How does garruk primal hunter work




















Those familiar with the original Garruk will note this ability used to cost a loyalty counter. Not any more! The second ability costs three loyalty counters. This ability allows you to draw cards equal to the greatest power among creatures you control.

Very nice ability, especially for green decks built around building up mana early to spend on big creatures. This ability rewards you for doing so, and fills your hand so you can do it again. Now this ability works well in the same decks that the second ability works with. After all your green deck is most likely putting extra lands into play.

Now you get rewarded for that with even more big green creatures! Verdict: Strong. The planeswalker is set up to work very will with such decks, increasing their power. You can also build a deck around Garruk, Primal Hunter to great effect.

Connections: Like Garruk, Primal Hunter? See all articles in this series. This is partly why I found Planeswalkers like Chandra and Gideon relatively difficult to design for, and why I'm grateful for the relatively wider swath of experimentation for Walkers like Jace and Liliana. Garruk is one such character. He's a stoic, angry strongman. But he was also cursed by Liliana fairly early on in his character's lifespan, and spent almost all of his time in the Vorthosphere as a mindless killing machine that's 2 colors.

Not much to go on Luckily for us, we can work with what we know so far! Green has a long, illustrious history of creatures that hunt, track, and fight and that's what we're gonna do.

Buy This Card! Draw a card. Turn it face up any time for its morph cost. Its owner shuffles it into their library. Whenever a creature you control becomes the target of a spell, Gargos, Vicious Watcher fights up to one target creature you don't control. Put all creature cards revealed this way into your hand and the rest into your graveyard.

Each deals damage equal to its power to the other. Adamant — If at least three green mana was spent to cast this spell, the creature you control gains indestructible until end of turn.

Then that creature fights target creature you don't control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.

You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order. You may reveal a creature card from among them and put it into your hand. Then put the rest on the bottom of your library in a random order. It fights target creature you don't control. That creature deals damage equal to its power to Durkwood Tracker. Any player may activate this ability.

It's still a land. It can deal excess combat damage to the player or planeswalker it's attacking. Put the rest on the bottom of your library in a random order. Our main goal is to use our creatures and fight spells to punish smaller creatures on the other side, and attack with large creatures consistently to secure the win. Our early creatures aren't much to write home about, as they won't win many fights, but they do help set us up for success later. Broodhatch Nantuko and Brindle Shoat don't mind getting into fights they can't win, Fierce Empath goes and gets one of our Rare monsters, and Hunting Moa is just around to help out.

Once we get a little further up the curve, the threats start to get scary. The larger bodies are much scarier in combat or some brawls on the side, and the Rares help fix those fights.



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