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Format | Legality |
1v1 Commander | 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 |
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 |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Verdurous Gearhulk
Artifact Creature — Construct
Trample
When Verdurous Gearhulk enters the battlefield, distribute four +1/+1 counters among any number of target creatures you control.






Chasmolinker on
I'll Raise you +1/+1...
3 years ago
Any time. I’ll keep them coming as I find them. I actually just thought of another game ender. Verdurous Gearhulk is a great card that abuses +1/+1 counters.
wallisface on
My Selesyna
3 years ago
So i’m a bit confused with the direction you’re trying to take here - it feels like you’re making 3 separate decks and trying to munge them together, with elements of ramp, +1 counters, and stompy. I think you need to pick a path and stick to it without deviation.
-
For a +1 counter deck, i’d expect to see stuff like Rishkar, Peema Renegade, Experiment One, Pelt Collector, Avatar of the Resolute, Grateful Apparition, Conclave Mentor, Dromoka's Command, and possibly 1-2 Verdurous Gearhulk as the decks ceiling.
-
For a stompy deck, i’d expect Aspect of Hydra, alongside Experiment One, Pelt Collector, Avatar of the Resolute, Steel Leaf Champion, Strangleroot Geist, Yorvo, Lord of Garenbrig, Vines of Vastwood, Rancor. Note this deck usually has no reason to splash a second colour.
-
for ramp, your cards should only ever be doing one of two things: either ramping you more mana (i.e Arboreal Grazer, Explore etc), or almost-immediately winning you the game (i.e Primeval Titan, Tooth and Nail, etc). Note these kinds of decks will often run 28-32 lands in their 60-cards.
So, my big suggestion is, to pick a clear path, and then stick to it
Last_Laugh on Which non-partner commanders would you …
3 years ago
To elaborate on my Marchesa + Reyhan, I picture stuff like Verdurous Gearhulk allowing me to abuse any 3 etb/death triggers and itself on EVERY turn instead of once per round. Stuff like Gray Merchant of Asphodel and Kokusho, the Evening Star for life drain, Burglar Rat and Elvish Doomsayer for discard, Grim Haruspex for draw, and god knows what else I could come up with in sans white. That'd be a fun deck to brew...
Gidgetimer on
“Budget” Xenagos Ground & Pound
3 years ago
Assuming that you want to keep the deck pretty inexpensive, the creatures with the best monetary cost to power in the deck ratio that I have found:
Godo, Bandit Warlord is also pretty good, but it is great with Embercleave which is decidedly not budget.
Omniscience_is_life on Looking for efficiently large creatures
3 years ago
Impervious Greatwurm, Ashaya, Soul of the Wild, Altar Golem, Revenant, Verdurous Gearhulk, Boneyard Wurm, Greven, Predator Captain, Lord of Extinction, Multani, Maro-Sorcerer, Myriad Construct, Scourge of the Skyclaves, Wilderness Elemental, Taurean Mauler, Managorger Hydra, Forgotten Ancient
Omniscience_is_life on The Pragmatist's Pet
3 years ago
It was perhaps among the saddest days of my life when I decided to cut Verdurous Gearhulk from my ever-more-powerful Atla Palani, Nest Tender deck. But in the end, I decided that beautiful card from one of my favorite set wasn't enough to counterbalance the mechanical weakness of it--IN THAT DECK, specifically. However, I bought a Vance's Blasting Cannons Flip to go in my Reyav, Master Smith deck (a decidedly sillier one than Atla), purely for the art and for the fact that it came from another of my favorite sets.
But I digress--um... actually I have no clue where I'm going with this.
GregariousG on
Bulk Rares and Draft Mythics | *Primer*
4 years ago
To BloodDragon,
Thanks for stopping by my hot mesh of cards I like to call Naya Tron. I really appreciate when other players ask me in-depth questions about my deck. It makes me evaluate what I’m trying to do. In the midst of answering your questions, I found some flaws that I feel like I was able to correct.
How many Tokens/Treasures do you find you are actually getting it to play? In games are you actually closing it out with a Tall-Commanders, or just going wide with Thopters and Golems? Some combination of Tall-Golems thanks to Ich-T? Or are you closing games out more combo-style with the mentioned R.Fireweaver, Terror of the Peaks, or Alibou?
