Garruk Wildspeaker and Liliana Vess have a nice team combination together with their last abilities. Revive the dead and make them grow to trample the city. Sounds a lot like Power Rangers where the enemy monster gets killed. Then revived and grows really big to out muscle the rangers. Maybe create a little dialouge for the moment to pull it.
Opponent: Wraith of God. I play Akroma and end turn.
Player: Oh right you two I need a comeback.
Liliana: Let's see this pesky angel can handle this. Magic of darkness breath life into the fallen. *Creatures are brought to the field.*
Player: *Plays a spell to give them all Haste.* Your turn Garruk.
Garruk: Magic *searches around* wand make these monsters grow!
Opponent: They're creatures.
Player: I know but you're ruining a good moment.
Another thing is about Garruk Wildspeaker. If your deck consists of Fungus, Plants, or Treefolk then his third ability can be called Super Planeswalker Miracle Growth Formula now with 30% more flies, dung beetles, and smell. Made personally from him.
Combine this with Locket of Yesterdays to drop the mana cost by dumping other copies into the graveyard. Especially with the two Merfolks that let you draw and discard.
Combine with Blue to reuse Clockspinning and rack up counters. He can also work with Gaunlet of Power to increase mana production.
There is also one funny joke about Garruk.If the deck consists of Fungus, Plants, or Treefolk and the third ability +3/+3 with trample is used on them. That's asking him to give them some of his Planeswalker Miracle Growth Formula with 30% more flies.
Survival ("Destroy" effects don't destroy this creature.)
Non creature permanents can keep indestructable.
Loyal (Control of this permanent can't be changed by effects while in play. When this permanent comes into play under the control of any other player except the owner, control of it is switched to the owner.)
Immortal (This creature cannot be destroy by spells or abilities.)
A creature with this ability cannot be killed by Wraith of God, Terror, and etc. It can still die to damage. The ability is a half-way point to indestructable. Just like how some creatures can all prevent damage is halfway.
Target color: Any color can use this.
Bound (This permanent cannot be removed from the game or returned to the hand, by spells or abilities.)
Bound means the permanent can't be sent to another dimension because it has been locked into the current plane aka can't be removed from the game or bounced.
Color: Blue, White, and maybe Green.
Loyal (Your opponent(s) cannot gain control of this creature.)
Certain creatures are very loyal that even in death, they will never betray their master.
Color: Any color but mostly White.
Immune (The power and toughness of this creature cannot be reduced.)
Some creatures with this ability have a super strong immune system to prevent dieseases from killing them or making them vulnerable.
Color: Green and White.
Limit (The power and toughness of this creature cannot be increased.)
The opposite of Immune. This ability is means that the creature can't grow any bigger or become stronger.
Color: Blue and Black
Sacred (This permanent cannot be sacrificed.)
Sacred are any kind of permenant that is to important to give up. People would rather die then give up their land.
Play this combo when the opponent blocks a creature. First use Righteousness during the declare blockers step to pump them up by +7/+7. Next Vanish it into your Memory to draw seven or more cards. You can also use this during the opponent's turn.
Silversmith will make artifact creature tokens. Sac them for Arcum Dagsson to bring out any non-creature artifact you want. March will bring them to life with a P/T equal to their manacost. Akroma's Memorial would be a 7/7 with all of her abilities.
Green Fire GR
Instant
Green Fire deals 2 damage to target creature or player.
Target creature gets +3/+3 until the end of the turn.
Soul Elimination UUBB
Instant
Counter target creature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
Sages Pact 0
Sorcery
Sages Pact is blue
Target player draws 2 cards.
At the beginning of your next upkeep, pay 2U. If you don't, you lose the game.
Pact of the Mountains 0
Sorcery
Pact of the Mountains is red.
Pact of the Mountains deals X damage to target creature, X is equal to the number of Mountains you control. A creature dealt damage this way can't be regenerated this turn.
At the beginning of your next upkeep, pay 2RR. If you don't, you lose the game.
Pact of Heaven 0
Sorcery
Pact of Heaven is White.
Reveal any number of white cards in your hand and put X 3/3 White Angel tokens with flying into play, where X is equal to the number of white cards revealed.
At the beginning of your next upkeep, pay 3WWWW. If you don't, you lose the game.
Pact of Hell 0
Sorcery
Pact of Hell is Black
Put a Black Demon token with Fear into play. "Its power and toughness is equal to the number of Swamps you control."
At the beginning of your next upkeep, pay 3BBB. If you don't, you lose the game.
Pact of Gaea 0
Sorcery
Pact of Gaea is Green
Search your library for two basic land cards, reveal those cards, and put one into play and the other into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.
Brainclamp 1B
Enchantment - Aura
Enchant creature you control.
Enchanted creature gets +1/-1.
When enchanted creature is put into a graveyard, draw a card.
When Brainclamp is put into a graveyard from play, return Brainclamp to its owner's hand.
Jodah, Archmage BGRUW
Legendary Creature - Human Wizard
Immortal BGRUW, Sacrifice a permanent you control: Play one spell in your hand without paying its mana cost.
4/4
That sounds fun.
Maybe go GU and use Psionic Sliver. Then all Saporlings would ping for 2 damage to the opponent. While the counter spells will help against Wraith of God and Damnation. Dormant Sliver would turn Scatter the Seeds into a three card gain.
Opponent: Wraith of God. I play Akroma and end turn.
Player: Oh right you two I need a comeback.
Liliana: Let's see this pesky angel can handle this. Magic of darkness breath life into the fallen. *Creatures are brought to the field.*
Player: *Plays a spell to give them all Haste.* Your turn Garruk.
