About a year ago, a friend who didn't want to spend money on an EDH deck had our play group all make PDH decks with a common general and 74 other cards (because he didn't like shuffling 100 card decks). The format never really took off, probably because common generals limit the possible color combinations too much. Then a couple months ago CML wrote some articles on ChannelFireball about the format and we tried again with uncommon generals. It's still not a super popular format in our group, but I really like it so I thought I'd post some decks.
CML had a Garruk's Packleader deck in one of his articles, and originally my deck was very similar, but I think it has evolved quite a lot at this point. I usually lend this deck to new players when we're introducing them to PDH. It's easy to play and has a good chance of winning a multiplayer game.
This deck (like most PDH decks it seems) needs a lot of mana. You want 5 as soon as possible to cast your general and then more to cantrip through your big creatures. The Packleader dies a lot to removal so I often end up casting him several time per game. I used to have mana elves in the deck, but they were replaced by variations of Rampant Growth for more permanent ramp.
Originally I played some combat tricks (Vines of Vastwood, Mutagenic Growth, Invigorate, etc.) and removal (Prey Upon, Arachnus Web) but I took it all out for creatures with 3 or more power. I think the deck is more powerful this way but perhaps less fun to play with and against. Any thoughts? Thanks.
It turns out all PDH decks need some removal even if it's as bad as what green has available. I didn't like the small non-evasive creatures with shroud and there were too many vanilla 3/3s. There seems to still be enough creatures to keep the draw engine going plus some more protection for the Packleader so you don't just spend every turn recasting it.
Hunt the Weak was actually the last card I cut to keep another forest in the deck. I didn't like that Doom Blade type removal turns it into a 2-1 for your opponent, and you're paying 3 mana for a +1/+1 counter compared to Prey Upon. Maybe 36 lands would be enough with all the ramp in which case I probably would play Hunt the Weak.
Your deck is something I also have been wanting to try. My question may depend on meta, but do you just out number the enemy? I see no pump spells (not that there are many of them) and other than the triggered abilities here and there, it seems like a lot of beef.
Yes. If you get to untap with the Packleader in play you will overwhelm the table with big creatures. Since he is a big threat though this rarely happens. I've rebuilt this deck with Eternal Witness as the commander, but she isn't working as well as I'd hoped so I might switch back. I don't think pump spells are that important in this build although Wildsize was in until the last few cuts. Elvish Aberration is probably the only new card that I would add to an updated version.
No, I've never seen Squallmonger come up on any Gatherer searchs before. I'm not sure I'd want the next player to pay 6 to kill my general. Maybe if Ascended Lawmage is a huge problem for you I would consider it. Basically, if I'm playing any mono colored general it has to be very good if not broken, and I think there are better cards than Squallmonger.
I'm sorry, but I think you are mistaken. Squallmonger only hits fliers and players, your general is safe. Good mana sink to finish off players, too, if you can outlast them. Only issue I see is it is an uncommon only.
Private Mod Note
():
Rollback Post to RevisionRollBack
"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience."
-C.S. Lewis
I guess I misread Squallmonger and he does seem like a possible general. I've been trying to make a non aggressive deck based on walls and life gain but couldn't find a win condition. Squallmonger and a lot of ramp seem like a good solution. I'm just not sure I need another mono green deck in addition to Garruk's Packleader, Eternal Witness, Wirewood Symbiote, and Lumberknot although they are all very different types of decks.
I do include Explorer's Scope in almost every deck now. It just took me a while to realize it's power. I also run Darksteel Pendant in every deck too so I don't think that's the cut. I'd like to hear your argument against the pendant. It seems especially good in combination with the scope.
Its not that I don't like the pendant, as it is a great edition to any PDH deck, but in the case of a Garruk deck, it seems like you'd be putting one creature on the bottom of the deck in exchange for another, of course I could be wrong, play what ever cards work for you.
Yeah, Invasive Species is good here. I've never played M15 limited so I hadn't noticed the card yet. Replay Wickerbough Elder and draw another card? Thanks.
I agree that in the later game, Explorer's Scope is better than Darksteel Pendant since the first puts the land into play while the second costs a mana to just bottom the land. And unless I really needed one more mana to recast my general for the 4-5-6th time I'd probably always scry that land away even if the scope was in play just to dig for a nonland card. I don't think I'd ever bottom a creature though if I saw it with the pendant. One of Garruk's Packleader's strengths is that even if you don't get to draw a card you still play lots of beefy creatures to block and attack with.
