Surrak, the Hunt Caller

Surrak, the Hunt Caller

Legendary Creature — Human Warrior

Formidable — At the beginning of combat on your turn, if creatures you control have total power 8 or greater, target creature you control gains haste until end of turn.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Surrak, the Hunt Caller Discussion

MLS91 on FYNN-ISH HIM!!!

3 months ago

Ohran Frostfang should not be cut, and because it’s an enabler which allows more flexibility in the creature slots which I think is absolutely nessessary consodering he does really have haste enables (look in Surrak, the Hunt Caller ) I don’t really find the saturation of “death touch creatures a reason not to rely more on the enablers. They’re better for the deck and more efficient in every way the TRYING to get through with 1/1s practically. Truthfully you should probably focus on token produces, such as Living Hive , or Phyrexian Swarmlord

Snowmen1 on Undying Retribution

10 months ago

Ok, so I did some testing with the deck and some of the changes, and here's my findings: on going up on additional copies of Eldritch Evolution: Having the card is still awkward, and I think that it all just comes down to what this decks trys to capitalize on the most: Speed and very efficient card advantage. Though Eldritch Evolution has a spot in the deck because it does allow you to essentially play additional copies of your "toolbox cards", playing it really is counter to what this deck is trying to do because of the higher converted mana-cost relative to the rest of the deck (which is hard for the deck to support), That you need to sacrifice a creature to play it (which is hard to do at that mana cost and because it is not at instant speed), and because you don't want it in every situation. To further explain that last point because the mana cost is so high and you have to pay three mana and sacrifice a creature for it, this spell can be really over-committing for the deck, especially if you are getting a creature that isn't going to have the highest impact.

As for the inclusion of Surrak, the Hunt Caller: Unfortunately, in testing I found this card to bring a few issues to the table. With this deck, I cannot justify playing more than just the two four drops in the deck, both of these slots belonging to Yawgmoth, Thran Physician, because the deck cannot support an aggressive, low to the ground style and reliably cast a four drop on turn four without playing mana dorks or detracting from the main gameplan. Following that logic, I removed one of these yawgmoth's in place of Surrak, the Hunt Caller. This lead to a number of issues. The first of which is drawing either of these cards, especially drawing Yawgmoth, Thran Physician. A lot of what makes Eldritch Evolution so good is the ability to basically play these cards for three mana. If you draw either or you already cast one, or the card was even discarded to a spell, you lose access to playing these cards off of Eldritch Evolution, which just makes it so much worse. This pretty much forced the deck into playing the two Yawgmoth, Thran Physician over other four drops. If you were to make this deck and go that route however, I would recommend looking at Questing Beast as a potential option for this slot as well.

Two changes for the deck however have stuck: Blood Artist over Zulaport Cutthroat: There are some matchups where you start to stabilize with Retribution of the Ancients, but cannot get to a stable position because you are low on life. This is part of the reason for playing Zulaport Cutthroat, but I have had more than a few games where not being able to gain life off of killing an opponent's creature would have been much more relevant than that one power. I think that playing Blood Artist also plays more into why the deck wants this effect: as mainboard lifegain and reach if needed.

The fourth Village Rites: This card has felt very good, and it feels like you cant really get flooded with this card surprisingly. cut a Viscera Seer, and it has felt good.

Anyways, that's what I got for now. I will be updating the list accordingly. I think that at this point the main deck feels really solid. I think that the sideboard needs work, but I am on the right track. Still, if you have suggestions, I will certainly love to hear them!

Snowmen1 on Undying Retribution

11 months ago

Xica, Thank you for the comment!

On your first point, I completely agree with you about decks getting underneath the strategy. I do think think that it is hard to find an elegant solution to this problem though. While I have heard suggestions of playing additional cards like Fatal Push, which certainly helps the deck to stabilize in situations where that early interaction is a must, you don't want to dilute the deck too much by playing too many. I think if you try to lean into the route of jamming in more removal, you will end up with wrong half issues that mid-range and rock decks face (like only drawing beaters, or creature removal, or discard spells). I think that solving this problem comes down to evaluating what matchups specifically this issue, and seeing if there are cards that address those specific issues while still playing more into the deck's core gameplan (such as having a one of Plague Engineer to search up off of Eldritch Evolution in the sideboard). I do think I will have to do more testing before I can make an informed change to the deck though.