Garruk: Magic *searches around* wand make these monsters grow!
Opponent: They're creatures.
Player: I know but you're ruining a good moment.
Another thing is about Garruk Wildspeaker. If your deck consists of Fungus, Plants, or Treefolk then his third ability can be called Super Planeswalker Miracle Growth Formula now with 30% more flies, dung beetles, and smell. Made personally from him.
Combine this with Locket of Yesterdays to drop the mana cost by dumping other copies into the graveyard. Especially with the two Merfolks that let you draw and discard.
There is also one funny joke about Garruk.If the deck consists of Fungus, Plants, or Treefolk and the third ability +3/+3 with trample is used on them. That's asking him to give them some of his Planeswalker Miracle Growth Formula with 30% more flies.
The reason I keyworded the names is to give the ability a name when refering to it.
The abilities might not sound really big except Survival which is effective against black and white mostly.
They are some new effects/abilities that can be added to creatures to give them something more against other cards.
Limit can be used against players that pump up their creatures.
Limiter Bonds
1U
Enchantment - Aura
Enchant target creature.
Enchanted creature cannot get +X/+X
When Limiter Bonds comes into play, draw a card.
Non creature permanents can keep indestructable.
Loyal (Control of this permanent can't be changed by effects while in play. When this permanent comes into play under the control of any other player except the owner, control of it is switched to the owner.)
Immune (This creature cannot get -X/-X.)
Limit (This creature cannot get +X/+X.)
Fixed.
A creature with this ability cannot be killed by Wraith of God, Terror, and etc. It can still die to damage. The ability is a half-way point to indestructable. Just like how some creatures can all prevent damage is halfway.
Target color: Any color can use this.
Bound (This permanent cannot be removed from the game or returned to the hand, by spells or abilities.)
Bound means the permanent can't be sent to another dimension because it has been locked into the current plane aka can't be removed from the game or bounced.
Color: Blue, White, and maybe Green.
Loyal (Your opponent(s) cannot gain control of this creature.)
Certain creatures are very loyal that even in death, they will never betray their master.
Color: Any color but mostly White.
Immune (The power and toughness of this creature cannot be reduced.)
Some creatures with this ability have a super strong immune system to prevent dieseases from killing them or making them vulnerable.
Color: Green and White.
Limit (The power and toughness of this creature cannot be increased.)
The opposite of Immune. This ability is means that the creature can't grow any bigger or become stronger.
Color: Blue and Black
Sacred (This permanent cannot be sacrificed.)
Sacred are any kind of permenant that is to important to give up. People would rather die then give up their land.
Color: White and Green
Play this combo when the opponent blocks a creature. First use Righteousness during the declare blockers step to pump them up by +7/+7. Next Vanish it into your Memory to draw seven or more cards. You can also use this during the opponent's turn.
"Here kitty kitty. That's right let me rub your back and your stomach. Purr my kitty, purr."
An old school combo.
Arcanum Wings on the opponent's creature then swap for Persuasion. Same cost as playing it, but you can get it out by turn 3 or flash it out faster.
Sliversmith + Arcum Dagsson + March of the Machines
Silversmith will make artifact creature tokens. Sac them for Arcum Dagsson to bring out any non-creature artifact you want. March will bring them to life with a P/T equal to their manacost. Akroma's Memorial would be a 7/7 with all of her abilities.
GR
Instant
Green Fire deals 2 damage to target creature or player.
Target creature gets +3/+3 until the end of the turn.
Soul Elimination
UUBB
Instant
Counter target creature spell. Search its controller's graveyard, hand, and library for all cards with the same name as that creature and remove them from the game. That player then shuffles his or her library.
0
Sorcery
Sages Pact is blue
Target player draws 2 cards.
At the beginning of your next upkeep, pay 2U. If you don't, you lose the game.
Pact of the Mountains
0
Sorcery
Pact of the Mountains is red.
Pact of the Mountains deals X damage to target creature, X is equal to the number of Mountains you control. A creature dealt damage this way can't be regenerated this turn.
At the beginning of your next upkeep, pay 2RR. If you don't, you lose the game.
Pact of Heaven
0
Sorcery
Pact of Heaven is White.
Reveal any number of white cards in your hand and put X 3/3 White Angel tokens with flying into play, where X is equal to the number of white cards revealed.
At the beginning of your next upkeep, pay 3WWWW. If you don't, you lose the game.
Pact of Hell
0
Sorcery
Pact of Hell is Black
Put a Black Demon token with Fear into play. "Its power and toughness is equal to the number of Swamps you control."
At the beginning of your next upkeep, pay 3BBB. If you don't, you lose the game.
Pact of Gaea
0
Sorcery
Pact of Gaea is Green
Search your library for two basic land cards, reveal those cards, and put one into play and the other into your hand. Then shuffle your library.
At the beginning of your next upkeep, pay 2GG. If you don't, you lose the game.
1B
Enchantment - Aura
Enchant creature you control.
Enchanted creature gets +1/-1.
When enchanted creature is put into a graveyard, draw a card.
When Brainclamp is put into a graveyard from play, return Brainclamp to its owner's hand.
Skullclamp 2.
Immortal (This permanent cannot be sacrifice.)
Jodah, Archmage
BGRUW
Legendary Creature - Human Wizard
Immortal
BGRUW, Sacrifice a permanent you control: Play one spell in your hand without paying its mana cost.
4/4
Maybe go GU and use Psionic Sliver. Then all Saporlings would ping for 2 damage to the opponent. While the counter spells will help against Wraith of God and Damnation. Dormant Sliver would turn Scatter the Seeds into a three card gain.