The only artifact general in my play group is Composite Golemn so Deglamer isn't that important for me. I feel the three creature that can kill artifacts or enchantments is enough. I also have Emerald Charm as an answer to Pestilence (and flyers). If someone has a good Sludge Strider deck I'd like to see the list though.
I've been wanting to post my latest version of this deck for a while but couldn't find the time until now. It seems like interest in PDH is waning, at least in my town, but I still enjoy working on decks for the format.
I really like Elephant Ambush here (that's the first time I've said that since Odyssey block limited). It's like Simian Grunts with flashback. Also, since the Packleader draws about as much removal from opponents as it does cards from your deck, would stuff like Ranger's Guile or Withstand Death be worthwhile?
Private Mod Note
():
Rollback Post to RevisionRollBack
You would never guess, at the terrifying sight of the man, that Hunding was as charming a companion as one could wish for.
I do like Ranger's Guile and Withstand Death and would like to fit Vines of Vastwood back in too. I think I could cut Rancor for one, but I wonder what the next worst card is.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
CML had a Garruk's Packleader deck in one of his articles, and originally my deck was very similar, but I think it has evolved quite a lot at this point. I usually lend this deck to new players when we're introducing them to PDH. It's easy to play and has a good chance of winning a multiplayer game.
1 Garruk's Packleader
Creatures [41] in order of CMC
1 Rogue Elephant
1 Scythe Tiger
1 Garruk's Companion
1 Werebear
1 Centaur Courser
1 Woolly Mammoths
1 Gnarled Mass
1 Nantuko Shaman
1 Phantom Tiger
1 Sacred Wolf
1 Warthog
1 Pincher Beetles
1 Nessian Courser
1 Krosan Avenger
1 Silt Crawler
1 Gorilla Warrior
1 Simian Grunts
1 Elvish Ranger
1 Winnower Patrol
1 Trained Armodon
1 Festerhide Boar
1 Greater Mossdog
1 Primal Huntbeast
1 Wildheart Invoker
1 Nantuko Vigilante
1 Wickerbough Elder
1 Krosan Vorine
1 Jackalope Herd
1 Mold Shambler
1 Kozilek's Predator
1 Giant Dustwasp
1 Silverglade Elemental
1 Sentinel Spider
1 Kavu Climber
1 Durkwood Baloth
1 Pathbreaker Wurm
1 Yavimaya Wurm
1 Maul Splicer
1 Tangle Golem
1 Krosan Tusker
1 Ulamog's Crusher
1 Wild Growth
1 Utopia Sprawl
1 Sakura-Tribe Elder
1 Rampant Growth
1 Explore
1 Mind Stone
1 Nature's Lore
1 Harrow
1 Far Wanderings
1 Kodama's Reach
1 Cultivate
1 Search for Tomorrow
1 Wood Elves
1 Farhaven Elf
1 Ranger's Path
1 Skyshroud Claim
Other [3]
1 Relic of Progenitus
1 Darksteel Pendant
1 Horned Helm
Lands [39]
32 Forest
1 Snow-Covered Forest
1 Khalni Garden
1 Tranquil Thicket
1 Slippery Karst
1 Desert
1 Quicksand
1 Haunted Fengraf
This deck (like most PDH decks it seems) needs a lot of mana. You want 5 as soon as possible to cast your general and then more to cantrip through your big creatures. The Packleader dies a lot to removal so I often end up casting him several time per game. I used to have mana elves in the deck, but they were replaced by variations of Rampant Growth for more permanent ramp.
Originally I played some combat tricks (Vines of Vastwood, Mutagenic Growth, Invigorate, etc.) and removal (Prey Upon, Arachnus Web) but I took it all out for creatures with 3 or more power. I think the deck is more powerful this way but perhaps less fun to play with and against. Any thoughts? Thanks.
