Hello once more! My playgroup has been experimenting with different tournaments, one of which where we all draw a guild name out of a hat and have to make a deck for said guild by the end of the week using only standard cards. I happened to draw Gruul. If you fine fellows would be willing to help me out and thus win the prize of a few boosters, I'd be quite grateful. Without further ado, here's what I have so far.
3 x Arbor Elf
As I said, standard legal. Thanks for the help!
since this is aggro i would suggest taking out cards like pit fight (aggro has weak creatures, fighting other creatures would probably kill your own) ground assault , and volcanic geyser ...instead put in more madcap skills (this should be a 4 of in my opinion). mark for death can easily win you the game, so i suggest adding more of those too. also, i would consider throwing in cheaper bloodrush like skinbrand goblin ...he isnt that great, but when your casting creatures every turn you might not have enough mana left open to bloodrush the swine or the lizard
ok, I'm gonna have to disagree with the other guys at least on some points.
I'd keep both gruul ragebeast and giant adephage as 1 offs. I play the ragebeast, he has saved me a few late games. to be blunt you've posted a deck thick with singletons in a casual format forum, I think we can assume that your play group isn't dedicated to a turn-4-win-or-bust mentality. this means that by either draw or design the game will probably last till turn 7 (at least part of the time) and you want nothing more than to have something to spend that mana on other than skinbrand goblin s.
I strongly recomend no less than 3 madcap skills in your build. gruul has access to a lot of very cheap pump, you want it to hit the player as often as possible. the other tricks you have, to make sure you hit, suffer from a severe case of diminishing returns. unblockable effects simply don't stack very well in most cases. it is simply more useful to remove the enemy critters than it is to sneak around them but leave them free to hit you back. as such both searing spear and ground assault are needed (unless you add other colors; which I doubt you will).
you could also use some more blood rush critter to play. yeah... it can run you out of critters very quickly, leaving you with a very real need to have more to play. look for something to get you're cards out of your graveyard too, that will also save you in a lot of games.
after all this if you're deck plays with a fair number of counters on your critters, look into getting some bioshift s in there. I know it's simic but you've already used golgari, so I don't see a problem. in fact there is a fair bit of simic you could use to great effect, if you'd care to.
fair point. I forgot to look at the mana base and you're right he needs more than 20 land with no ramp to play the big stuff. that being said, I have trouble seeing gruul do well in a mana tight agro anyway. it's not white weeny, it's not boros, it's not even black weeny. bloodrush, the core mechanic, has you sacrifice board presence for bursts of power. in mid to late game while pretty much every other deck is still building power gruul runs the risk of having most of its critters in the graveyard instead of the field. so the only thing I can really suggest is to slow down enough to make that sacrifice count and plan for the now inevitable mid game rounds.
2 more lands and 4 caravan vigil s should be enough, but I'd need to playtest to be sure.
and please don't put wrong ideas in people's heads. rubblehulk has no business being in any deck that averages 5 mana in the course of a game. for 1 thing zhur-taa swine is empirically better at lower mana turns. for another rubblehulk has enough trouble justifying itself next to dungrove elder and primal bellow without being hamstrung by a lack of lands to power it. doing so is a blatant violation of the first rule of green; go BIG or go home.
also act of treason is easily 1 of the most profitable forms of unblockable you can get, and you want more vipers.
Sorry it took me so long to respond, here's the updated list.
9 x Forest
I'm planning on cutting the 3 Disciple of The Old Ways es for one more of each of the other 2 drops when I can. I threw in the noble just because I had him laying around and not in a deck, plus he seems to work fairly well here. I cut out the big guys because as most of you said they're too slow. How do you all feel about Domri Rade in this? The Zhur-Taa Swine s are in there only until I can get 2 more Ghor-Clan Rampager s.
4 Wasteland Viper
4 Flinthoof Boar
2 Skarrg Guildmage
3 Burning-Tree Emissiary
4 Ghor-Clan Rampager
3-4 Signal the Clans
This is just a start; the idea is to Bloodrush the Viper and Boar with Slaughterhorn and Ghor-Clan Rampager. Signal the Clans lets you pretty much filter out whatever you need to get the ball rolling.
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