About what you said about Eldritch Evolution, this card has a lot of the same curve problems that I mentioned earlier when discussing the card Liliana of the Veil. That alongside the introduction of Village Rites was the driving force for playing down to two copies. This change has felt really good, but when I reflect on this decision and what drove me to make it, I realized a few things: Eldritch Evolution is only as good as the creatures in you're deck, and I think that I was doing the card a disservice in playing the mainboard toolbox cards that I did. To explain what I mean, I play Scavenging Ooze as a search target, but it is so bad to search up, and I really only cast the card if I draw it, and it doesn't have immediate impact unless I have Mana to dump into it. This brings me to your suggestion if playing Surrak, the Hunt Caller, I think playing this card makes Eldritch Evolution so much better. In the past, Eldritch Evolution has felt anemic, and really only helped if I was fetching for a silver bullet or a Yawgmoth, Thran Physician. Playing surrak gives the deck more mobility in choosing between going fast or playing the long game, additionally, this just gives Eldritch Evolution a lot of potential to just have a lot of raw power to tap into whenever you want. This was a great suggestion, and I will try this out!

On your point about Life's Legacy, I 100% plan on going to four village rites, but I don't think I will be running Life's Legacy. I think that Life's Legacy gets easily outperformed by Village Rites because the card not being instant speed and being two mana as opposed to one means it can't really perform the same function that village rites does. Being able to sacrifice creatures in response to removal at the cost of leaving up only one untapped land is a huge feature of this card. With the ability to do this, you can use this card very effectively even without even depending solely on undying creatures. I think that Life's Legacy's inability to let you do that is the biggest hindrance for the card. I also do not think you can reasonably expect to draw more than three cards off of life's legacy, which doesn't really seem that good when compared to Village Rites. Definitely adding in the last Village Rites though.

Once again, thanks for the comment!

As for SynergyBuild, I can't believe I didn't know that! I guess I have been playing against this card wrong for years. Don't think I ever targeted one with an ability, so I guess it never came up. As for the actual matchup against eldrazi tron, I keep going between thinking it is entirely beatable and it will be near impossible, so I'm just going to see how my first match against it goes and let you know how the current list feels against it. With that, I'd like to ask a question. Should I keep a log of matches I play and add them into the deck tech? I keep a log of wins/losses along with some notes about games just to inform decisions on the list, and I think it may be helpful for people who may be interested in looking into it.

Anyways, thanks for the comment!

Xica on Undying Retribution

11 months ago

The idea is sound, however i would suggest to not limit the focus of your deck to dealing with creature decks, by reliying solely on +1/+1 based shenanigans.
As there are decks that will be faster than you if you cannot present interaction with other permanent types - since this deck is not particularly fast.

I would go as far as to say that Eldritch Evolution is the beast card in your deck.
As it is always the creature you would need the most, be it a hate card, or something that speeds up your clock. I would strongly recommend running a full playset.
(maybe at the price of taking removing 1x Unearth & 1x Yawgmoth, Thran Physician - as evolution is yawgmoth if you need it to be yawgmoth, and unlike unearth its not dead to graveyard hate)

And run a copy at least a single copy of Surrak, the Hunt Caller in your 75. In any matchup where you must have a fast cock - like against tron, the card is a miracle worker.
T2 geist (swing for 2), T3 Evoltion, sacrificing geist, get Surrak (formidbale active)), give itself haste, swing with both surrak & geist for 8.
Op is likely at 10 or less life if we count fetching, by the end of t3.




And if you make your sideboard into a compilation of creature based hate cards, even if you only run a single copy of each, they will act as 5 effective copies, thanks to Eldritch Evolution

Blood Artist is leagues better than Zulaport Cutthroat, as the life leech from the opponen'ts creatures getting removed is far more relevant than the ability to swing for 1 dmg.


You may also want to consider playing Life's Legacy beside Village Rites - as drawing cards not only means not sitting empty handed once the initial 7 runs out, but also that you will have more chances to find the cards you are looking for, be it the 4th land you need to cast yawgmoth, something to sacrifice or whatever else.
I would run between 4-6 of such cards.

