159 views5 days ago
Commander
Size: 100Salt sum: 36.53
 avatar

Only_One_Jhakobi

159 views5 days ago
Commander
Size: 100Salt sum: 36.53

Choose your preferred layout. You can mix and match options using the View as & Group by drop-downs above.

{"ops":[{"insert":"This deck has changed a fair bit from its original conception, so I felt that it was time to provide a new description and primer.\n\nGarth One-Eye is a five color commander that can be built in wide variety of ways. What makes it unique is its tap ability to create a copy of 1 of 6 classic MTG cards from outside the game. This lets you essentially play an EDH deck with 106 cards. What the card's printing doesn't explain very well is how to cast these cards, and how you can get access to them again once cast.\n\nFirst the easy part: when you play Garth, it comes with 6 spells to be chosen from when activating its tap ability (Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus). You can only choose one of the six cards per tap/activation. For ease of use, I have them listed in the sideboard section of the decklist.\n\n(yes I know, EDH doesn't normally allow a sideboard, this is just to help with formatting and so I can select which printing of the six cards to display. It is NOT an actual sideboard)\n\nPicture a revolver with six chambers. Each of the six spells is a bullet. When you use a bullet, that chamber is now empty. You can't use it again until you \"reload\". How do you reload? By recasting or Blinking Garth. When Garth re-enters the battlefield, it is considered new, and comes with the six spells ready to be recast. You have \"reloaded\" the revolver. This is why blink cards are so important to have in this deck. You also want a bevy of untap abilities, so that you can potentially use more than one activation of Garth per turn. Finally, because of summoning sickness, Haste granting effects are also needed so that the tap ability can be used right away. \nIn short, any Garth deck requires a balance of Blink, Uptap, and Haste cards to be effective. The exact ratio is difficult to get right, and due to the variance of a card game, will not always work in your favor. I initially started with 10 of each category, and found that to be excessive. I am currently using 8 Blinks, 6 Untaps and 5 Hastes, but your experience my differ from mine. \n\nNow the more difficult part: how you cast these six spells. What I didn't understand at first was how the activating of the ability granted you the window for casting. Initially I thought it let you put the card in your hand, or play from exile, which is NOT CORRECT! How it actually works is this:\n\n"},{"attributes":{"background":"#0b1416","color":"#b7cad4","bold":true},"insert":"707.13."},{"attributes":{"background":"#0b1416","color":"#b7cad4"},"insert":" One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy "},{"attributes":{"background":"#0b1416","color":"#b7cad4","bold":true},"insert":"and creates the copy outside of the game. "},{"insert":"\n\n(Note that this does not mean from exile)\nThe ability creates the card and immediately gives you the opportunity to cast it. If you choose not to, there is no other point where you have permission to do so. The ability gives you explicit cast permission during resolution, so you don't need to be able to cast it using normal timing permissions. You can always and only cast the created card during the resolution of the ability.\nWhat this means is that when you tap and activate Garth's ability, you immediately choose which card to cast, spend the required mana to do so, then it goes on the stack. This creates a 'soft' version of the Flash effect, letting you play Sorcery speed cards at instant speed. Opponent going to attack? Tap and cast a Dragon to block. End of their turn before you begin yours? Cast a Braingeyser for extra draw, or a Regrowth to get a valuable card back into your hand. \n\nNow that we understand how Garth functions, we can decide how we build a deck around him. This is where it becomes more personal. I chose a guildgates land subtheme for fun and to keep it at a lower power level. One of the most powerful ways is to include the card Displacer Kitten. Having this on the battlefield with Garth and a Haste-effect allows you to cast a Black Lotus using Garth, Blinking Garth with the Kitten on the cast trigger, then doing that over and over again, amassing an infinite pile of Black Lotus. You then can cast Braingeyeser to cause your opponent(s) to draw their entire deck, losing them the game. If you want to build a stronger deck than the one I'm showing; include this combo along with a better landbase, faster ramp, and tutors to find the cards you need. \n\nFor the gates theme, we include Maze's End as a win condition. I don't rush to get this out as fast as possible, but games do have to end at some point. I prefer to play control and defeat my opponents with a strong creature attacking at the right moment (see. Beatdown cards). We run a few tutors to find the lands we need at the right moment. It is very important to find Gond Gate as early as possible, so that your lands can come into play untapped. Maze's End isn't effective without a large number of gates already out, so don't search for it right away. Gatecreeper Vine and District Guide are creatures that can use the Blink cards we run for extra value to find more gates to play. Crop Rotation was added as one of the Game Changer cards, allowing you to change a basic land into a more valuable gate, or into Maze's End in the late game. It can also be recurred with Garth using Regrowth for additional value. \n\nThe other Game Changer cards I am currently running are Teferi's Protection and Seedborn Muse. TPro is always useful as a protection spell to save your boardstate and life total. SbM was added to take further advantage of the tap/untap cards in the deck, and increase effectiveness of the deck during other players turns. Some other important cards in the deck are Marvin the Murderous Mimic (copying Garth's and any other creature's activated abilities), Nine-Fingers Keene (providing additional gate-synergy along with being a threatening beater), Sage of the Maze (can generate huge amounts of mana or threaten to create powerful land-creatures), and Guild Summit (rewards gates entering early and late game). Apart from that, the deck runs a large amount of removal and boardwipes to control the game, a selection of strong counterspells, and a large protection package to help keep Garth safe. \n\nThis is one of my favorite decks to play. It offers variety, never feeling like you're playing the same game over and over again, and allows you to have the tools for any situation. \n"}]}

