









Overview:
This Garth One-Eye deck is a mid-powered WUBRG midrange build with scattered value engines but lacks a focused win condition or cohesive synergy package. While leveraging Garth’s unique ability to generate powerful legacy spell copies, the deck struggles with slow mana development, minimal protection, and over-reliance on combat damage without sufficient scaling tools.
Primer:
Core Strategy: This deck attempts to generate incremental value through creature-based synergies (party mechanics, +1/+1 counters, token generation) while using Garth One-Eye as a flexible toolbox. Key phases include:
- Early Game: Deploy mana fixers like Oasis Gardener and Simic Growth Chamber, using low-impact creatures like Mogg War Marshal for board presence.
- Mid Game: Activate Garth’s abilities for targeted removal (Disenchant/Terror copies) or ramp (Black Lotus copies), while building a creature swarm with cards like Impact Tremors and Gothmog, Morgul Lieutenant.
- Late Game: Attempt to close with oversized threats like Steel Hellkite or Syr Alin, the Lion’s Claw, though no clear finishers exist beyond basic combat math.
Mulligan Priorities:
- Prioritize 3+ lands with at least two colors
- Seek early ramp (Boros Signet, Oasis Gardener)
- Avoid hands without creature density or color fixing
Key Tips
- Sequence Garth activations carefully – prioritize Black Lotus for mana acceleration and Braingeyser for refueling
- Use Rocco, Cabaretti Caterer as a flexible tutor for key utility creatures
- Impact Tremors is critical for converting token generation into damage
Avoid Traps
- Don’t overcommit to the board without protection from wipes
- Gorion, Wise Mentor requires Adventure spells to matter – of which there are none
- Korlessa, Scale Singer has no Dragon tribal support
Weaknesses:
Critical:
- No game-ending combos or reliable finishers
- Lacks protection for Garth (only Royal Treatment as hexproof)
- Minimal card draw beyond situational triggers
Moderate:
- Slow mana base (11 enters-tapped lands, no fetches/shocks)
- Weak to board wipes with limited recursion (only Auramancer/Sun-Blessed Healer)
- Party/Initiative/Dungeon subthemes lack critical mass
Minor:
- Basic interaction suite (Counterspell, Molten Blast) handles common threats
Most Important Cards:
- Impact Tremors
- Rocco, Cabaretti Caterer
- Steel Hellkite
- Firja, Judge of Valor
- Florian, Voldaren Scion
- Gothmog, Morgul Lieutenant
- Rilsa Rael, Kingpin
- Extract from Darkness
- Ill-Gotten Inheritance
- Mogg War Marshal
Attribute Ratings:
Speed: 3/10
- No fast mana/cheat engines; earliest impactful plays at T3-4
- Win attempts typically require 8+ turns of combat setup
Resilience: 2/10
- Dies to 1-2 well-timed removals on Garth/key creatures
- No free protection spells or meaningful recursion
Consistency: 4/10
- Limited tutors (only Rocco/land fetch)
- Value engines require specific board states (e.g., Emeria Captain needs full party)
Interaction: 3/10
- Basic suite of 5 targeted removals/3 counterspells
- No board wipes or stax pieces
Rating Justification:
This deck sits between "Structured Jank" (2.5) and "Casual/Precon" (4.0) on the rubric. While it has better land count and basic synergies than pure jank, it lacks the focused gameplan and win conditions of even upgraded precons. The absence of combos, slow clock, and fragility to interaction place it below true casual power. Key benchmarks:
- Lacks T10-12 win consistency of 3.5-4.0 decks
- No infinite lines or overwhelming value engines
- Interaction suite insufficient for optimized metas
Power level: 3.0 - 3.5
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