RubenWaters on Neyith of the Dire Hunt EDH: Beastmaster

11 months ago

multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well

Cut/ Add

Arlinn Kord  Flip = Domri, Anarch of Bolas

Vivien, Champion of the Wilds = Aggravated Assault

Atarka, World Render = Savage Ventmaw

Ulvenwald Tracker = Brash Taunter

Regrowth = Noxious Revival

Champion of Lambholt = Kiki-Jiki, Mirror Breaker

Grand Warlord Radha = Dockside Extortionist

Gruul Beastmaster = Manglehorn

Huntmaster of the Fells  Flip = Zealous Conscripts

Nikya of the Old Ways = Apex Altisaur

Pathbreaker Ibex = Craterhoof Behemoth

Quartzwood Crasher = Polyraptor

End-Raze Forerunners = Prowling Serpopard

Rubblebelt Raiders = Ilharg, the Raze-Boar

Somberwald Sage = Birds of Paradise

Surrak, the Hunt Caller = Woodfall Primus

Gruul Guildgate = Winding Canyons

Temple of Abandon = Emergence Zone

Concordant Crossroads = Sneak Attack

Gruul War Chant = Invasion Plans

Gruul Signet = Wild Growth

Lightning Greaves = Shadowspear

Sol Ring = Utopia Sprawl

Savage Punch = Green Sun's Zenith

Shamanic Revelation = Momentous Fall

Soul's Majesty = Return of the Wildspeaker

Cultivate = Harrow

Decimate = Chaos Warp

Domri's Ambush = Ancient Animus

Hunter's Prowess = Gamble

Kodama's Reach = Crop Rotation

Shared Summons = Tooth and Nail

Temur Battle Rage = Titanic Brawl

Berserk = Pounce

Hunter's Insight = Pit Fight

Growing Rites of Itlimoc  Flip = Carpet of Flowers

Game Trail = Mountain

Mossfire Valley = Arid Mesa

Mosswort Bridge = Gaea's Cradle

Sheltered Thicket = Fabled Passage

Fire-Lit Thicket = Taiga

Spire Garden = Prismatic Vista

Eldritch Evolution = Heroic Intervention

Forest = Dryad Arbor

Aggressive Mammoth = Ohran Frostfang

Etali, Primal Storm = Inferno Titan

Fierce Empath = Krosan Grip

BUT these are just a suggestion

Amoskeag on Gruul swarm

11 months ago

I would add some Domri, Anarch of Bolas to help with your mana, buffing your dudes, and giving you some interaction once those bad boys are down.

The curve is a bit awkward, I would take the opportunity to change up the creature base slightly so your turns have more presence. A great starter would be another 1 drop, Pelt Collector is sweet for that and fits your deck well.

Drop the Dragonlair Spider for Arasta of the Endless Web.

25 lands is a bit much, I believe 23 to 24 is plenty, Kessig Wolf Run is awesome and always fun, keep that, maybe add a 2nd to make sure you see it more often? Don't be afraid to have some basic lands in there.

Eldritch Evolution can be super spicy and help you get some big dudes out, you might want to find space for Goreclaw, Terror of Qal Sisma, Kogla, the Titan Ape, and or Surrak, the Hunt Caller, big fan of Surrak myself.

In regards to your Bloodbraid Elf. Gruul Spellbreaker is a far better target than Taurean Mauler and gives you more devotion to your Xenagos, God of Revels with those green and red pips. Also, Hexproofs you (yay!)

Have fun!
- Amoskeag

gingerthewritingdog on Mono-Green Stompy

1 year ago

With mono G stompy builds I like to play Lovestruck Beast and Yorvo, Lord of Garenbrig, as they make Ghalta a ton cheaper. Also, Surrak, the Hunt Caller is quite good and The Great Henge is amazing with Growth-Chamber Guardian.

Gbeail on

1 year ago

First thing, I may have missed it but I don't believe I saw anything that gave your creatures haste which means if you cast Primal Surge they wont be able to attack and won't win that turn, then the next turn you'll go to draw and lose unless you somehow get Vigor in the graveyard but then it would still be a turn before attacking. There are three cards I recommend to fix that, Concordant Crossroads is cheap to cast if you draw it but it gives your opponents haste too, however it doesn't matter if you win that turn. Next there's Surrak, the Hunt Caller which only gives your stuff haste but costs more to cast, then there's Akroma's Memorial which is the most expensive to cast but the best of the three. I assume you don't need haste usually so I'd recommend choosing only one of them.

Second, I really like Primal Surge as a wincon (it's cool in this deck with all permanents) and think you should play tutors to help find it, Ring of Three Wishes and Planar Portal are two permanents that tutor for any card, which will triple your chance of getting to Primal Surge, and while looking at tutors that were permanent I found Planar Bridge puts any permanent directly on the battlefield, which includes Craterhoof Behemoth, The Great Henge, or even the other tutors.

Lastly, I'm a little disappointed your hulk smash deck doesn't include Worldspine Wurm, kinda hurts my feels as someone who owns like 10 copies for all my mono-green big creature decks in standard and EDH. (Honorable Mention Mossbridge Troll, sadly he doesn't have trample but he can't die and turns 10 power from other creatures into 20 power, if you can reliably give him trample he's op)

P.S. My mono-green player took over and I accidentally typed a whole essay, my bad.

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