Commander

Qty: 1 Price: $2.49
Garth One-Eye
: Choose a card name that hasn't been chosen from among Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus. Create a copy of the card with the chosen name. You may cast the copy. (You still pay its costs.)
Legendary Creature - Human Wizard
Garth One-Eye (mh2) 420

Commander

(CTRL to add secondary)

Beatdown

Qty: 1 Price: $0.49
Nine-Fingers Keene
Menace
Ward—Pay 9 life.
Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.
Legendary Creature - Human Rogue
Nine-Fingers Keene (clb) 289

Beatdown

(CTRL to add secondary)

Copy

Qty: 1 Price: $9.49
Marvin, Murderous Mimic
Marvin has all activated abilities of creatures you control that don't have the same name as this creature.
Legendary Creature Artifact - Toy
Marvin, Murderous Mimic (dsk) 367

Copy

(CTRL to add secondary)

Draw

Qty: 11 Price: $38.15
Arcanis the Omnipotent
: Draw three cards.
: Return Arcanis to its owner's hand.
Legendary Creature - Wizard
Arcanis the Omnipotent (dmr) 280
Baleful Strix
Flying, deathtouch
When this creature enters, draw a card.
Creature Artifact - Bird
Baleful Strix (otc) 215
Brainstorm
Draw three cards, then put two cards from your hand on top of your library in any order.
Instant
Brainstorm (c18) 82
Frantic Search
Draw two cards, then discard two cards. Untap up to three lands.
Instant
Frantic Search (tdc) 153
Guild Summit
When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way.
Whenever a Gate you control enters, draw a card.
Enchantment
Guild Summit (grn) 41
Likeness Looter
Flying
: Draw a card, then discard a card.
: This creature becomes a copy of target creature card in your graveyard with mana value X, except it has flying and this ability. Activate only as a sorcery.
Creature - Faerie Shapeshifter
Likeness Looter (woe) 208
Loran of the Third Path
Vigilance
When Loran enters, destroy up to one target artifact or enchantment.
: You and target opponent each draw a card.
Legendary Creature - Human Artificer
Loran of the Third Path (blc) 143
Mulldrifter
Flying
When this creature enters, draw two cards.
Evoke
(You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters.)
Creature - Elemental
Mulldrifter (2x2) 349
Ponder
Look at the top three cards of your library, then put them back in any order. You may shuffle.
Draw a card.
Sorcery
Ponder (otc) 105
Thought Courier
: Draw a card, then discard a card.
Creature - Human Wizard
Thought Courier (5dn) 38
Vohar, Vodalian Desecrator
: Draw a card, then discard a card. If you discarded an instant or sorcery card this way, each opponent loses 1 life and you gain 1 life.
, Sacrifice Vohar: You may cast target instant or sorcery card from your graveyard this turn. If that spell would be put into your graveyard, exile it instead. Activate only as a sorcery.
Legendary Creature - Wizard Merfolk Phyrexian
Vohar, Vodalian Desecrator (dmu) 325

