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Gruul

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The letter T!he final guild of the week is Gruul. Like Simic, Gruul is all about making huge creatures, but Gruul has a plan for its huge creatures—it wants to attack.

Here, Experiment One is just trying to be a one-mana 2/2 that might sometimes become a 3/3 that can kind of regenerate. That's easily good enough for what we're trying to do. Burning-Tree Emissary is awesome, especially with Lightning Mauler, which allows an attack for 6 on turn two if it follows either Rakdos Cackler or Experiment One. Flinthoof Boar is excellent at two or three mana, which is good because we have an abundance of good two-mana creatures but most of the options at three aren't quite as exciting.

Domri Rade offers a little removal and something of a late-game plan if our opponent has some way to stay alive.

This deck is pushing bloodrush, of course, by playing a full eight creatures with the ability. All of them are intended to be used primarily for bloodrush, but they're all completely acceptable if we don't have anything else to play while curving out. Wasteland Viper is primarily included because of the excellent interaction between trample and deathtouch, which means that you only have to assign a single point of damage to each creature blocking the creature with trample. This means that Wasteland Viper can be used with Rancor or Ghor-Clan Rampager on any creature to deal a massive chunk of damage through any creature the opponent might try to block with.

In Game 1, this deck is just trying to go as fast as possible with cheap aggressive creatures. After sideboarding, the opponent is expected to bring in removal and maybe lifegain to buy time, so that plan won't work as well. We prepare for this by cutting the small bloodrush creatures and weak two-drops and adding lands and more powerful creatures, transforming into a much bigger deck than the opponent is prepared for.

Transformational Rush
Standard

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