Grumgully, the Generous
Legendary Creature — Goblin Shaman
Each other non-Human creature you control enters the battlefield with an additional +1/+1 counter on it.
Printings View all
|Throne of Eldraine (ELD)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Grumgully, the Generous Discussion
2 days ago
Grumgully, the Generous strikes me as a particularly good card, since it gives a counter to any of our creatures. I think that a more midrange-y build with it, Warden of the Chained , Skarrgan Hellkite and a good ramp package might be more successful, but that is reserved for test batch 3.
The big problem cards are the ones that brickwall the attack - Knight of the Ebon Legion is a prime example. A T1 Knight makes it impossible to attack by turn three unless the appropriate creature is drawn with 4 power or more.
2 weeks ago
Hey Spell_Slam. Really enjoy your youtube channel and your PDH videos have recently gotten me into the format. I built both your Shirei and Zada lists and am loving them. I was looking at this as my next deck if I can get a list together for a decent price with the boxing week sales on some of the canadian online retailers. I was curious if this kind of deck would now be better served with Grumgully, the Generous as a commander, adding in things like: persist + altar, devoted druid + ivylane + presence of gond, etc? I'd love to hear your thoughts, maybe even a potential list if you are feeling ambitious!
1 month ago
Could you just play Grumgully, the Generous and not have to splash blue? I was thinking about a similar build myself in that vein!
1 month ago
Sorry I haven't been updating this deck as much anymore, I've been focusing more on an aggressive Black/White deck with creatures that gain +1/+1 counters when gaining life and another black/white token deck for arena. I haven't put either up here yet since I have been working out the wrinkles, but will probably add the lifegain one soon as the winrate is becoming better with recent changes.
Domri's Ambush is really nice and I should add them to this deck. Not sure off the top what I'd replace, potentially the Barge In though. The extra +1/+1 counters are always nice, and since it just deals damage vs having creatures fight it makes sure my creature is healthy for the combat phase.
Gruul Spellbreaker looks to fit the deck theme very well while being strong too. It has Riot and is non human to stack with Grumgully, the Generous and Rhythm of the Wild . Having trample makes sure I'll be able to do player damage even if they use sacrificial defenders. The hexproof then helps make sure I can make my attacks on my turn without the opponent being able to directly target for control spells or debuffs. I'll probably replace this with some of my mentions in the previous comment. Such as taking out one Grumgully, the Generous , a Gruul Guildgate and/or a Mountain , a Jaya's Greeting , and a Domri, Anarch of Bolas
1 month ago
- Alela, Artful Provocateur
- Ayara, First of Locthwain
- Gadwick, the Wizened
- Torbran, Thane of Red Fell
- Syr Carah, the Bold
- Syr Konrad, the Grim
- Grumgully, the Generous
- Questing Beast
- Rankle, Master of Pranks
- Syr Elenora, the Discerning
- Syr Faren, the Hengehammer
- Syr Gwyn, Hero of Ashvale
- Yorvo, Lord of Garenbrig
- Yisan, the Wanderer Bard - Max to Competitive
- Pir, Imaginative Rascal & Toothy, Imaginary Friend - High to Competitive
- Grenzo, Dungeon Warden - High to Competitive
Kenrith, the Returned King -- Now the de-facto pick for 5-color commander-outlet-agnostic infinite mana strategies. Powerful and versatile, Kenrith can helm a lot of builds and his large cost is carried by his general flexibility with the adaptability and raw strength of the 5 color card pool.
On his comparison to Thrasios: it is the case that Thrasios + partner as an infinite mana outlet may lend an unfavorable comparison to Kenrith in a broad, general sense. Thrasios in a tier above denotes this difference sufficiently. However, there are applications in which one would want to build with all 5 colors, and Kenrith remains strong enough to compete at the top of the metagame.