Draw

(CTRL to add secondary)

Haste

Qty: 5 Price: $46.95
Lightning Greaves
Equipped creature has haste and shroud. (It can't be the target of spells or abilities.)
Equip
Artifact - Equipment
Lightning Greaves (soc) 350
Rising of the Day
Creatures you control have haste.
Legendary creatures you control get +1/+0.
Enchantment
Rising of the Day (ltr) 427
Samut, Hazoret's Champion
Creatures you control have haste.
Legendary Creature - Human Warrior Cleric
Samut, Hazoret's Champion (fra) 311
Temur Ascendancy
Creatures you control have haste.
Whenever a creature you control with power 4 or greater enters, you may draw a card.
Enchantment
Temur Ascendancy (tsr) 387
Thousand-Year Elixir
You may activate abilities of creatures you control as though those creatures had haste.
,
: Untap target creature.
Artifact
Thousand-Year Elixir (lrw) 263

Haste

(CTRL to add secondary)

Land

Qty: 38 Price: $252.24
Arcane Lighthouse
: Add
.
,
: Until end of turn, creatures your opponents control lose hexproof and shroud and can't have hexproof or shroud.
Land
Arcane Lighthouse (soc) 361
Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (rvr) 396
Baldur's Gate
: Add
.
,
: Add X mana of any one color, where X is the number of other Gates you control.
Legendary Land - Gate
Baldur's Gate (clb) 600
Basilisk Gate
: Add
.
,
: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.
Land - Gate
Basilisk Gate (clb) 346
Black Dragon Gate
This land enters tapped.
As this land enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land - Gate
Black Dragon Gate (clb) 347
Boros Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Boros Guildgate (rvr) 398
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 501
Citadel Gate
This land enters tapped.
As this land enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land - Gate
Citadel Gate (clb) 349
Cliffgate
This land enters tapped.
As this land enters, choose a color other than red.
: Add
or one mana of the chosen color.
Land - Gate
Cliffgate (clb) 350
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (eoc) 59
Dimir Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Dimir Guildgate (rvr) 400
Exotic Orchard
: Add one mana of any color that a land an opponent controls could produce.
Land
Exotic Orchard (eoc) 159
Fabled Passage
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle. Then if you control four or more lands, untap that land.
Land
Fabled Passage (blb) 252
Forest
(
: Add
.)
Basic Land - Forest
Forest (thb) 254
Gateway Plaza
This land enters tapped.
When this land enters, sacrifice it unless you pay
.
: Add one mana of any color.
Land - Gate
Gateway Plaza (plst) GRN-247
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (rvr) 402
Gond Gate
Gates you control enter untapped.
: Add
.
: Add one mana of any color that a Gate you control could produce.
Land - Gate
Gond Gate (clb) 353
Gruul Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Gruul Guildgate (rvr) 403
Island
(
: Add
.)
Basic Land - Island
Island (thb) 251
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (rvr) 405
Manor Gate
This land enters tapped.
As this land enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land - Gate
Manor Gate (clb) 356
Maze's End
This land enters tapped.
: Add
.
,
, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Land
Maze's End (rvr) 465
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (thb) 253
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (rvr) 406
Plains
(
: Add
.)
Basic Land - Plains
Plains (thb) 250
Prismatic Vista
, Pay 1 life, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield, then shuffle.
Land
Prismatic Vista (h1r) 40
Rakdos Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Rakdos Guildgate (rvr) 408
Sea Gate
This land enters tapped.
As this land enters, choose a color other than blue.
: Add
or one mana of the chosen color.
Land - Gate
Sea Gate (clb) 359
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (rvr) 410
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (rvr) 411
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (thb) 252
Talon Gates of Madara
When this land enters, up to one target creature phases out.
: Add
.
,
: Add one mana of any color.
: Put this card from your hand onto the battlefield.
Land - Gate
Talon Gates of Madara (m3c) 134
Thran Portal
This land enters tapped unless you control two or fewer other lands.
As this land enters, choose a basic land type.
This land is the chosen type in addition to its other types.
Mana abilities of this land cost an additional 1 life to activate.
Land - Gate
Thran Portal (dmu) 422

