They key to success are hasty flyers in my opinion, that's why I have 4 angels in support of phoenixes and hellkites. Growth-Chamber Guardian is pretty great and a good way to get yourself out of mulligans. Main deck Knights of Autumn are good in many match ups. You need life? Sure. You need to destroy your opponents Rhythm/Search of Azcanta? Can do. You need a hasty 4/3 to kill your opponent. Possible.
Not sure if it's better than Temur or straight Gruul versions but white gives you some options.
not sure about carnyT because of no domri and the fact that you already have ghalta.
Looking at the SCG meta, didnt see to many 'wide' strategies: tokens, white weenie, so what is cannonade in there for?
your SB has 11 cards, what about the other 4?
I was looking at Carnage tyrant as a uncounterable hexproof threat.
Looking at the SCG meta, didnt see to many 'wide' strategies: tokens, white weenie, so what is cannonade in there for?
your SB has 11 cards, what about the other 4?
I was looking at Carnage tyrant as a uncounterable hexproof threat.
looking at 5-0 lists instead of SCG lists...
still can't figure out the other 4. Beyond that carnyT I'm 50/50 on. Either run in main or don't run at all. I don't think go-wide strategies are necessary dead.
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I've been building 2 relatively distinct Gruul decks on MTG Arena, one for "Traditional" and one for "Best of one." I'm posting my "best of one" because it's more distinct than the lists found here. Despite it being made for best of one, I'm beginning to think it may have legs in best of 3 too. I have yet to test it for best of 3 however.
The difference in philosophy here is that this deck is more aggro/burn focused. It tries to get as much damage through asap. The ability to get in with many cheap, haste and large creatures, followed up by 1-3 burn spells nets us wins early as turn 4. Now that I'm up to 4x Lightning Strike and 4x Skewer the critics, I'm often winning games by burning opponents out at the end, killing them a turn (or 2) earlier than usual.
The reason this deck is slaying it on single match ranked games on Arena is because it thoroughly beats mono-red aggro, or any aggro for that manner. It also beats many midrange/control decks in the single match system. It also beats the mirror match up if they're playing Rhythym of the Wilds (thought I have little data for this.)
Whether or not this deck can make it's way into best of 3 matches, it has some lessons to teach there too. Light up the stage is a good card for us. We can often get damage through and it can be fine to play for 3 late game. It may be a 1 of, or sideboard card in traditional matches, but this card deserves consideration. With our haste creatures and burn spells, saving this in hand until you're out of cards and have a good amount of mana can give us the reach to close out the game a turn early.
I think the biggest thing this deck teaches is that we want our removal spells to also be direct damage to the player. This is not only important for surprise wins, but it's our only defense against planeswalkers (besides our giant creatures.) While Lava Coil can kill some big things and exile pesky creatures that may try to return, our deck wants direct damage. If built right, the speed is there to go under control. (I beat turbo fog and also Hydroid Krasis decks with this build.)
As much as I love Lava coil, I noticed that I was winning a good number of games with Lightning Strike even when it was my only direct burn spell. Just find lines to get in early damage with creatures and put the final nail of the coffin in with burn. I started playing around with subbing out some coils for skewer the critics and/or Shocks with good results. After taking the plunge and removing all coils from the main deck, adding in 4 skewer and a bit more haste with Zhur-taa goblin, the deck is incredible. (In the single game matched system at least.)
Anyway, just wanted to point out that lava coil is probably more of a sideboard card or 1-2 copies mb at most. Run 4x Lightning Strike at least and add at least 1-2 skewer the critic, though I'm quite happy with 4. The ability to kill Teferi's with direct damage is more important to this deck's win rate then dealing 4 damage to a creature. On curve, we have the biggest creatures in the format. With this in mind, we actually don't need too much removal for creatures, especially if we are on the play. At this point I'd say about half the burn spells I draw go right to the face (at the end of the game of course.) That's a luxury I have now that all of my removal is direct damage.
