Garruk Wildspeaker: Official Thread
Malcrof
Posts: 5,971 Chairperson of the Boards
Cost to Max Level: 79,920 runes
Garruk
1: Call Snake - cost: 6
1 - summon 1 1/1 Green Snake token
2 - summon 2 1/1 Green Snake tokens
3 - summon 3 1/1 Green Snake tokens
4 - summon 4 1/1 Green Snake tokens
2: Call Wolf - cost: 9
1 - summon 1 2/2 Green Wolf token
2 - summon 2 2/2 Green Wolf tokens
3 - summon 3 2/2 Green Wolf tokens
4 - summon 4 2/2 Green Wolf tokens
3: Call Beast - cost: 15
1 - summon 1 3/3 Green Beast token
2 - summon 2 3/3 Green Beast tokens
3 - summon 3 3/3 Green Beast tokens
4 - summon 4 3/3 Green Beast tokens
Level 60 mana bonuses: +2 | +3 | +2 | +1 |
Level 60 HP: 109
Level 60 max Creatures: 10 Spells: 6 Supports: 3
Post your decks and tips for Garruk below!
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Comments
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Old Garruk deck discussion: viewtopic.php?f=37&t=437910
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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?0 -
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?
I haven't leveled my Garruk yet, but abstractly 15 mana for a 12/12 creature seems rather nice! BUT, for 3 more mana, and 2 turns, you can get a 16/16 (2 casts of wolf).
If you are using a support/spell only deck to rely on his creatures, getting all 3 types out is usually in your best interest!0 -
So are there any good builds out there??0
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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 Kiora0 -
Hello,
I don't see much discussion regarding deck builds for Garruk since he is pretty potent on his own. I will post my build with explanations and would love advice and ideas on how to improve it.
This build is meant for the Terror in The Shadows events (aka Bring forth the Werewolves).
Creatures
Lambholt Pacifist: fairly quick Summon and useful after you have a 6/6 on the field so she can attack.
Sage of Ancient Lore: While he was nerfed he is still very potent and builds fast.
Timberpack Wolf: This is a card that can be replaced with any other wolf, just trying to master it for the mastery scale.
Spells
Animist's Awakening: Mana creation and mastering a newer card to my collection
Natural Connection: Same as the above
Supports
Mirrorpool: I run this in practically all my decks for the creature buffing.
Neglected Heirloom: It is worthwhile when you get the werewolves transforming constantly
Oath of Nissa: Mana scaling and a card for 6 less mana
Weirding Wood: Mana gain \, investigating and mastery
This is my event deck and I am always looking for advice. I have plently of cards I can trade in and out so let me know your thoughts.
Thanks.0 -
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
That would be great, except the only card I have on that list is Scour from Existence. sigh0 -
My current build is:
Haunted Cloak, Fertile Thicket, Alhammarret's Archive, Silverful Partisan, Shark of Broken Glass, Chitinous Cloak, Murder's Axe, Scour from Existence, Seek the Wilds, Ulvenwald Hydra
This is a normal 5 to 6 turn deck. Get the Hydra out early, save all spells to cast on Garruk's wolf to pump the Partisan.0 -
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.0 -
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.
Very cool. I'm running a similar build with Aether Hub/Decoction Module as a mana generator. Servant of the Conduit sounds awesome.
My build is:
Soul Swallower (green delirium is now viable with Shrine and Aether Hub/Decoction Module combo)
Ishkanah (extra creatures cast when delirium is triggered)
Ulrich
Longtusk Cub (+1/1 Overload, Energize 1 on PW damage)
Shrine of The Forsaken Gods
Mantle of Webs
Scour from Existence
Decoction Module
Aether Hub0 -
I run him mostly creatureless except for Empyreal voyager & dubious challenge0
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What do you do for creature removal?0
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Here is my current deck. A straight Beatdown deck
Creatures
Cultivator Blades
Managorger
Rhonas the Indomitable
Spells
Titanic Growth
Larger than Life
Jorga Invocation
Ambuscade
Gift of Strength
Scour from Existence
Emergent of Growth
Key card is Cultivator of Blades. Once out game is usually over. Just put every pump spell on her. Removal is ok with scour, ambuscade non-targetable creatures and Gift of Strength for fliers.0 -
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.
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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.0
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Is there precedent for upgrading the abilities of a walker so long after release? I really want a great excuse to use him more often!
1
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