Land

(CTRL to add secondary)

Protection

Qty: 4 Price: $74.76
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (snc) 51
Rebuff the Wicked
Counter target spell that targets a permanent you control.
Instant
Rebuff the Wicked (tsr) 35
Tam, Mindful First-Year
Each other creature you control has hexproof from each of its colors.
: Target creature you control becomes all colors until end of turn.
Legendary Creature - Wizard Gorgon
Tam, Mindful First-Year (ecl) 245
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (sta) 11

Protection

(CTRL to add secondary)

Ramp

Qty: 8 Price: $52.94
Bloom Tender
Vivid —
: For each color among permanents you control, add one mana of that color.
Creature - Elf Druid
Bloom Tender (2x2) 138
Circuitous Route
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Circuitous Route (fdn) 635
Coiling Oracle
When this creature enters, reveal the top card of your library. If it's a land card, put it onto the battlefield. Otherwise, put that card into your hand.
Creature - Elf Druid Snake
Coiling Oracle (blc) 250
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
Creature Enchantment - Dryad Nymph
Dryad of the Ilysian Grove (thb) 169
Faeburrow Elder
Vigilance
This creature gets +1/+1 for each color among permanents you control.
: For each color among permanents you control, add one mana of that color.
Creature - Druid Treefolk
Faeburrow Elder (tdc) 289
Ignoble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Goblin Shaman
Ignoble Hierarch (ecc) 52
Noble Hierarch
Exalted (Whenever a creature you control attacks alone, that creature gets +1/+1 until end of turn.)
: Add
,
, or
.
Creature - Human Druid
Noble Hierarch (plst) MM2-151
Sage of the Maze
: Add two mana in any combination of colors.
: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery.
Tap an untapped Gate you control: Untap this creature.
Creature - Wizard Elf
Sage of the Maze (m3c) 67

Ramp

(CTRL to add secondary)

Removal

Qty: 9 Price: $30.72
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (cmr) 393
Counterspell
Counter target spell.
Instant
Counterspell (dmr) 281
Darksteel Mutation
Enchant creature
Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.
Enchantment - Aura
Darksteel Mutation (cmm) 623
Imprisoned in the Moon
Enchant creature, land, or planeswalker
Enchanted permanent is a colorless land with "
: Add
" and loses all other card types and abilities.
Enchantment - Aura
Imprisoned in the Moon (inr) 358
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of
equal to that spell's mana value.
Instant
Mana Drain (prm) 86070
Mana Sculpt
Counter target spell. If you control a Wizard, add an amount of
equal to the amount of mana spent to cast that spell at the beginning of your next main phase.
Instant
Mana Sculpt (sos) 319
Multiply by Zero
Target creature has base power and toughness 0/0 until end of turn.
Instant
Multiply by Zero (fra) 58
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (f15) 7
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (c16) 78

Removal

(CTRL to add secondary)

Tutor

Qty: 5 Price: $8.17
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (dmr) 154
District Guide
When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Creature - Elf Scout
District Guide (grn) 128
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (fdn) 724
Gatecreeper Vine
Defender
When this creature enters, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.
Creature - Plant
Gatecreeper Vine (ddm) 48
Open the Gates
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Gates (rvr) 151

Tutor

(CTRL to add secondary)