I think Rhythym of the wilds is a bit overrated. It's amazing, don't get me wrong! However I'm very confident the deck does not want 4 of these mb. 4 copies may be justified with some split between mb and sideboard. Thing is, we have an amazing 3 drop that is good to play on turn 3. Also 4 copies of Rhythym means less room for direct damage or another creature. I don't care that these riot triggers stack, you are not going to want to have 2 of these in a game. The tempo loss of playing 2 of these is far too great for a midrange deck that has the potential to be on the aggro side while still maintaining a good card advantage to fight late game/control. Basically, 4 Rhythyms means you're cutting a necessary removal spell, or playing too few creatures. Honestly, this card makes us lose to mono-red most of the time. Taking a turn off from playing creatures means we can't profitably block and kill their creatures which leads to death. Also, I would argue that it's better to play Gruul spellbreaker on turn 3 than Rhythym in many situations. We will lose to control if we don't get damage in fast enough and consistent enough.
While Galta is very flashy, I believe this is a fun-of at most. The set up to get a haste Ghalta is far too steep, and also very swingy. Think of it this way, if you have creatures on the board that can attack in with, you're in a good position. If someone just boardwiped you and you're staring at a giant cost for Ghalta, it's a dead card even if you have Rhythym on the board. What about those times you draw Ghalta and don't have Rhythym? They just Vraska's Contempt it, boardwipe, or save a settle the wreckage to get rid of your bomb when it can finally attack. As you can see, this card is pretty inconsistent. I prefer Carnarge Tyrant for my top end (in tradiontal match ups) as it can't be countered whether or not you have rhythm out, and always has hexproof. Also you can play it for 6 mana even if they just boardwiped you, a luxury ghalta doesn't have.
Skarrgan Hellkite is the bees knees. I may spend a rare mythic wild to go up to my 3rd copy soon. Wouldn't be surprised if I want a 4th eventually, at least for sideboard. Although I love the Demanding Dragon suggestion too! Since I own one, that will be my 3rd copy of skarrgan for now. This card should be a beast against non-creature based control decks if backed up by burn.
Maybe he'll fit in this deck at some point. I'm uncertain when that point will be though.
I agree with that! I opened a copy so I stuck him in. Very underwhelming however. Vivien Reid is better. Domri isn't that good when he's on curve, which is not good for a deck trying to keep up it's tempo. Definitely put in Vivien over Domri as the ability to kill flyers, sometimes enchantments, is invaluable as well. There are still U/B flyers decks out there. Also now Hydroid Krasis is starting to abound.
This list looks pretty stock and boring. A couple of notes:
I've found Skarrgan Hellkite to be very good but, realistically, it's a Olivia Voldaren style of card -- the longer it stay in play, the better it gets. You don't want to play that game in a field of Vivien Reid and Hydroid Krasis. Regisaur Alpha doesn't have much in the way of evasion but is better vs. removal spells and still has haste. Also, compared to Hellkite, gets better in multiples. Alot of times, you just want bodies for Collision // Colossus and Alpha provides that.
A couple of notes here: Carnage Tyrant is very very good. However, there are lots of games where you are locked out before you get to 6 mana and, with Control decks playing Kaya's Wrath, CarnyT's value has decreased.
Vivien is good but overlaps with Cindervines. Domri over vivien simply due to CMC reasons. I want a walker that draws me threats. Domri is 4cmc compared to 5.
Cindervines gives people the business. People haven't figured out how good this card is yet. This card is bananas. HoleeMolee. Fog has trouble beating it. Esper has to really start turning the corner, etc.
People really like llanowar elves that much huh? I haven't been all that impressed with the card really. Also I agree with the Collision//colossus assessment. I started playing around with some copies of that too. Not sure I'd want 4 collision/colossus over at least some Skewer the Critics, I'll try playing a mix of the 2.
I too had looked at Regisaur Alpha and want to play him, I just don't have enough rare wildcards saved up.
Started playing around with a Jund build too. I like having access to Midnight Reaper and/or Theater of Horrors. I think it gives the deck enough legs for it to be more of a burn/aggro deck then midrange. Also Pestilence spirit seems nice but I haven't played with it yet.
Also, do we like Grand Warlord Radha? I like that in my aggro list I could go hast all the way up the curve with this bad girl. Zur-taa Goblin into spellbreaker, into Grand Warlord into Skarrgan Hellkite. I think that on average we should be getting at least 2 mana when she attacks, which is enough to play a lightning strike or Collision or shock and take out a blocker to keep the damage trucking through.
