http://deckbox.org/sets/468095

Well, I took your advice. I got rid of some of the more specific, one use cards (like Tilling Treefolk) and added more creatures. Turns out, my biggest strength was being passive aggressive. As soon as people saw that I was playing big things, they turned on me and I didn't have enough creatures to handle them. I could just keep adding more creatures, but that would just change the deck too much (and I'm not a big fan of that style of play anyway).

So in the end, I kept the creatures more threatening as defenders (Stuffy Doll, Acidic Slime, the Spider). Stuffy Doll has the added bonus of 'combo's and is immune to all of my boardwipes'. I also added a bit of enchantment/artifact destruction while I was at it. And now I don't know which two cards to cut... perfect.

In EDH, it's important to have redundancies. I may have 4 cards which give Borb protection, but the chances of me finding them are still very slim. Another thing which doesn't really work is a 2 card combo without tutors, i.e. the chances of me finding the Adephage and the Ragebeast are almost nonexistant, although Giant Adephage by itself seems like a fun and easy way of boosting my defenses, so I might give it a try (plus Borb can clear a path for it).
Also, the Fireshrieker is blocker deterrent, as by the time Borb comes out someone always manages to have a 6 power creature. Plus it doubles his combat damage effect, so win/win. I really like the look of Card-Draw Garruk, but like you said, I have no defenses, so he may die too easily.

Hm... perhaps if I was to use a Dragonlair Spider + Dragon Broodmother? Those create reusable defense.

Hey. "Deck discussion" was suggested to me constantly by DB, so I figured I'd give it a shot.

http://deckbox.org/sets/374450

This is my Borb 'Hulk' EDH deck. The whole point of the deck is to use "play an extra land" effects in combination with land tutors (which are useful early game for fixing/lands and late game for ammunition) and just throw land after casting Borb. Almost all the games I play net me 8 available mana by turn 6, which is why I use cards like Tower of Fortunes and Mind's Eye. The large quantity of non-basic lands is also one of the deck's gimmicks, and provides utility when Borb's ability activates.
It's not really meant for 1v1 EDH play, mostly for multiplayer (hence the board wipes). Due to playing multiplayer, I'm also not the prime target for removal (plus the threat of having a large quantity of Lightningbolts thrown at you puts people off).

I'm currently questioning the usefulness of Asceticism, Charmbreaker Devils and Groundskeeper. If anyone has any suggestions on what to remove/add, I'd love to discuss them. I look forward to hearing from you...

I hope I did this right...