Malcrof wrote: Old Garruk deck discussion: viewtopic.php?f=37&t=43791
PapiLouis4 wrote: Malcrof wrote: Old Garruk deck discussion: viewtopic.php?f=37&t=43791 wow looks like they got really lazy with garruks third ability. it so inefficient compared to his 2nd ability, why even use his third skill. unless you wan 3 seperate creatures to interact with certain effects of cards, like joraga invocation, i really dont see why you would even use his 3rd skill....doesnt seem to stack with other cast toekns available to green. anyone wanna enlighten me if im missing something here?
Mainloop25 wrote: Yeah, Sage/Ulvenwald/Undergrowth Champion/mana gain supports, Scour and Helm of the Gods for extra punishment Garruk is bomb, he is my go-to Green if I don't count Kiora
wereotter wrote: Completely revised Garruk with the Kaladesh release, and now he's so much more fun Current build Supports: Decoction Module - energizes one gem whenever a creature enters. Synergizes great with all of Garruk's loyalty ability Vessel of Nascency - Hopefully fetches Decoction Module Aether Hub - adds +3 mana to any match with an energized gem or to the activated gem match. +6 mana if you happen to hit both Nissa's Pilgrimage - more mana ramping Spells: both are still being debated and will probably change once I get more appropriate spells Vine Snare - Creatures power 4 or less can't attack until my next turn, not a bad early game spell Larger than Life - creature gets +4/+4 and trample, good way to get around using Vine Snare Creatures: Voltaic Brawler - 4/3 for 9, energizes two gems when it enters, overload 1 gives it +1/+1 trample and berserker till end of turm Servant of the Conduit - 6/6 for 14, energizes two gems when it enters, overload 1 gives 3 mana (6 mana if you have out Aether Hub) Empyreal Voyager - 3/4 flying trample for 16, energizes gems equal to its power when it deals damage to a planeswalker. Invaluable for continuing to generate energy for my other cards. Riparian Tiger - 2/2 for 11, energizes two gems when it enters, overload 1 gives it +2/+2 until end of turn. I'm sure that as I get more Kaladesh cards this will get even better. Mostly changed it up because of how well Decoction Module works with his abilities. May add reclaim back to the deck so I can get energy from his tokens then mana from sacrificing them so I can cast spells that actually use the energy.
BigSwifty said: I wish the tokens gained abilities at high level. Deathtouch for the snakes, Trample for the Wolves, Berserker for the Beasts....something like that. I feel like it would add a little more wow factor.