She may only suit my tastes for single game matches on Arena with an aggro deck. I think there are definitely 2 lists that can be built with Gruul though. One that's more burn and aggro and one that's more midrange that can handle control better hopefully.
Edit:OMG He found some secret tech playing against another Gruul deck. Thud is thudding on our door asking to be put in. Talking 'bout some colossus targeting Rekindling phoenix, attack in for 8. Post combat play thud on it, deal another 8, and phoenix still requires a removal spell on the token if they don't want it to come back on the next turn! 16 damage on turn 5. They should be pretty dead before the phoenix even needs to come back.
Yes. Riot says "Enters the battlefield with." That means the creature is that size when it hits the board. This is also noteworthy because you can put things out of lightning strike and/or shock range by giving them a counter. Unlike explore creatures, who don't get the counter immediately and can be burned before they get the counter.
I've been doubling my money in the "Constructed Event" on Arena (single game matches.) You could say this deck is a bit of a gold mine, pun intended. Colossus and sometimes collision, are both amazing. I would only run 3 mainboard however, as we don't want to use up too many non-creature slots with this card. The creatures/burn we have access to don't justify 4 mb I believe. That said, this card is bonkers just like lugger stated.
For best of 1 matches, and perhaps in general, I'm skeptical of llanowar elves. They are too easy to remove, and don't do damage quickly enough. Our deck naturally applies pressure up the curve without the need to ramp. What we want over llanowar elves are more beefy creatures. They are a terrible top deck. Branchwalker and Jadelight ranger aren't however. Relying on the decks aggro side by lowering the curve assures that you can get under control most of the time, and trash mono-red/other aggro decks. Instead of elves, play shock, light up the stage or skewer the critics. These are all cards with the ability to put immediate pressure on our opponents. Honestly, I beat people playing llanowar elves on turn 1 by just burning them asap. People keep risky hands relying on that card, and it's a natural tendency to do when it's in your deck also.
I will probably add a 4th rekindling phoenix soonish. This card is great against control and mono-red as well.
Note my plethora of 2 drops. I believe these are essential in a mono-red heavy meta. I have built the deck so that I don't have to rely on Growth-Chamber Guardian as a two drop. This is what helps the deck go over the top. You force people to play spells/stall with other creatures. Once control boardwipes and we're at 5 mana we just start playing guardian after guardian. You can basically consider this card draw if you have 5 mana on top of the 4/4 body. Put in more two drops so you can save this guy for later. I find a lot of my games are just me sticking out branchwalkers/goblins and seeing if my opponent deals with them. If they don't, they will die. If they do, then they used up removal they should have been saving for spellbreaker or rekindling phoenix. The deck just bleeds opponents dry of removal in the early turns, then slams down something really good and they are nearly out of cards. Alternatively, they are taking damage early, I have multiple creatures out, just start hasting creatures in and pump/burn to finish them out super fast.
For best of 1 matches, and perhaps in general, I'm skeptical of llanowar elves. They are too easy to remove, and don't do damage quickly enough.
Playing threats ahead of curve is the real deal and probably one of the best reasons to be in gruul. I recognize your frustration with the card against RDW but in most cases you're mana neutral as they eat a shock. Sometimes they're mana positive when they eat a Lightning Strike.
The deck is mana hungry, even though it wouldn't appear to be the case. You want to get to 5 mana so that you can do thing like play a Growth-Chamber Guardian and activate it in the same turn or play a Gruul Spellbreaker and Collision // Colossus in the same turn.
I really want to play this deck for the RPTQ in two weeks. I really hope it doesn't blow up before then since it is bananas. Having 8 maindeck Plummets gives people the business. Drakes and mono-blue are super popular right now.
Do you play Best of 1 games on Arena? I did not like Llanowar elves either for 1 game matches.
If control is too hard, I would put Vivien Reid into the mainboard. Another option is light up the stage to try and refill your hand.
Against control, you need to make sure to save your Growth-Chamber Guardian until the right time. Make sure it isn't going to get countered, and that you can activate it the turn it comes out. This is crucial to maintaining some cards in hand against control.
