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Decks Containing Garruk-Wildspeaker

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JUND
60 Cards
Value: $324.35
This deck has tons of card advantage. Creatures that bring multiple tokens, spells that take out multiple permanents, cascade for additional power at no cost, manlands, and tons of removal. Only down fall is many lands will hit the battlefield tapped, however, once Garruk enters the game that problem is gone.
Overwhelming Stampede
60 Cards
Value: $78.25
How could I improve this deck?
Allies
60 Cards
Value: $285.66
The whole purpose of this deck is to get as many Planeswalkers on the field fighting for you as fast as possible. And just to stave off the inevitable comments, the Planeswalkers need to stay in the deck.
Standard Primal Green
60 Cards
Value: $252.07
I a little behind on standard play right now with Time Spiral gone, but here's a deck idea. Sorry no sideboard to lazy...
Elf Token
58 Cards
Value: $97.58
Overkrul
50 Cards
Value: $145.82
This is a massive overgrowth style deck, pull out the treespeakers, get 'em leveled and watch the land fly. Pull your biggest creatures for next to nothing, and opponents beware, this deck bolsters the legendary Emrakul and his friend Kozilek with the dreaded Annihilator ability. With lots of cards to let you draw more, you can thin out the deck and pull your spells without mercy.
Force Of Nature
71 Cards
Value: $360.99
Land Explosion
60 Cards
Value: $992.18
Green Deck
59 Cards
Value: $166.36
Baloth Frenzy
54 Cards
Value: $175.64
With the Rampaging Baloths in play, any time you play a land, you activate the Wirewood Savage ability to draw a card, which increases your chance to put a land on top of your library, thus activating the ability of the Oracle of Mul Daya, which causes a loop until you decide to stop it because both cars have the "you may" option in the text. If you can't lay a land, simply activate Garruk's primary ability to put a beast into play to start the loop. I made this deck after the pre-release tournament for Zendikar, and it works incredibly well, regardless of the lack of board control. By turn five, I usually begin a loop of beasts. Even though they have summoning sickness, the Herd Gnarrs still get real big, with trample and rampage abilities due to other beasts on the field. (hopefully)
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