Simple. 3/2 with trample for 2. Swings for 3
very early, very synergistic with creature pump.
Give it deathtouch for extra fun. Trample helps
push through damage, but 2 toughness isn't much.
If it got blocked, it's probably dying, but it's
probably killing the blocker too.
Some cards are complicated and require analysis
and thought to use correctly, while others are
much more straightforward. Garruk's Companion is
one of the latter, but it still shouldn't be
underestimated. Three power is well above the
minimum level required to be threatening, and
even in this era of generally stronger
creatures, there are few things that can tangle
with this creature profitably in the same stage
of the game. Much like the man himself, Garruk's
Companion hits hard by itself and even harder
with support.
Magic The Gathering Card of The Day: Garruk's
Companion
Welcome back readers today's card of the day is
nice green two drop. A 3/2 for two green mana as
well as having trample is a nice deal. Sadly to
make the most use of this card running mono
green is the best option. In standard mono green
more than likely ramps into powerful spells and
Eldrazi, this card has not and more than likely
will not see standard play. In extended this
card wouldn't fit to highly into many decks, in
eternal no way this will see play except
possibly in a stompy deck. In casual and
multiplayer there are hundreds of cards I would
consider playing before this even in mono green.
In limited its a solid creature if your heavy
into green not just splashing. Overall this card
is an aggressively costed creature but the power
creep of creatures relegates this card to just
not quite good enough.
Today's card of the day is Garruk's Companion
which is a two mana 3/2 with Trample making it a
very aggressive early play against any 1/1
defense and seemingly intended to be played the
same turn as the namesake planeswalker off the
untapped lands. The low toughness leaves
it weak against a 2/2 that blocks it and Green
can often play some bigger creatures or
acceleration on the second turn, so this may not
always find a home in those decks. Aside
from that taken by itself this is a decent card
that can be a bit of a threat especially when
supported with Giant Growth.
For Limited the double Green hurts quite a bit
as hitting the battlefield later in the game is
not as beneficial for a creature with just two
toughness and no Haste. In a primarily
Green deck, which is quite playable with some
acceleration or color fixing, this may hit on
the second or third turn where it can really
shine. At that point in the game it can
potentially get in some quick damage and an
early lead making it worth including in your
Sealed builds and a third or fourth choice in
Booster.