The deck is pretty powerful. Not sure if it will break into the best decks of standard, but it has a chance.
What about Find/Finality? Sorry, don't know how to do these card tags. I get the feeling that Rhythm of the wilds is too slow for our deck beyond sideboarding. I feel the same about Ghalta. I think we can build a more consistent, faster deck without including these cards. This deck really has the ability to just punch right through in the early game, and still keep pressure up should the game go long. Perhaps this is my bo1 game play style on Arena, but a 3 cost enchantment doesn't make sense when we have such a plethora of other good creature/burn spells in the same mana slot. I'm starting to think Domri may be okay in the deck once you've filled up your 4 Rekindling Phoenix slots.
It just seems better to play a Gruul spellbreaker, Jadelight Ranger, lightning strike, Growth-Chamber Guardian, zur-taa goblin or some other creature that starts to put pressure on earlier. It can lead to some fun wins occasionally to be sure. However, I feel the midrange/aggro deck dream is to have continuous card advantage or at least filtering spells, while also having plenty of beefy haste creatures. We can do that.
Newest best of 1 deck. I've been mining gold in constructed bo1 events on Arena with previous incarnations. It is getting more to a point of fine tuning rather than brewing now.
I feel favored against certain midrange strategies like monoblue aggro and drakes. I feel even against Sultai.
Against gates, you just need to get out front.
I need help against Wu aggro. I usually just board in Lava Coil and Ghalta, Primal Hunger -- basically removal and good ways to close the game quickly.
Maybe I want a super efficient card to take down their threats like Mutiny? Shock won't kill their lords. Maybe I need Fiery Cannonade but I play so many x/2s. Alternatively, I can play something like Atzocan Archer. I don't know. I don't really like a card like that either. Mono-White is a bad MU because they will often play to the board faster and go wider. Maybe something as silly as Shake the Foundations.
I feel favored against certain midrange strategies like monoblue aggro and drakes. I feel even against Sultai.
Against gates, you just need to get out front.
I need help against Wu aggro. I usually just board in Lava Coil and Ghalta, Primal Hunger -- basically removal and good ways to close the game quickly.
Maybe I want a super efficient card to take down their threats like Mutiny? Shock won't kill their lords. Maybe I need Fiery Cannonade but I play so many x/2s. Alternatively, I can play something like Atzocan Archer. I don't know. I don't really like a card like that either. Mono-White is a bad MU because they will often play to the board faster and go wider. Maybe something as silly as Shake the Foundations.
if you play aGhalta and can land ghalta before they're first blaze, that should be good game.
I beat White aggro with my "tuned for bo1" build. I think having Zur-taa goblin mainboard helps a lot. It's why I've eschewed llanowars and pelt collector. I want all of my creatures to be decent attackers/blocker the turn they come down, and preferably avoid shock. I think pelt collector and the elves are causing you to give up too many other good creature card slots against them.
4x Growth-Chamber Guardian
4x Gruul Spellbreaker
4x Knight of Autumn
4x Rekindling Phoenix
2x Aurelia
2x Shalai
4x Skarrgan Hellkite
2x Lightning Strike
3x Rhythm of the Wild
4x Stomping Ground
4x Temple Garden
4x Rootbound Crag
4x Sunpetal Grove
2x Sacred Foundry
2x Mountain
3x Forest
They key to success are hasty flyers in my opinion, that's why I have 4 angels in support of phoenixes and hellkites. Growth-Chamber Guardian is pretty great and a good way to get yourself out of mulligans. Main deck Knights of Autumn are good in many match ups. You need life? Sure. You need to destroy your opponents Rhythm/Search of Azcanta? Can do. You need a hasty 4/3 to kill your opponent. Possible.
Not sure if it's better than Temur or straight Gruul versions but white gives you some options.
Looking at the SCG meta, didnt see to many 'wide' strategies: tokens, white weenie, so what is cannonade in there for?
your SB has 11 cards, what about the other 4?
