This is an old favorite that I recently updated. Before Kaladesh, I haven't followed new cards since Theros. Any suggestions on card choices, improvements, edits, etc. are welcome.
Choices:
*Garg is the raison d'etre of this deck. Everything is fuel for the Garg.
*War Marshal is a solid defensive critter that feeds Garg really well.
*Epochrasite is a chump blocker/Garg feeder that comes back with a vengeance.
*Tuktuk can make a surprise 5/5 blocker (with Garg) that usually attacks on Turn 4.
*Ember Swallower can help lock the game out when I'm ahead (or at least have a Gargadon in the mail).
*Sad Robot is value. Pulls lands out of my deck to improve Combustible Gearhulk's burn potential.
*Siege-Gang is tech. He makes tokens (read: Garg food) and can be solid removal. Plays nicely with War Marshal and Tuktuk.
*Conquering Manticore is a finisher that gets better when I have a Gargadon suspended to sac the creature that it steals.
*Combustible Gearhulk is a neat card. There are 10 cards in the deck with a cmc of 6 or more, so if the opponent doesn't let me draw three, it could be lethal. Nice card advantage with finisher potential.
*Lightning Bolt is tech.
*Wildfire is a good sweeper that encourages me to sac all my lands to Garg. It's pretty devastating in multiplayer too.
*Warp World is a fun 1-of for multiplayer shenanigans.
*Strip Mine is mean, but it can deal with certain key nonbasics like Urborg, Tomb of Yawgmoth or pesky manlands.
*Hellion Crucible is a tidy mana dump. When played on Turn 1, it can make a hasty 4/4 on Turn 4.
*Mountain is the basic land for euphoric gentlemen of discerning tastes.
I think it might be a sweet idea to add in some artifact mana. After you demoralize your opponent with an early Wildfire, you will still be ahead with usable mana sources. Stuff like Mind Stone, Hedron Archive, Chromatic LanternCultivator's CaravanFire Diamond to name a few. And you can always sac them to the garagadad if you want
Act of Treason/Mark of Mutiny/Hijack would be hilarious. Attack them with their critter. Sac it to Gargadon. Demoralizes them slowly until Wildfire makes them Ragequit
4x Greater Gargadon
4x Mogg War Marshal
4x Epochrasite
3x Tuktuk the Explorer
2x Ember Swallower
4x Solemn Simulacrum
4x Siege-Gang Commander
2x Conquering Manticore
1x Combustible Gearhulk
4x Lightning Bolt
3x Wildfire
1x Warp World
Lands: 24
1x Strip Mine
1x Hellion Crucible
22x Mountain
This is an old favorite that I recently updated. Before Kaladesh, I haven't followed new cards since Theros. Any suggestions on card choices, improvements, edits, etc. are welcome.
Choices:
*Garg is the raison d'etre of this deck. Everything is fuel for the Garg.
*War Marshal is a solid defensive critter that feeds Garg really well.
*Epochrasite is a chump blocker/Garg feeder that comes back with a vengeance.
*Tuktuk can make a surprise 5/5 blocker (with Garg) that usually attacks on Turn 4.
*Ember Swallower can help lock the game out when I'm ahead (or at least have a Gargadon in the mail).
*Sad Robot is value. Pulls lands out of my deck to improve Combustible Gearhulk's burn potential.
*Siege-Gang is tech. He makes tokens (read: Garg food) and can be solid removal. Plays nicely with War Marshal and Tuktuk.
*Conquering Manticore is a finisher that gets better when I have a Gargadon suspended to sac the creature that it steals.
*Combustible Gearhulk is a neat card. There are 10 cards in the deck with a cmc of 6 or more, so if the opponent doesn't let me draw three, it could be lethal. Nice card advantage with finisher potential.
*Lightning Bolt is tech.
*Wildfire is a good sweeper that encourages me to sac all my lands to Garg. It's pretty devastating in multiplayer too.
*Warp World is a fun 1-of for multiplayer shenanigans.
*Strip Mine is mean, but it can deal with certain key nonbasics like Urborg, Tomb of Yawgmoth or pesky manlands.
*Hellion Crucible is a tidy mana dump. When played on Turn 1, it can make a hasty 4/4 on Turn 4.
*Mountain is the basic land for euphoric gentlemen of discerning tastes.
BGGRock
Modern
BRGJund
BBGRock