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.
*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.