I was looking at Carnage tyrant as a uncounterable hexproof threat.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
looking at 5-0 lists instead of SCG lists...
still can't figure out the other 4. Beyond that carnyT I'm 50/50 on. Either run in main or don't run at all. I don't think go-wide strategies are necessary dead.
-Stay Frosty
I've played Domri, Chaos Bringer and subsequently cut him.
Maybe he'll fit in this deck at some point. I'm uncertain when that point will be though.
The difference in philosophy here is that this deck is more aggro/burn focused. It tries to get as much damage through asap. The ability to get in with many cheap, haste and large creatures, followed up by 1-3 burn spells nets us wins early as turn 4. Now that I'm up to 4x Lightning Strike and 4x Skewer the critics, I'm often winning games by burning opponents out at the end, killing them a turn (or 2) earlier than usual.
4x Merfolk Branchwalker
3x Zhur-Taa Goblin
3x Jadelight Ranger
4x Gruul spellbreaker
3x Rekindling Phoenix
2x Skarrgan Hellkite
4x Lightning Strike
4x Skewer the Critics
2x Light up the stage
1x Vivien Reid
8x Forest
4x Rootbound Crag
4x Stomping Ground
The reason this deck is slaying it on single match ranked games on Arena is because it thoroughly beats mono-red aggro, or any aggro for that manner. It also beats many midrange/control decks in the single match system. It also beats the mirror match up if they're playing Rhythym of the Wilds (thought I have little data for this.)
Whether or not this deck can make it's way into best of 3 matches, it has some lessons to teach there too. Light up the stage is a good card for us. We can often get damage through and it can be fine to play for 3 late game. It may be a 1 of, or sideboard card in traditional matches, but this card deserves consideration. With our haste creatures and burn spells, saving this in hand until you're out of cards and have a good amount of mana can give us the reach to close out the game a turn early.
I think the biggest thing this deck teaches is that we want our removal spells to also be direct damage to the player. This is not only important for surprise wins, but it's our only defense against planeswalkers (besides our giant creatures.) While Lava Coil can kill some big things and exile pesky creatures that may try to return, our deck wants direct damage. If built right, the speed is there to go under control. (I beat turbo fog and also Hydroid Krasis decks with this build.)
As much as I love Lava coil, I noticed that I was winning a good number of games with Lightning Strike even when it was my only direct burn spell. Just find lines to get in early damage with creatures and put the final nail of the coffin in with burn. I started playing around with subbing out some coils for skewer the critics and/or Shocks with good results. After taking the plunge and removing all coils from the main deck, adding in 4 skewer and a bit more haste with Zhur-taa goblin, the deck is incredible. (In the single game matched system at least.)
Anyway, just wanted to point out that lava coil is probably more of a sideboard card or 1-2 copies mb at most. Run 4x Lightning Strike at least and add at least 1-2 skewer the critic, though I'm quite happy with 4. The ability to kill Teferi's with direct damage is more important to this deck's win rate then dealing 4 damage to a creature. On curve, we have the biggest creatures in the format. With this in mind, we actually don't need too much removal for creatures, especially if we are on the play. At this point I'd say about half the burn spells I draw go right to the face (at the end of the game of course.) That's a luxury I have now that all of my removal is direct damage.
I think Rhythym of the wilds is a bit overrated. It's amazing, don't get me wrong! However I'm very confident the deck does not want 4 of these mb. 4 copies may be justified with some split between mb and sideboard. Thing is, we have an amazing 3 drop that is good to play on turn 3. Also 4 copies of Rhythym means less room for direct damage or another creature. I don't care that these riot triggers stack, you are not going to want to have 2 of these in a game. The tempo loss of playing 2 of these is far too great for a midrange deck that has the potential to be on the aggro side while still maintaining a good card advantage to fight late game/control. Basically, 4 Rhythyms means you're cutting a necessary removal spell, or playing too few creatures. Honestly, this card makes us lose to mono-red most of the time. Taking a turn off from playing creatures means we can't profitably block and kill their creatures which leads to death. Also, I would argue that it's better to play Gruul spellbreaker on turn 3 than Rhythym in many situations. We will lose to control if we don't get damage in fast enough and consistent enough.