I am finding that I can produce a moderate amount of token. However, this deck is called “Gonna Need a Bigger Playmat”, not “This Can All Fit Just Fine on the Playmat.” I've been debating with myself if I need three token doublers. I think that answer might be no. Because of that, I added Servo Schematic to the main deck. This creates precious artifact creature tokens on ETB, LTB, and is an artifact itself. I thought about adding Pia Nalaar or Pia and Kiran Nalaar for the Thopter tokens. However, I wanted something that was loopable with things like Daretti or Goblin Welder . Tangent aside, this deck, generally, closes out the game with a combination of burning out the table and applied pressure with tokens. There is a line where Ich-T and all the golems get infinite +1/+1 counters, but I haven’t put that to use yet. Also, Chandra, Torch of Defiance is another burn outlet and gets ultimated more often than you think.
I feel like I am not understanding all the Pop-rocks you have (Lotus Petal, Chromatic Sphere, Etc) are you managing to get Teshar/Osgir consistently? Does this deck go in for the kill extremely fast? Or am I missing the point all together here?
This deck isn't a fast kill deck. It has more infinite combos than intended, but this build is meant for the mid-game. Like in Modern Tron, I want my mid-game much faster than everyone else at the table. For example, I've gone Ancient Tomb into Mana Vault , played Lotus Petal , then played Hour of Promise . Now, this was the absolute nut draw, but that was capable due to fast mana like Lotus Petal . The pop-rocks are like artifact-based cantrips. I can't count the numerous times I've played Ancient Stirrings off of a Tron land due to Chromatic Star or Chromatic Sphere .
For me, Teshar and Osgir play different roles. Teshar is more for recurring my low CMC creatures during the grindy mid-late game. With Teshar, I want to loop cards like
Goblin Engineer
and
Blade Splicer
for value. The exception to this rule is if I have a way to sacrifice or put
Dockside Extortionist
in the graveyard. If I have that setup, I'm going for that line of play immediately. Osgir, on the other hand, is more for explosive lines of play. This could be ramping hard with multiple
Mana Vault
s for
Sol Ring
s. For me, the synergy between the artifact lands and Osgir is too good to pass up, even without a token doubler. Though I save the bombs of this deck for
Feldon of the Third Path
, there are times when exiling them with Osgir is an option. For example, I don't need
Wurmcoil Engine
or
Verdurous Gearhulk
if I'm Feldon looping
Triplicate Titan
. I've gladly sac those options to get two token copies of those beaters. If
Alibou, Ancient Witness
is on the field, I'm more inclined to go for this option.
And between all the Land/Urza synergies you seem to be aiming for did Tireless Tracker or Crucible of Worlds end up not performing well? Have you considered Wrenn and Six for land recursion?
At one point, I consider using both Tireless Tracker and Crucible of Worlds in the 99. However, they both didn't make the cut for one core reason. This deck, besides Hour of Promise and Sad Robot, makes one land drop per turn. Thus, making one clue token per turn is ok, but there are better things I can be doing at three mana. As for Crucible, Eternal Witness is my answer if I need lands back.
mrweaselman on
Blue Green Counters
4 years ago
For creatures, seems like you have the deck split three ways between graft, adapt, and evolve. I would recommend taking out the graft creatures like Plaxcaster Frogling and Aquastrand Spider , I just don't think graft is a very good mechanic. I would also take out Skatewing Spy , considering most of your creatures have either evasion or a relevant activated ability already. Also Feral Hydra feels like it's easily outclassed other cards. That's eight creatures out, 28 to begin with feels high, so maybe add a combination of 2-3 Lorescale Coatl and 2-3 Avatar of the Resolute . Also this one is just my opinion, but I feel like something like Verdurous Gearhulk could be a better finisher than Vorel of the Hull Clade , especially since your 3 drop slot is pretty packed and you curve out at 4.
For non-creature spells, Plasm Capture is a little bit too high costed and the payoff isn't too relevant to you, consider taking it out for another Cancel or Frilled Mystic , however you may just want to take out all the Cancel for Mana Leak s. If you took out eight creatures and only replaced 4-6, then you have room for some more spells like Incubation / Incongruity .
For land, add 2 either Temple of Mystery or Yavimaya Coast and take out the Thornwood Falls . Overall, looks decent and has an adaptive enough game plan to be fun (pun intended)
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