Any card that reveals the top of your library is
usually worth the price of admission, even if
only for its combo potential with shuffle
effects since you can know when you want to pop
that Evolving Wilds to get something else to
cast. This "Oracle of Mul Daya for creatures" is
no exception-- not only are its numbers
impressive enough to make it combat ready as-is,
it allows you to use the top of your deck as an
extension of your hand-- you don't need to wait
until you draw creatures to cast them... if you
have a creature on top. Obviously you'd need a
creature-heavy deck to exploit this, but you
could easily chain out several small creatures
in a turn. This also means you don't have to
waste the cards in your hand-- once you drop the
Horde, you can just plain stop casting the cards
in your hand, and thus you'll have a mitt full
of options once the Horde finally bites the
dust.
The trouble is, Garruk's plans all revolve
around a swarm of creatures, but swarm tactics
are usually best implemented with token
generators-- creature cards are each only one
creature, but a repeatable effect that produces
tokens can make armies out of one card given
time or mana. Garruk's Horde wants you to amass
an army, but it wants you to do it the hard
way-- each creature costing a card and mana. One
board wipe spell could absolutely wreck you. And
while Garruk's Horde is definitely the creature
I'd most want to draw right after my opponent
plays Day of Judgment, to help me recover
faster, once I have the Horde out I'd live in
terror that I'm overextending right into it.
I love all the easter eggs in this card's art -
Garruk's Companion is leading the charge, and I
think I spotted the beast from the Lorwyn token
in the background. It seems to me that Garruk's
Horde has a lot of the same appeals as the
old-school Magus of the Future. Not only does it
increase your hand size and let you play spells
early, gaining a significant advantage, it
blocks and later attacks and can win the game
for you. Except even more so, 'cause, y'know,
it's a 7/7 trampling Beast. Primeval Titan will
probably steal the spotlight for a while because
Valakut is still in Standard; but this card is a
worthy reminder that green is about creatures as
much as about lands, and another huge monster
that generates card advantage surely can't fail
to find an application.
Magic The Gathering Card of The Day: Garruk’s
Horde
Welcome back readers today’s card is an
interesting beast from M12. For seven mana you
get a 7/7 trample creature that allows you to
play with the top card of your library revealed
and you can cast it if it’s a creature. Cards
like this have existed in Magic for as long as I
can remember the fact they put it on a creature
instead of an enchantment.
In standard green has a large variety of better
finishers and a 7/7 for seven mana may not cut
it, in mono green decks this card can allow you
to gain some board presence by playing cards
from the top of your deck but im not sure mono
green outside of an eldrazi style deck is
viable, ironically eldrazi are the best
mono green finishers along with primeval titan.
In extended it may see a small amount of play
providing a type of advantage for green but once
again just compared to cards that see play in
these formats it just does not stack up. In
eternal it could see play in some sort of
bizarre deck plopping Ornithopters off the top
over and over again otherwise its too expensive
and doesn’t fit into deck types. In casual and
multiplayer its effect can benefit beast style
decks and creature heavy builds, it could see a
fair amount of play in casual as it is not a
terrible card and can allow you to manipulate
your deck. In limited it’s a bomb 7/7 trample is
great and allowing you to pump out more
creatures is solid. Overall an interesting and
semi powerful card that is often outclassed and
may or may not see much play.
Today's card of the day is Garruk's Horde which
is a seven mana 7/7 with Trample and allows you
to both play with the top card of your deck
revealed and cast it if it is a creature card.
This more or less adds another card to your hand
and being a 7/7 with Trample for seven isn't bad
at all despite being a little expensive.
Where this really shines is if the top card of
your deck is repeatedly a creature and you have
enough mana to play them in rapid succession.
As Green excels in mana acceleration this is not
difficult to arrange, though the deck should
feature as many creatures as possible to take
full advantage of the concept. Overall
this is the kind of card that helps Green take
advantage of the strengths it has and should see
some play in a dedicated swarm and acceleration
design.
In Limited the already heavily creature based
format works very well with the final ability
and a 7/7 with Trample and only two Green in the
casting cost is definitely a huge threat.
A very easy first pick as one of the biggest
creatures in the set, factoring in Bloodthirst,
and should be played whenever possible in
Sealed. Other creatures and acceleration
being the support makes drafting easy as they
are often picked for any Green build anyway.
Definitely one of the best cards in the format
as it adds to your effective options, has
Trample, a manageable casting cost, works as a
topdeck, has high power and toughness, and no
major drawback.
A brief comparison to Carnage Wurm which can
become a 9/9 with Trample, and as an uncommon
should certainly be played alongside this if
possible, but it requires Bloodthirst to do so
which is a bit of a hindrance. In addition
Carnage Wurm does not have the other effects
which can help turn one big creature on the
board into an overwhelming advantage.
Welcome to another fun card of the day
review here at Pojo.com! This time around we are
looking at Garruk’s Horde from M12. Garruk’s
Horde is a green creature beast that costs two
green and five generic mana. It is a 7/7 with
trample that says play with the top card of your
library revealed, you may cast it if it is a
creature card.
These kinds of cards can be a lot of fun,
and both an advantage and disadvantage. The
advantage is that you can see what you are
drawing, disadvantage is so can your
opponents(s). The other advantage is that so
long as you have the mana, you can be casting
things from the top of your library if they are
creatures. But if they aren’t your opponent(s)
know what is coming, and what to prepare for.
The other impressive factor about this
card is that it is still a 7/7 with trample for
just seven mana. These are the kind of power
houses that more modern Magic supplies us with.
And a 7/7 on turn seven, although in green it
likely happens much sooner than that, can
instantly become a much larger threat. A simple
Giant Growth turns it into a 10/10 trampler. And
I doubt that’s the only pump that lurks to trump
this guy up to beyond epic proportions.
All in all, this cards is very decent,
sure to see some great play, albeit probably not
a serious contender. Also, this card lacks much
potential in a multiplayer game. The benefit
becomes even more of a drawback, since if one
person is unable to handle what is coming,
someone else likely is.