card starts of as removal and can be leveled up to help give trample for your non tramplers if you don't have Garruk's Uprising on the battlefield. Another option you could use would be Hard-Hitting Question as a 1 mana sorcery, or Bite Down as a decent instant speed interaction (disregard if keeping black for destroy removal).

The weakest cards in your deck look like Kalakscion, Hunger Tyrant and Tumbleweed Rising followed by Tyrox, Saurid Tyrant for being legendary and Rot-Curse Rakshasa due to decay. Not saying you shouldn't use the the 2 drops since they are on brand for your deck, but maybe trimming the legend to 3 copies and same for Rakasha since the graveyard exile function isn't that bad. These would just be the cards I would be looking around removing to make adjustments.

Tippycat on Oops ! All Permanents

1 month ago

Cool! A few thoughts...

Ground Seal also stops you from targeting things in your graveyard... including stopping Meren of Clan Nel Toth. Not sure this is going to help if someone has a Scavenging Ooze. Without an sorcery like Bitter Ordeal (which can be amazing) I think you're better off trying to stay ahead of your opponents and get those creatures on to the battlefield ASAP rather than worrying too much about graveyard protection.

If you use even fewer basic lands, Hermit Druid could be even better. With Sidisi, Brood Tyrant out that would be amazing.

Since your theme is self-mill, I also really like The Master, Transcendentfoil which is in your Sideboard.

Could think about replacing Seal of Primordium with Reclamation Sage to have another creature to trigger and get back from the graveyard.

I also wonder if you could use a few more ways to give your stuff trample besides just Brawn. There is Garruk's Uprising which also helps with card draw. Surrak and Goreclaw would give creatures trample and haste which might be helpful.

Your ability to stop fliers is pretty low. Wonder would be an easy add here.

And for another wincon that avoids sorceries, you could look at Bringer of the Last Gift as a creature version of Living Death.

BlatantLizard on the Slimelord

4 months ago

Very cool deck! This is one of things that I love about Magic. The Swarmlord is one of my favorite commanders and Slime Against Humanity is one of my favorite cards but I’ve somehow never thought about playing them in the same deck! Really cool idea with great execution! Here are some cards that I would run in my version of the deck.

Interaction/protection:

Mutational Advantage

Stubborn Denial

Change of Plans

Ripples of Potential

Board Wipes

Contagion Engine

Wave Goodbye

Ramp:

Kodama of the West Tree

More counters:

Sphere Grid

Invigorating Hot Spring

Biogenic Ooze

Evolution Sage

Tainted Observer

Inexorable Tide

Card draw:

Garruk's Uprising

Return of the Wildspeaker

Shaman of the Great Hunt

Kami of Celebration

Game-Ending Bombs:

Thousand-Year Storm

Herald of Secret Streams

Skatewing Spy

Akki Battle Squad

Triumph of the Hordes

theNeroTurtle on

7 months ago

https://edhrec.com/combos/mono-green/4179-5610

You already have Hydra Omnivore. That card combined with Triumph of the Hordes is an instant win condition. Here is a LINK that explains how it works.

Hydra that I think are pretty good.

Voracious Hydra

Steelbane Hydra

Kalonian Hydra

Mistcutter Hydra

I am personally surprised that you aren’t playing way more ramp. Things like Garruk's Uprising. Green is made for ramp. Utilize it.

Power cards:

Krosan Grip

Return to Nature

Aspect of Hydra

Rampant Growth

The Earth Crystal

Anyway, I feel that is a bit too much. I hope this helps.

IltaertheZendikariRiddleMaster on That is not dead which can eternal lie

7 months ago

Oh I absolutely run into board wipes too, CommanderNeyo. The key is, by the time they get played I already have plenty of mana via regular lands available - so ramp is not the issue but simply getting creatures back onto the board. Fortunately the various gods in this deck can survive board wipes, and the deck enough creatures overall to be able to build anew easily enough. Also, in addition to gods, board wipes would not destroy the Planar Bridge, Garruk's Uprising, Ominous Seas, Sandwurm Convergence, and Simic Ascendancy.

IltaertheZendikariRiddleMaster on That is not dead which can eternal lie

7 months ago

Valid points all, CommanderNeyo, yet extensive play-testing has shown me that 2-mana and other low cost creatures are more valuable here. Why? I used to run more ramp and the result was my opponents' boards built up too quickly compared to mine. Plenty of mana, but too few creatures to protect me. So I compensated by adding creatures which added mana and lowered mana-costs: Druid of the Cowl, Goreclaw, Terror of Qal Sisma, Selvala, Heart of the Wilds, and of course Arixthemes.

As to card draw, it may not be as bad as you think. Sab-Sunen, Luxa Embodied, Garruk's Uprising, Ojer Kaslem, Deepest Growth  Flip, Rashmi, Eternities Crafter, Thassa, God of the Sea, and Sledge-Class Seedship all either draw cards, put cards directly from hand to battlefield, library to battlefield, or scry.

All I can say is that the deck plays better than it did when I ran more direct ramp and card-draw. It has never lost quickly or easily, and if it wins slowly too - that is in flavor:

"I cannot think of the deep sea without shuddering at the nameless things that may at this very moment be crawling and floundering on its slimy bed, worshipping their ancient stone idols and carving their own detestable likenesses on submarine obelisks of water-soaked granite. I dream of a day when they may rise above the billows to drag down in their reeking talons the remnants of puny, war-exhausted mankind—of a day when the land shall sink, and the dark ocean floor shall ascend amidst universal pandemonium." - H.P. Lovecraft

NV_1980 on Hic Sunt Dracones

7 months ago

Damn, that's one expensive looking deck :):) I think adding Rivaz of the Claw could really benefit you, both for his overpowered mana-ability as well as his amazing recursion option. Parapet Thrasher can provide some nice card advantage as well as other utility, while Scourge of Valkas can put in some hurt with this many dragons featured in your deck. Ow, and considering your treasure sub-theme, I'm really missing Goldlust Triad in here too.

I'd perhaps also try to include some more card-advantage options, considering your deck currently contains almost no additional resources to draw more cards. Interesting options on this front could include Colossal Majesty, Garruk's Uprising or Herd Heirloom. Lastly, some more options to give your dragons haste could prove nice, like Rhythm of the Wild or Hanweir Battlements  Flip  Meld.

Have fun with this brew!

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