|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Promo Set (000)||Uncommon|
Combos Browse all
Creature — Beast
Bloodrush — , Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.
Price & Acquistion Set Price Alerts
Ghor-Clan Rampager Discussion
2 weeks ago
I like this deck, but I'm not sure I like Stitcher's Supplier in it. Discarding cards feeds Flameblade Adept and Hollow One, I'd probably run Insolent Neonate or Ghor-Clan Rampager. I'd also be nervous about how much you would need to muligan with only 2 Leyline of the Void, if it isn't in your opening hand then casting it comes too late. Have a +1 as I like your deck outside those two minor concerns and as an aside |'m messing around with something similar Power 4 is Ferocious, rather than Zetalpa, Primal Dawn I use Chancellor of the Dross as my primary Soulflayer food, mostly due to it's opening hand clause, making it an not entirely dead card...
1 month ago
My guy, try some bloodrush. I actually have a hyper-casual version of this deck, though arguably no more casual than yours. Try Slaughterhorn, Rubblebelt Maaka, maybe Skinbrand Goblin, Ghor-Clan Rampager, Zhur-Taa Swine, and Rubblehulk. Note: rubblehulk's power/toughness works in all zones, not just the battlefield. If you go late enough in the game, that should absolutely be enough to get the job done.
1 month ago
I have built some ridiculously competitve decks- in paper I have a deck that wins fairly consistently on turn 4-5. Is it combo/storm? No. It runs sort of like storm though. Is it infect? No. It runs sort of like infect though. Is it burn? No. It runs sort of like burn though. Is it stompy? No. It runs sort of like stompy though. It's Blue/Red Spellslinger. 'The hell is that?', ask the people who play too much competitive. 'It's mine.', I respond.
My point is, powerhouse decks don't have to be built on preexisting archetypes. Fun decks can be powerful too! I have a mono-white Oketra's Monument blink deck that is MERCILESS! It's not tier 1 but it's close. And once again, this is not a recognized deck, but I took my idea and I rolled with it and it ended up being really sweet.
But one of the most important lessons to learn in Magic: you don't have to play powerful decks. If you have a fun idea, you don't have to make it great, it can just be fun. One of my favorite brews combines the Bloodrush mechanic (see Ghor-Clan Rampager) with Varolz, the Scar-Striped. It would be considered totally unplayable in a professional setting. I'm cool with that because... it's fun! It's not competitive. It's slow, it's kinda fragile, it was built on FIVE DOLLARS, but I love it because it's a really fun, creative idea, and I can play it against my friends who are just now getting into mtg.
TL;DR: Fun, non-competitive decks have a place, and those places are past-standard (as in standards of days gone by), modern, and commander. They can be cheap, they can be memey, they can be flat-out bad, but as long as they're fun, who cares?
1 month ago
I would suggest 2xTarfire for the tribal and 2 damage is still good enough.
1xGhor-Clan Rampager for fetchable trample in the main.
Also I would add 1xBojuka Bog in the SB for a fetchable graveyeard hate card. 5 copies for 1 is really good.
Lastly 1xPhyrexian Revoker is a good SB meta call card but I like it alot.
Here's my list: No-W Death's Shadow
1 month ago
3 months ago
i would rather go with Ghor-Clan Rampager than briarhorn
3 months ago
werewolves are a deck i have a lot of experience with, so allow me to give you some tips.
for the most part, aura's aren't that good except on hexproof creatures. if your opponent destroys your enchanted creature, they essentially just "2 for 1'd" you. meaning they used 1 of their cards, to destroy 2 of yours.
Geier Reach Bandit Flip, once flipped, makes all your other werewolves transform immediately. this can give you the effect of both sides of Huntmaster of the Fells Flip as soon as he enters play. Waxing Moon also forces a flip.
i know you said you wanted the deck to stay under $30, but Aether Vial can let you put creatures into play without casting them.
"bloodrush" abilities, such as Ghor-Clan Rampager, do not count as casting a spell. you can use this ability to pump up the human side of a werewolf while its attacking, then pass turn and it will still flip. the fact that they are also creatures you can play if your werewolves get destroyed is a nice bonus.
4 months ago
I feel like most of your most recent changes actually weakened the deck. Let's go over them:
Hidden Herbalists: This card is strong in decks that can reliably trigger revolt. Yours cannot. The reason most zoo decks run it is because they run about a dozen fetchlands, which is way outside your budget.
Zhur-Taa Druid: The upside of 1 extra damage per turn does not justify playing this over a 1-cost mana dork. Remember that in modern, 3 damage is worth about 1 mana, so you're going to need to tap this at least 4 times for mana in order for it to start to be justified. Except even then it won't because you didn't get to spend 3 mana on turn 2. Honestly, there's a good argument for not running dorks at all in a zoo list, but if you do, make sure they all cost 1 mana.
Thud: This is not a good card for your deck. Most of your creatures have 1 or 2 power,and even when pumped, they go up to about 3 or 4. The only "good" target for this is Polukranos, World Eater, which you only have 2 copies of. But that's not something you just want to through away for a bit of damage. Sacrificing any creature is a significant cost, and at sorcery speed, you can't really do any fancy tricks with it.
Otherworldly Outburst: Interesting choice. Keep in mind that it will be a dead card in some matchups though, but I could see it stealing some wins too.
Temur Battle Rage: I guess lagotripha has only ever tested Death's Shadow decks, because Ghor-Clan Rampager is almost always better. Specifically, Ghor-Clan Rampager is much better for creatures with power 3 or less, they are pretty much identical for creatures with exactly 4 power, and battle rage becomes slightly better as the power increases beyond that. As I mentioned earlier, you have 2 creatures with power > 4. Battle rage will be a dead card the majority of the time. Ghor-Clan Rampager is almost never a dead card, because you can always play it as a creature. I think it's very clear which one you'd rather be running.