While Galta is very flashy, I believe this is a fun-of at most. The set up to get a haste Ghalta is far too steep, and also very swingy. Think of it this way, if you have creatures on the board that can attack in with, you're in a good position. If someone just boardwiped you and you're staring at a giant cost for Ghalta, it's a dead card even if you have Rhythym on the board. What about those times you draw Ghalta and don't have Rhythym? They just Vraska's Contempt it, boardwipe, or save a settle the wreckage to get rid of your bomb when it can finally attack. As you can see, this card is pretty inconsistent. I prefer Carnarge Tyrant for my top end (in tradiontal match ups) as it can't be countered whether or not you have rhythm out, and always has hexproof. Also you can play it for 6 mana even if they just boardwiped you, a luxury ghalta doesn't have.
Skarrgan Hellkite is the bees knees. I may spend a rare mythic wild to go up to my 3rd copy soon. Wouldn't be surprised if I want a 4th eventually, at least for sideboard. Although I love the Demanding Dragon suggestion too! Since I own one, that will be my 3rd copy of skarrgan for now. This card should be a beast against non-creature based control decks if backed up by burn.
I agree with that! I opened a copy so I stuck him in. Very underwhelming however. Vivien Reid is better. Domri isn't that good when he's on curve, which is not good for a deck trying to keep up it's tempo. Definitely put in Vivien over Domri as the ability to kill flyers, sometimes enchantments, is invaluable as well. There are still U/B flyers decks out there. Also now Hydroid Krasis is starting to abound.
4x Pelt Collector
4x Growth-Chamber Guardian
4x Kraul Harpooner
4x Gruul Spellbreaker
2x Jadelight Ranger
4x Rekindling Phoenix
3x Regisaur Alpha
4x Lightning Strike
4x Stomping Ground
4x Rootbound Crag
9x Forest
6x Mountain
3x Lava Coil
4x Deathgorge Scavenger
3x Cindervines
2x Domri, Chaos Bringer
2x Banefire
1x Ghalta, Primal Hunger
This list looks pretty stock and boring. A couple of notes:
I've found Skarrgan Hellkite to be very good but, realistically, it's a Olivia Voldaren style of card -- the longer it stay in play, the better it gets. You don't want to play that game in a field of Vivien Reid and Hydroid Krasis. Regisaur Alpha doesn't have much in the way of evasion but is better vs. removal spells and still has haste. Also, compared to Hellkite, gets better in multiples. Alot of times, you just want bodies for Collision // Colossus and Alpha provides that.
Collision // Colossus is the best card in your deck. If you find ways to make it good, you will do well. I've debated switching between Legion Warboss and Jadelight Ranger. I'm not sold on either.
The maindeck is self-explanatory.
Sideboard:
A couple of notes here: Carnage Tyrant is very very good. However, there are lots of games where you are locked out before you get to 6 mana and, with Control decks playing Kaya's Wrath, CarnyT's value has decreased.
Vivien is good but overlaps with Cindervines. Domri over vivien simply due to CMC reasons. I want a walker that draws me threats. Domri is 4cmc compared to 5.
Cindervines gives people the business. People haven't figured out how good this card is yet. This card is bananas. HoleeMolee. Fog has trouble beating it. Esper has to really start turning the corner, etc.
__________________________________________________________
People tap out for big blockers not expecting to get run over with Collision // Colossus. Seriously guys, play this card.
I too had looked at Regisaur Alpha and want to play him, I just don't have enough rare wildcards saved up.
Jadelight Ranger is kind of meh. I've put in Thrashing Brontodon in some of it's slots with good success.
Started playing around with a Jund build too. I like having access to Midnight Reaper and/or Theater of Horrors. I think it gives the deck enough legs for it to be more of a burn/aggro deck then midrange. Also Pestilence spirit seems nice but I haven't played with it yet.
Current rough draft of possible Jund build.
She may only suit my tastes for single game matches on Arena with an aggro deck. I think there are definitely 2 lists that can be built with Gruul though. One that's more burn and aggro and one that's more midrange that can handle control better hopefully.
https://www.youtube.com/watch?v=pggXVzBTZ1w
Edit:OMG He found some secret tech playing against another Gruul deck. Thud is thudding on our door asking to be put in. Talking 'bout some colossus targeting Rekindling phoenix, attack in for 8. Post combat play thud on it, deal another 8, and phoenix still requires a removal spell on the token if they don't want it to come back on the next turn! 16 damage on turn 5. They should be pretty dead before the phoenix even needs to come back.
