Garruk's Uprising

Garruk's Uprising


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

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

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

Latest Decks as Commander

Garruk's Uprising Discussion

colinboyden on Primal Genesis

2 weeks ago

Replacing Commander's Insignia with Mirari's Wake Replacing Tectonic Hellion with Armada Wurm Replacing Scaretiller with Rampant Growth Replacing Voice of Many with Garruk's Uprising Replacing Cliffside Rescuer with Swiftfoot Boots Replace Roc egg with one of these ghoofprints of the stag, luminarch ascension, moonsilver spear,seraphic greatsword, serra the benevolent, starnheim unleashed,

Epicurus on Power-4 Stompy Growth

3 weeks ago

I'm going to differ from the previous comment by suggesting that your mana curve is way too high. Honestly, I think that you need some low-cost stuff in there to keep you alive in the early game and maybe deal some damage well before you need 5 mana to cast anything.

Cards you might consider:

Obviously, you wouldn't be able to add all of these without overhauling the entire deck, but it gives you something to think about.

Cards that you might consider cutting to make room for some of this:

And then perhaps reduce the number of Gnarlback Rhino, Garruk's Uprising and Season of Growth to 2 each.

Just my thoughts. Cheers!

jjmac112 on Trelasarra Lifegain | Voltron

3 weeks ago

Garruk's Uprising needs to be taken out. It only gets triggered by 5 or 6 cards in your whole deck.

Flx35 on Hail Hydra - Tribal EDH [Gargos - Primer]

1 month ago

Hi EVENcast!

Thanks for the suggestion! I kind of forgot about this card (Branching Evolution) since it was released with Jumpstart at an absurd price, but now that the supply meets the demand that card is actually pretty good for the deck. I might consider it for the next upgrade, I still need to play the deck more with the recent card I've added before making a swap. But if I had thought of it during my last upgrade of the deck I would have probably replaced Unbound Flourishing with Branching Evolution.

To answer your question about those 3 cards and why I removed them from my deck:

Unbound Flourishing

Don't get me wrong, this card is powerful and has a sweet art. I love it, or rather I loved it. This card is good with X spells and X abilities, but the more I upgraded this deck the less card I had that could work with it. I hold on to that card as much as I could, but after a few games I found out that it was most of the time a dead draw because I either didn't have any spell or abilities that worked with it or had already cast them... I was sad when I removed it from my deck, but it is for the better. I still want to build a deck where this card could really shine.

For example, right now in my deck, it can only work for 12 Hydras. Two of them are for Monstruous abilities that don't even work when copied and for no spells at all. So in the end, only 10 cards work with this and the second ability of the card will never be used. Too little chance of being used is what made me decide to cut it.

Zendikar Resurgent

This is also a cool card, but the CMC/MV is too high in my opinion. This card comes up too late in the game when I have already cast a bunch of Hydras so both effects become a little bit useless. I found out that I preferred cards with smaller CMC/MV that draw me cards like Elemental Bond and Garruk's Uprising rather than this one because those keep me going during the game, transforming my creatures into cantrips really early on. The mana doubling aspect is pretty good too, but I can ramp so easily that I don't need that much many at any time so I didn't feel it had any impact on there too. Also, it is a big magnet for removal so spending 7 mana for nothing always feels bad when it gets removed before you can even use it.

Nylea, God of the Hunt

This deck needs evasion in the form of Trample or being unblockable. I did cut Nylea, God of the Hunt, but I'm thinking of putting her back in just because of Ohran Frostfang and how Trample and Deathtouch work together. She was doing fine in the deck, I just found that sometimes she feels like a dead draw when you have other Trample enablers already in place and I never found myself using her ability that much. But I did like the fact that she was Indestructible.

Right those are the cards I'm using to give Trample to my creatures:

And those are the cards to make my big Hydras unblockable:

  • Glaring Spotlight > because it can allow me to fight my opponents' creatures even if they have protection on them and protect my board or allow for a final swing (or sometimes just a "player removal" swing).

  • Bellowing tanglewurm > because I just love it and found it really useful, but if your meta is full of green decks, maybe not a good idea for you. But could probably be the one to be cut if I bring Nylea, God of the Hunt back.

And that is all!

Thanks again for your comments I greatly appreciate it and I'll go take a look at your own Gargos list too soon!

TypicalTimmy on How You Feel Could Tell …

1 month ago

By your assessment, I tend to build Optimized decks. I aim to win the game between Turn 6 and Turn 8. If I can't that's perfectly alright :) but that's my goal.

I do this via redundancy. I try to implement 2 - 3 things the deck should do, and find as many cards with value that do it. The more overlap, the better.

For example, if I want a Dragon deck that does non-combat damage, Dragon Tempest sees fit for both of those things as I get haste on my Dragons and ETB NCD.

If I want big Stompy Bois, but I know I need to accelerate my plays, Garruk's Uprising does both by enabling Trample and card advantage.

I seek overlap and redundancy.

The reason I do 6 - 8 turns is because of time. If each player takes 2 minutes per turn, and four players a table, that's 2(6x4) or 2(28) or 54 minutes. That's an hour of gameplay; plenty of time for everyone to fall in and get their groove on. At 8 turns, that's 2(8x4) or 2(32) or an hour and 4 minutes.

draaien on Marisi, Releaser of Kitties+Kaheera

1 month ago

Love the name, the logic behind the Garruk's Uprising is that the many pump effects will cause the creatures to enter with power 4 or more quite regularly. I must admit however that this is living in Christmas land a bit to much. I had Lifecrafter's Bestiary in here before but didn't like the green cost which due to a very budget mana base can become quite the tax. I do agree with the clumsiness of Vanquisher's Banner but having the draw in a static manner is nice. You have convinced me to look for alternatives.

Since I wrote the text I have made some cuts of my own, which I forgot to address in the description, so I am fine on cards now as my 101th card is the companion.

LeonSpires on Marisi, Releaser of Kitties+Kaheera

1 month ago

Looks like a fun deck!!!

I know you are asking for 3 cuts but the list has 101 cards in it.  As far as a few cuts go here are my suggestions:

I'm not sure there is enough targets to justify Garruk's Uprising.  I think Lifecrafter's Bestiary would be way more consistent card draw.

Vanquisher's Banner has always be lackluster to me.  5 mama for just a +1/+1 team pump and card draw that is tied to you needing to spend more mana to cast creature just doesn't cut it tbh.

As far as names go may I suggest "Marisi, Kaheera, and Feline Friends"

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