Garruk's Army

by jnard on 02 July 2011

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

This is the updated version of the green creature deck that i asked for advice on. It is almost finished except for just a few cards.

thank you all for the comments and advice.

Deck Tags

  • Casual

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 2,128 times.

Mana Curve

Mana Symbol Occurrence

000055

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Garruk's Army

aura is useless in your deck without auras so unless you goin to make an aura deck not much use

0
Posted 02 July 2011 at 19:01

Permalink

aura gnarlid needs to be taken out and add some primeval titans and when m 12 update happens add the new hydra great in green ramp find some overwhelming stampede or overrun sythe tiger not my first choice but would sugest vengevine

0
Posted 02 July 2011 at 19:03

Permalink

I'd probably drop the Scythe Tigers, I hate sacrificing my own land. Maybe get some of the cards that cause an opponent to destroy an artifact and gain life ? That'll pump up your Kavu Predator and get rid of any potential nasty gear / creatures. Maybe drop the umbra's and put in Ezuri Archers (I think they're called, from SoM, 1 / 2 reach elf creature that gets +3/+0 when attacking something with flying, 1 green cost.) to help keep flyers at bay.

0
Posted 02 July 2011 at 19:20

Permalink

so instead of scythe tigers, what specific opponent sac/gain life cards would you suggest.. ?
thank you for the Ezuri archer suggestion that looks like it would work very well with the deck, i am trying to keep mana cost low

0
Posted 02 July 2011 at 19:42

Permalink

I can't think of the card he's thinking of to gain life, but it's something to think about. A 1/2 reach for 1 green mana is within your specification.

I can see that you like playing low cost cards fast and having lots of small/medium creatures out in the battlefield, as well as playing on a limited supply of cards. Unfortunately, that play style will 'run out of gas' quickly without much to replenish your cards in hand (such as life or card removal to gain time, or like card draw or creatures with abilites for options).

0
Posted 02 July 2011 at 20:21

Permalink

also i just found recluse spider and giant spider in a friends stash, are they worth putting in as well or just place hold until i get some archers?

0
Posted 02 July 2011 at 19:45

Permalink

Giant Spider is good: kills 2/2, blocks 3/3 and fliers. This helps to slow down aggressive decks until you can pull bigger things out to that they have to react to.

0
Posted 02 July 2011 at 20:03

Permalink

Probably the reason Kithkin or Soldiers would beat you is they have cohesion: creatures that work together much or have secondary abilities like those decks. Green elves have that, but it looks like you're on the starting curve of big green spells, but don't have something that is truely daunting. Since you are running lots of creature, I'd go for maybe a Birthing Pod or a Green Sun Zenith to search for the creature to fit the battle. I'd do a mana ramp style deck with larger creatures to help so maybe mana searching cards or some Copper Myrs.

An example I'd give is from my draft last night: I used Viridian Emissary to trade for another creature and search for a land, I used a tap affect on a creature (in this case Heavy Arbalest) then attacked with Copperhorn Scout to untap the creature and do it again, Peace Strider gave me life for playing it, Fangren Marauder gave me life when any artifact died, and finally Maul Splicer is 3 creatures in one while giving my Phyrexian Hulk trample.

0
Posted 02 July 2011 at 19:55

Permalink

suggestions for big creatures? i have some wurms that get scary but i kinda wanna keep the deck quick and moving.. should i not worry about mana cost since i have llanowar and maybe ramp it a litttle better?

0
Posted 02 July 2011 at 20:16

Permalink

That's pretty much it. If you use your little creatures to buy you time to get big beat sticks out there, your opponent will have to think more about plays and whether to attack. When they're frantic and you're confident, you'll start seeing the real power of beasts.

0
Posted 02 July 2011 at 20:27

Permalink

revolverwest has deleted this comment.

Posted 02 July 2011 at 19:59

Permalink

ok i would drop a wildspeaker, add in some mana ramping, take out some forest for some search lands (they do help ) imo, scio has no place in this deck. its more for token decks as a heavy hitter so i would find a bigger beast. personal suggestion, plated slagwurm. an 8/8 worm that cant be the target of spells and abilities ur opp controls and has trample. i would aslo take out the tiger for more of each spider in the deck, as well as out with the umbras they rnt that good in this kind of deck. possiably add in overrun instead for a major swing. u lack two cards in the deck so maybe 2 green sun's zeneth to search for ur big hitters. hope all this helps.

1
Posted 02 July 2011 at 20:21

Permalink

I like the idea of 'fetch lands' like Terramorphic Expanse or Evolving wilds in this deck. It 'thins the deck', basically giving you the same amount of lands in play, but increases your chances to get creatures the later in the game you go. Also, spells that search land cards and put at least 1 land directly in play are the real mana ramp.

Now that I look at it, in order to really get a good mana base, I'd also look at increasing your lands to 21.

1
Posted 02 July 2011 at 20:37

Permalink

i was lookin at 21 as well, especially if i am putting in some big hitters.. i have some terramorphics so ill look to put those in also

0
Posted 02 July 2011 at 20:45

Permalink

I see you are now at 25 total lands. I think that is a little over zealous, but that's me. I start with 22-24 lands if I'm two color, and 21-23 if I'm mono-color. The best thing will be to play and see how often you get a drought or flood, and correct.

0
Posted 02 July 2011 at 23:47

Permalink

thank you guys so much, all of the input really helps, ill look into the zeniths as a couple of you mentioned that along with bigger hitters and no scythe tigers... i am already feeling better about this deck, thanks again!

0
Posted 02 July 2011 at 20:34

Permalink

np. its what magic players should do in order to keep the game alive and super strong. :D and trust me that worm is a pain, my brother uses it and its hard to get it off the board especialy when he pumps it up. hope to see an updated deck list as well as feed back on how its doing.

1
Posted 02 July 2011 at 20:44

Permalink