NOW THAT'S NASTY!
Here is a list using Goreclaw and Folly maindeck with no black cards, just for recursion.
https://www.mtggoldfish.com/deck/1633421#paper
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
You choose +1/+1 or haste. If you choose +1/+1 you can get another GCG but cannot evolve the GCG that is in play.
ok, got it, thanks! Also, any creature that gets a counter and is bigger with it than a pelt collector then the pelt collector grows, correct?
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
I've been doubling my money in the "Constructed Event" on Arena (single game matches.) You could say this deck is a bit of a gold mine, pun intended. Colossus and sometimes collision, are both amazing. I would only run 3 mainboard however, as we don't want to use up too many non-creature slots with this card. The creatures/burn we have access to don't justify 4 mb I believe. That said, this card is bonkers just like lugger stated.
Best of 1 match deck on Arena:
4x Growth-Chamber Guardian
4x Merfolk Branchwalker
4x Zhur-Taa Goblin
3x Jadelight Ranger
1x Thrashing Brontodon
4x Gruul spellbreaker
3x Rekindling Phoenix
2x Skarrgan Hellkite
4x Lightning Strike
2x Skewer the Critics
3x Collision//Colossus
7x Mountain
8x Forest
4x Rootbound Crag
4x Stomping Ground
For best of 1 matches, and perhaps in general, I'm skeptical of llanowar elves. They are too easy to remove, and don't do damage quickly enough. Our deck naturally applies pressure up the curve without the need to ramp. What we want over llanowar elves are more beefy creatures. They are a terrible top deck. Branchwalker and Jadelight ranger aren't however. Relying on the decks aggro side by lowering the curve assures that you can get under control most of the time, and trash mono-red/other aggro decks. Instead of elves, play shock, light up the stage or skewer the critics. These are all cards with the ability to put immediate pressure on our opponents. Honestly, I beat people playing llanowar elves on turn 1 by just burning them asap. People keep risky hands relying on that card, and it's a natural tendency to do when it's in your deck also.
I will probably add a 4th rekindling phoenix soonish. This card is great against control and mono-red as well.
Note my plethora of 2 drops. I believe these are essential in a mono-red heavy meta. I have built the deck so that I don't have to rely on Growth-Chamber Guardian as a two drop. This is what helps the deck go over the top. You force people to play spells/stall with other creatures. Once control boardwipes and we're at 5 mana we just start playing guardian after guardian. You can basically consider this card draw if you have 5 mana on top of the 4/4 body. Put in more two drops so you can save this guy for later. I find a lot of my games are just me sticking out branchwalkers/goblins and seeing if my opponent deals with them. If they don't, they will die. If they do, then they used up removal they should have been saving for spellbreaker or rekindling phoenix. The deck just bleeds opponents dry of removal in the early turns, then slams down something really good and they are nearly out of cards. Alternatively, they are taking damage early, I have multiple creatures out, just start hasting creatures in and pump/burn to finish them out super fast.
That's my report. Love the deck! It has legs.
Playing threats ahead of curve is the real deal and probably one of the best reasons to be in gruul. I recognize your frustration with the card against RDW but in most cases you're mana neutral as they eat a shock. Sometimes they're mana positive when they eat a Lightning Strike.
The deck is mana hungry, even though it wouldn't appear to be the case. You want to get to 5 mana so that you can do thing like play a Growth-Chamber Guardian and activate it in the same turn or play a Gruul Spellbreaker and Collision // Colossus in the same turn.
Most imporantly, Llanowar Elves lets you play cards like Gruul Spellbreaker on turn 2 (devastating against RDW).
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I really want to play this deck for the RPTQ in two weeks. I really hope it doesn't blow up before then since it is bananas. Having 8 maindeck Plummets gives people the business. Drakes and mono-blue are super popular right now.
