@Dr.Pingas : i think youre greatly underestimating his minus ability. he creates 3/3 beasts, so he's pretty easy to keep from dying, and even if you use his minus ability on the second turn he's out and draw 3 cards, you've already up 4 cards for the price of 2{G}{G}{G}. if you get to his ultimate and the opponent has some pesky permanent keeping you from going all in with your wurms, you can refill your hand with it to find an answer. i run 3 in a control-y version of jund i play, and i often find myself rarely even getting to the wurms because i love drawing cards with him so much
Posted By:
fjdkslan
(9/3/2011 8:32:41 PM)
Massive GREEN card advantage? Yes, I'll take 4!
Posted By:
n0odleex
(10/18/2011 5:51:06 PM)
I don't want to be the "zomg sooper combo with Doubling Season!" idiot, but of all the Planeswalkers, I like the synergy between this one and DS the most. Getting twice as many 6/6 Wurms for your lands right away is just brutal. Running with Parallel Lives as well, and you've got yourself a massive army of Wurm tokens. I totally want to pull this off in EDH.
Posted By:
Nucleon
(12/23/2011 3:15:52 PM)
@Voriki
Then bring everything you chucked to your extremely large hand. And keep it there. Forever
Posted By:
phyrexiantrygon
(1/14/2012 4:27:31 PM)
@_X_
I'm tired of seeing a Doubling Season comment on every single planeswalker.
It DOES double the pw's starting loyalty. (In this case he can go ultimate first turn)
It DOES double the amount of tokens he makes.
It DOES NOT double the loyalty he gains when he activates abilities.
Loyalty counters are a COST not an EFFECT, Doubling Season only double's counters that are a result of an effect.
This isn't directed towards you I just see this on every planeswalker and people argue it all the time.
Posted By:
benevolinsolence
(7/8/2011 11:53:54 AM)
I like how this card is powerful but balanced. Namely, it requires more build up and none of his ability is overpowered, even the horde of wurms can be dealt with some how. Compare to Jace and others whose abilities give +2 and have ridiculous final move...
Posted By:
Cyberium
(7/7/2011 8:27:06 PM)
Being able to protect himself as he builds up is a great asset. A built in Soul's Majesty means you can sometimes just sacrifice him for a handful of cards. And the ultimate is even more of a game-ender than before.
Posted By:
KikiJikiTiki
(7/7/2011 2:33:38 PM)
Uh yeah, this guy is ridiculous.
Posted By:
BonniePrinceCharlie
(7/7/2011 6:32:17 PM)
I don't get it. Call me silly, but he seems good, really pretty good, but not great. I would have been waaaaaaaaay more impressed if his second ability was -1 or -2 for a wild growth. -3 is very steep, often to the point of being unusable as a second ability unless you're only interested in popping him, in which case, you're better off running Soul's Majesty or Regal Force (see: Ajani Vengeant)
I run one simply due to the fact that, yeah, the token-a-turn is great, especially because you don't really worry about them getting removed, but your opponents worry about them being in play; and, I'll be 100% honest, I love the wurms. That's the part that sold me.
Posted By:
Dr.Pingas
(8/27/2011 11:28:15 AM)
What is really interesting here is that for a limited amount of time both garruks will be playable in standard. Could be fun to make a garruk.deck with both garruks and a lot of mono green or red/green beat down. Overrun just came back too so you know it's good times all around.
Posted By:
Donovan_Fabian
(7/13/2011 9:24:04 AM)