Untap

Qty: 5 Price: $21.51
Ioreth of the Healing House
: Untap another target permanent.
: Untap two other target legendary creatures.
Legendary Creature - Human Cleric
Ioreth of the Healing House (ltr) 56
Kelpie Guide
: Untap another target permanent you control.
: Tap target permanent. Activate only if you control eight or more lands.
Creature - Beast
Kelpie Guide (stx) 45
Kiora's Follower
: Untap another target permanent.
Creature - Merfolk
Kiora's Follower (lcc) 273
Seedborn Muse
Untap all permanents you control during each other player's untap step.
Creature - Spirit
Seedborn Muse (tdc) 268
Vizier of Tumbling Sands
: Untap another target permanent.
Cycling
(
, Discard this card: Draw a card.)
When you cycle this card, untap target permanent.
Creature - Human Cleric
Vizier of Tumbling Sands (cmm) 131

Untap

(CTRL to add secondary)

Wipe

Qty: 4 Price: $20.32
Damn
Destroy target creature. A creature destroyed this way can't be regenerated.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Sorcery
Damn (drc) 89
Day of Judgment
Destroy all creatures.
Sorcery
Day of Judgment (sld) 1858
Gates Ablaze
Gates Ablaze deals X damage to each creature, where X is the number of Gates you control.
Sorcery
Gates Ablaze (rna) 102
Toxic Deluge
As an additional cost to cast this spell, pay X life.
All creatures get -X/-X until end of turn.
Sorcery
Toxic Deluge (c13) 96

Wipe

(CTRL to add secondary)

Sideboard

Qty: 6 Price: $11622.94
Black Lotus
, Sacrifice this artifact: Add three mana of any one color.
Artifact
Black Lotus (30a) 525
Braingeyser
Target player draws X cards.
Sorcery
Braingeyser (30a) 347
Disenchant
Destroy target artifact or enchantment.
Instant
Disenchant (30a) 315
Regrowth
Return target card from your graveyard to your hand.
Sorcery
Regrowth (30a) 507
Shivan Dragon
Flying
: This creature gets +1/+0 until end of turn.
Creature - Dragon
Shivan Dragon (30a) 467
Terror
Destroy target nonartifact, nonblack creature. It can't be regenerated.
Instant
Terror (30a) 424

Sideboard

(CTRL to add secondary)

