R/G Gruul

by Redbeard0515 on 08 July 2013

Main Deck (60 cards)

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Deck Description

When I first started playing Magic I bought a Green/Red Gatecrash intro pack and I never really invested into the Gruul Clan. Now I'm working on taking that challenge. This deck isn't the best, but advice to help create it to be the best are appreciated. I'd like to work this into a tournament like most of my decks. Thanks!

How to Play

Well the beginning draw is very consistent with mana supply and as soon as you get two mana out it's quite effective, but trying to mana ramp is the key. Bringing out buff creatures like Rubblehulk and Ruric. I know Rampant Growth is key for mana ramp, but I don't have any at the moment. This deck works really well and is consistent. Most spells are damage to remove creatures to get to your opponents life and Bloodrush is another ability that is effective in this deck. The Guildmage's I use to give all creatures trample. Akroma's Memorial is there just as a filler and to be a late game dominator. Any advice would be really appreciated!

Deck Tags

  • R/G
  • Gruul
  • Red
  • Green
  • Cheap
  • Budget
  • Mana Ramp

Deck at a Glance

Social Stats

1
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This deck has been viewed 973 times.

Mana Curve

Mana Symbol Occurrence

0004234

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for R/G Gruul

Please comment with advice. Would be greatly appreciated!

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Posted 08 July 2013 at 04:45

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Made some changes. Please comment. Advice would be greatly appreciated!

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Posted 08 July 2013 at 18:00

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a few friendly comments;

first of all is there a reason kazandu refuge is in this deck instead of stomping grounds/rootbound crags? since that land is the only card not standard, and if you move out of standard there would be tons of good cards to add.

next, ruric thar should probably move out of here since its more of a detriment in this type of deck. that aside, i still dont see a clear focus! which is exactly why gruul ragebeasts should move on out as well, since for 90 percent of your creatures it would be more of a detriment.

personally im a fan of feral animist, especially because of the flavor text. now what works ridiculously well with feral animist? wild defiance and cheap spells like furious resistance/titanic growth, and after youre done stomping opponents health down a little bit, using fling to end the game. quick and simple, if you check the deck below youll see what i mean. best of luck!

http://www.mtgvault.com/bsaf/decks/fling-the-animist-how-fitting/

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Posted 11 July 2013 at 09:18

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Yes, those are good points and I will certainly make some adjustments for sure. I only have the Kazandu refuge lands in there because those are the only other dual lands I have. I am going to get standard dual lands soon, but they are rather pricy. Those creatures are huge drops, but I like using Gruul ragebeasts' ability. I like forcing my opponent to block my creatures. Ruric thar I thought was good for his damage ability even though it deals damage to myself as well. I'll make some adjustments. Other than those helpful comments, what do you think of the deck?

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Posted 11 July 2013 at 23:40

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Yes, those are good points and I will certainly make some adjustments for sure. I only have the Kazandu refuge lands in there because those are the only other dual lands I have. I am going to get standard dual lands soon, but they are rather pricy. Those creatures are huge drops, but I like using Gruul ragebeasts' ability. I like forcing my opponent to block my creatures. Ruric thar I thought was good for his damage ability even though it deals damage to myself as well. I'll make some adjustments. Other than those helpful comments, what do you think of the deck?

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Posted 11 July 2013 at 23:41

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so below is my friends deck i play against pretty regularly, and its pretty damn annoying. every single creature in there is an absolute beast, progenitor mimic being the only creature with a splash of blue, everything else being pretty gruul oriented. if youre set on keeping your deck kinda smaller creatures and fight oriented, try throwing in some creatures with undying, so that regardless of who or what they fight, they will come back from the grave stronger than before. go to gatherer and type in 'fight' and see what comes up. maybe vorapede or strangleroot geist or young wolf with mutants prey or uvenwald tracker. just trying to help, but i just think as is this deck is a bit too unfocused as is still. further questions still glad to help if you know what way you want to take it

http://www.mtgvault.com/link10z/decks/mana-ramp-mean-creatures/

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Posted 12 July 2013 at 00:43

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