6x Mountain -
4x Rootbound Crag -
4x Stomping Ground -
23 Lands
4x Pelt Collector -
4x Zhur-Taa Goblin -
4x Thorn Lieutenant -
4x Growth-Chamber Guardian -
3x Thrashing Brontodon -
4x Gruul Spellbreaker -
4x Rekindling Phoenix -
2x Ghalta, primal Hunger -
4x Collision // Colossus -
3x Rhythm of the Wild -
1x Domri, Chaos Bringer -
8 Spells
1x Carnage Tyrant -
2x Vivien Reid -
4x Thrash // Threat -
4x Lava Coil -
1 CMC -> 4
2 CMC -> 12 (+4 Spells)
3 CMC -> 10
4 CMC -> 5
12 CMC -> 2 (Ghalta)
opinion?
I don't think I need Elves of Llanowar because I prefer Pect Collector. They don't fit all.
I speak english very bad. Sorry.
¿bad pairings? as always I think that control. Sweepers that big problem!!!!
Good Luck
I love this deck. A pity that it is not powerful.
If control is too hard, I would put Vivien Reid into the mainboard. Another option is light up the stage to try and refill your hand.
Against control, you need to make sure to save your Growth-Chamber Guardian until the right time. Make sure it isn't going to get countered, and that you can activate it the turn it comes out. This is crucial to maintaining some cards in hand against control.
The deck is pretty powerful. Not sure if it will break into the best decks of standard, but it has a chance.
Play Caranage Tyrant instead of Ghalta if control is bad.
It just seems better to play a Gruul spellbreaker, Jadelight Ranger, lightning strike, Growth-Chamber Guardian, zur-taa goblin or some other creature that starts to put pressure on earlier. It can lead to some fun wins occasionally to be sure. However, I feel the midrange/aggro deck dream is to have continuous card advantage or at least filtering spells, while also having plenty of beefy haste creatures. We can do that.
Newest best of 1 deck. I've been mining gold in constructed bo1 events on Arena with previous incarnations. It is getting more to a point of fine tuning rather than brewing now.
4x Merfolk Branchwalker
4x Zhur-Taa Goblin
2x Kraul Harpooners
3x Jadelight Ranger
4x Gruul spellbreaker
4x Rekindling Phoenix
2x Skarrgan Hellkite
1x Find//Finality
3x Collision//Colossus
1x Domri, Chaos Bringer
8x Mountain
8x Forest
4x Rootbound Crag
4x Stomping Ground
4x Pelt Collector
4x Growth-Chamber Guardian
4x Kraul Harpooner
4x Gruul Spellbreaker
4x Rekindling Phoenix
4x Regisaur Alpha
4x Collision // Colossus
4x Rootbound Crag
4x Stomping Ground
9x Forest
7x Mountain
3x Lava Coil
1x Banefire
2x Domri, Chaos Bringer
3x Deathgorge Scavenger
2x Ghalta, Primal Hunger
3x Cindervines
1x Nullhide Ferox
I feel favored against certain midrange strategies like monoblue aggro and drakes. I feel even against Sultai.
Against gates, you just need to get out front.
I need help against Wu aggro. I usually just board in Lava Coil and Ghalta, Primal Hunger -- basically removal and good ways to close the game quickly.
Maybe I want a super efficient card to take down their threats like Mutiny? Shock won't kill their lords. Maybe I need Fiery Cannonade but I play so many x/2s. Alternatively, I can play something like Atzocan Archer. I don't know. I don't really like a card like that either. Mono-White is a bad MU because they will often play to the board faster and go wider. Maybe something as silly as Shake the Foundations.
so dont play any spells, sit there with your mana up and OP can continue playing spells and overwhelm you.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91
if you play aGhalta and can land ghalta before they're first blaze, that should be good game.
Props to DarkNightCavalier 4 da banner and SGT_Chubbz 4 avvie, here
Standard
GRAggro
GRWNaya Purphoros
GWAggro Retired 9/19/2014
RGPrimeval Titan RIP
1/5/2010 - 9/30/2011
Top 4 Channelfireball Winter series 5k Feb. 2011
3rd at California National Qualifiers 2011
40th at GP SLC 2012
Find me on MTGO @ Ruslvmusl91