Deck Info

Deck stats

16 pips - 15 cards
19 mana - 18 cards
33 pips - 28 cards
19 mana - 18 cards
9 pips - 8 cards
19 mana - 18 cards
5 pips - 5 cards
19 mana - 18 cards
19 pips - 18 cards
21 mana - 20 cards
0 pips - 0 cards
9 mana - 9 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"This deck has changed a fair bit from its original conception, so I felt that it was time to provide a new description and primer.\n\nGarth One-Eye is a five color commander that can be built in wide variety of ways. What makes it unique is its tap ability to create a copy of 1 of 6 classic MTG cards from outside the game. This lets you essentially play an EDH deck with 106 cards. What the card's printing doesn't explain very well is how to cast these cards, and how you can get access to them again once cast.\n\nFirst the easy part: when you play Garth, it comes with 6 spells to be chosen from when activating its tap ability (Disenchant, Braingeyser, Terror, Shivan Dragon, Regrowth, and Black Lotus). You can only choose one of the six cards per tap/activation. For ease of use, I have them listed in the sideboard section of the decklist.\n\n(yes I know, EDH doesn't normally allow a sideboard, this is just to help with formatting and so I can select which printing of the six cards to display. It is NOT an actual sideboard)\n\nPicture a revolver with six chambers. Each of the six spells is a bullet. When you use a bullet, that chamber is now empty. You can't use it again until you \"reload\". How do you reload? By recasting or Blinking Garth. When Garth re-enters the battlefield, it is considered new, and comes with the six spells ready to be recast. You have \"reloaded\" the revolver. This is why blink cards are so important to have in this deck. You also want a bevy of untap abilities, so that you can potentially use more than one activation of Garth per turn. Finally, because of summoning sickness, Haste granting effects are also needed so that the tap ability can be used right away. \nIn short, any Garth deck requires a balance of Blink, Uptap, and Haste cards to be effective. The exact ratio is difficult to get right, and due to the variance of a card game, will not always work in your favor. I initially started with 10 of each category, and found that to be excessive. I am currently using 8 Blinks, 6 Untaps and 5 Hastes, but your experience my differ from mine. \n\nNow the more difficult part: how you cast these six spells. What I didn't understand at first was how the activating of the ability granted you the window for casting. Initially I thought it let you put the card in your hand, or play from exile, which is NOT CORRECT! How it actually works is this:\n\n"},{"attributes":{"background":"#0b1416","color":"#b7cad4","bold":true},"insert":"707.13."},{"attributes":{"background":"#0b1416","color":"#b7cad4"},"insert":" One card (Garth One-Eye) instructs a player to create a copy of a card defined by name rather than by indicating an object to be copied. To do so, the player uses the Oracle card reference to determine the characteristics of the copy "},{"attributes":{"background":"#0b1416","color":"#b7cad4","bold":true},"insert":"and creates the copy outside of the game. "},{"insert":"\n\n(Note that this does not mean from exile)\nThe ability creates the card and immediately gives you the opportunity to cast it. If you choose not to, there is no other point where you have permission to do so. The ability gives you explicit cast permission during resolution, so you don't need to be able to cast it using normal timing permissions. You can always and only cast the created card during the resolution of the ability.\nWhat this means is that when you tap and activate Garth's ability, you immediately choose which card to cast, spend the required mana to do so, then it goes on the stack. This creates a 'soft' version of the Flash effect, letting you play Sorcery speed cards at instant speed. Opponent going to attack? Tap and cast a Dragon to block. End of their turn before you begin yours? Cast a Braingeyser for extra draw, or a Regrowth to get a valuable card back into your hand. \n\nNow that we understand how Garth functions, we can decide how we build a deck around him. This is where it becomes more personal. I chose a guildgates land subtheme for fun and to keep it at a lower power level. One of the most powerful ways is to include the card Displacer Kitten. Having this on the battlefield with Garth and a Haste-effect allows you to cast a Black Lotus using Garth, Blinking Garth with the Kitten on the cast trigger, then doing that over and over again, amassing an infinite pile of Black Lotus. You then can cast Braingeyeser to cause your opponent(s) to draw their entire deck, losing them the game. If you want to build a stronger deck than the one I'm showing; include this combo along with a better landbase, faster ramp, and tutors to find the cards you need. \n\nFor the gates theme, we include Maze's End as a win condition. I don't rush to get this out as fast as possible, but games do have to end at some point. I prefer to play control and defeat my opponents with a strong creature attacking at the right moment (see. Beatdown cards). We run a few tutors to find the lands we need at the right moment. It is very important to find Gond Gate as early as possible, so that your lands can come into play untapped. Maze's End isn't effective without a large number of gates already out, so don't search for it right away. Gatecreeper Vine and District Guide are creatures that can use the Blink cards we run for extra value to find more gates to play. Crop Rotation was added as one of the Game Changer cards, allowing you to change a basic land into a more valuable gate, or into Maze's End in the late game. It can also be recurred with Garth using Regrowth for additional value. \n\nThe other Game Changer cards I am currently running are Teferi's Protection and Seedborn Muse. TPro is always useful as a protection spell to save your boardstate and life total. SbM was added to take further advantage of the tap/untap cards in the deck, and increase effectiveness of the deck during other players turns. Some other important cards in the deck are Marvin the Murderous Mimic (copying Garth's and any other creature's activated abilities), Nine-Fingers Keene (providing additional gate-synergy along with being a threatening beater), Sage of the Maze (can generate huge amounts of mana or threaten to create powerful land-creatures), and Guild Summit (rewards gates entering early and late game). Apart from that, the deck runs a large amount of removal and boardwipes to control the game, a selection of strong counterspells, and a large protection package to help keep Garth safe. \n\nThis is one of my favorite decks to play. It offers variety, never feeling like you're playing the same game over and over again, and allows you to have the tools for any situation. \n"}]}
Support us on Patreon to remove ads
AutoNew CategoryMaybeboardSideboardPinned Cards