1 Garruk's Packleader
1 Garruk's Companion
1 Werebear
1 Nantuko Shaman
1 Warthog
1 Slaughterhorn
1 Simian Grunts
1 Festerhide Boar
1 Greater Mossdog
1 Wildheart Invoker
1 Nantuko Vigilante
1 Wickerbough Elder
1 Krosan Vorine
1 Jackalope Herd
1 Mold Shambler
1 Kozilek's Predator
1 Elephant Ambush
1 Giant Dustwasp
1 Silverglade Elemental
1 Thresher Beast
1 Sentinel Spider
1 Durkwood Baloth
1 Pathbreaker Wurm
1 Yavimaya Wurm
1 Havenwood Wurm
1 Wirewood Guardian
1 Maul Splicer
1 Tangle Golem
1 Krosan Tusker
1 Ulamog's Crusher
1 Walker of the Grove
1 Wild Growth
1 Utopia Sprawl
1 Sakura-Tribe Elder
1 Rampant Growth
1 Explore
1 Mind Stone
1 Nature's Lore
1 Edge of Autumn
1 Gaea's Touch
1 Far Wanderings
1 Kodama's Reach
1 Cultivate
1 Search for Tomorrow
1 Wood Elves
1 Ranger's Path
1 Skyshroud Claim
Removal [6]
1 Emerald Charm
1 Prey Upon
1 Provoke
1 Lignify
1 Arachnus Web
1 Viridian Longbow
Other [10]
1 Gnaw to the Bone
1 Darksteel Pendant
1 Horned Helm
1 Vorrac Battlehorns
1 Rancor
1 Night Soil
1 Evolution Charm
1 Vitality Charm
1 Vines of Vastwood
1 Broken Fall
32 Forest
1 Tranquil Thicket
1 Slippery Karst
1 Desert
1 Quicksand
1 Haunted Fengraf
Added:
Removed:
It turns out all PDH decks need some removal even if it's as bad as what green has available. I didn't like the small non-evasive creatures with shroud and there were too many vanilla 3/3s. There seems to still be enough creatures to keep the draw engine going plus some more protection for the Packleader so you don't just spend every turn recasting it.
Just curious :).
( •_•)>⌐■-■
(⌐■_■)
( •_•)>⌐■-■
(⌐■_■)
-C.S. Lewis
EDH
Obzedat - Still Alive
Retired - Nicol Bolas
( •_•)>⌐■-■
(⌐■_■)
I do include Explorer's Scope in almost every deck now. It just took me a while to realize it's power. I also run Darksteel Pendant in every deck too so I don't think that's the cut. I'd like to hear your argument against the pendant. It seems especially good in combination with the scope.
I agree that in the later game, Explorer's Scope is better than Darksteel Pendant since the first puts the land into play while the second costs a mana to just bottom the land. And unless I really needed one more mana to recast my general for the 4-5-6th time I'd probably always scry that land away even if the scope was in play just to dig for a nonland card. I don't think I'd ever bottom a creature though if I saw it with the pendant. One of Garruk's Packleader's strengths is that even if you don't get to draw a card you still play lots of beefy creatures to block and attack with.
The only artifact general in my play group is Composite Golemn so Deglamer isn't that important for me. I feel the three creature that can kill artifacts or enchantments is enough. I also have Emerald Charm as an answer to Pestilence (and flyers). If someone has a good Sludge Strider deck I'd like to see the list though.
1 Garruk's Packleader
Creatures [27]
1 Garruk's Companion
1 Werebear
1 Invasive Species
1 Simian Grunts
1 Nantuko Vigilante
1 Elephant Ambush
1 Greater Mossdog
1 Wildheart Invoker
1 Wickerbough Elder
1 Krosan Vorine
1 Jackalope Herd
1 Nylea's Dsciple
1 Mold Shambler
1 Giant Dustwasp
1 Silverglade Elemental
1 Sentinel Spider
1 Nessian Asp
1 Durkwood Baloth
1 Hooting Mandrills
1 Elvish Aberration
1 Havenwood Wurm
1 Wirewood Guardian
1 Maul Splicer
1 Tangle Golem
1 Krosan Tusker
1 Ulamog's Crusher
1 Walker of the Grove
1 Search for Tomorrow
1 Wild Growth
1 Utopia Sprawl
1 Sakura-Tribe Elder
1 Rampant Growth
1 Into the North
1 Mind Stone
1 Nature's Lore
1 Edge of Autumn
1 Gaea's Touch
1 Kodama's Reach
1 Cultivate
1 Commander's Sphere
1 Skyshroud Claim
Removal [10]
1 Viridian Longbow
1 Emerald Charm
1 Prey Upon
1 Provoke
1 Lignify
1 Utopia Vow
1 Savage Punch
1 Time to Feed
1 Arachnus Web
1 Hunt the Weak
1 Reclaim
1 Moment's Peace
1 Gnaw to the Bone
1 Darksteel Pendant
1 Whispersilk Cloak
1 Explorer's Scope
1 Rancor
1 Night Soil
1 Evolution Charm
1 Vitality Charm
1 Seediling Charm
1 Broken Fall
1 Spidersilk Armor
Lands [35]
28 Snow-Covered Forest
1 Tranquil Thicket
1 Slippery Karst
1 Desert
1 Quicksand
1 Haunted Fengraf
1 Khalni Garden
1 Land Grant
Added:
Removed:
Basically there are some small upgrades on creatures and ramp and a few more removal spells. Thanks for the past and future suggestions.