There is still a lot of room to brew and optimize Kenrith. As dominant builds emerge, the featured lists will update to reflect this.
https://scryfall.com/@Wedge/decks/07c7ab8e-cf05-4187-9e6e-cd258f00614c by Wedge
http://tappedout.net/mtg-decks/king-of-thieves-1/ by ShaperSavant
http://tappedout.net/mtg-decks/hulk-king/ by ShaperSavant
Chulane, Teller of Tales -- Chulane represents an incredible amount of value and offers Bant not-yet-before-seen access to concise win conditions, such as Village Bellringer, Food Chain, and Aluren. Some weaknesses to boardwipes and a lack of access to black tutors.
http://tappedout.net/mtg-decks/chulane-cia/ by Spleenface
Emry, Lurker of the Loch -- Emry is powerful and consistent as an engine in the Command Zone, but lacks accessible, susinct win conditions on artifacts. Struggles with losing to Null Rod, Cursed Totem, and grave hate. This is an optimistic tentative placement.
Build to be posted.
Korvold, Fae-Cursed King -- Korvold has proven quite strong as a value engine and wincon outlet rolled into one. Immense synergies with Dockside Extortionist. An outlet for Food Chain. Synergies with fetches and a host of win conditions.
http://tappedout.net/mtg-decks/korvold-food-chain/ by Centipedantic
http://tappedout.net/mtg-decks/korvold-land-chain/ by ShaperSavant
Alela, Artful Provocateur -- Alela is in a powerful color combination and sets up well for a stax-centric long game. Compares unfavorably to other competitive Esper options.
Ayara, First of Locthwain -- A Blood Artist with a value engine stapled to it can power mono-black combos reasonably well.
Gadwick, the Wizened -- Infinite mana in mono-blue, though not the best at the role.
Torbran, Thane of Red Fell -- Quite potent, though burn in a 120 life game is always an uphill battle.
Syr Carah, the Bold -- Storms out powerfully and keeps the board clear. Inconsistent wincons and high fizzle chance on a given storm turn.
Syr Konrad, the Grim -- An extremely powerful commander with strong Necropotence and infect synergies. Gated by color identity for interaction and support.
Grumgully, the Generous -- A bit janky and of questionable finite value.
Questing Beast -- Combat-oriented.
Rankle, Master of Pranks -- High value; no clear wincon. Possibly decent reanimator commander. Tentative pessimistic placement.
Syr Elenora, the Discerning -- No clear wincons; slow value.
Syr Faren, the Hengehammer -- Combat-oriented, though reasonably strong for its context.
Syr Gwyn, Hero of Ashvale -- Very expensively costed. Pushed toward tribal.
Yorvo, Lord of Garenbrig -- Combat-oriented.
Linden, the Steadfast Queen -- Mono-white and very low impact. Combat-oriented.
Syr Alin, the Lion's Claw -- Mono-white and expensive for yield. Combat-oriented.
Yisan, the Wanderer Bard - Maximum to Competitive
Yisan continues to be a strong competitive pick, but has been pushed out of the top meta with the increase in speed wrought by Hulk (which he does not interact with particularly well) and being sideswiped by Hulk hate such as Grafdigger's cage. As a niche, he preys on staxxy strategies that have moved out of favor for not interacting with Hulk and Consult optimally.
Pir & Toothy - High to Competitive
P&T have demonstrated a strong amount of value and good tools to be played successfully in the competitive environment. Toothy's flicker synergies are difficult to interact with profitably and offer a lot of power in combo-control oriented games.
Grenzo, Dungeon Warder - High to Competitive
Dockside offers powerful new Doomsday lines to Grenzo, who can also layer Worldgorger. With this addition it moves back to competing with the other Competitive Level Rakdos commanders in power.
1 month ago
with Melira, Sylvok Outcast you gain another infinite combo off of Murderous Redcap with your raptor. or infinite life with finks and obviously the vampire still combos in there as well. Grum seems counter intuitive to your existing combos from going off though,with the extra +1 to toughness over your domri passive. same goes for Rhythm of the wild, unless you are using haste. and no you are wrong about that card with persist. it has a -1/-1 counter and then a +1/+1 counter. it dies a second time, it still has that -1/-1 counter and with the -1/-1 counter on it, it stays dead. the two dont cancel each other out. that isnt how the mechanic works. persist is only infinite if you have a way of removing said -1/-1 counters. hence Melira as a suggestion, or the white version with Vizier of Remedies . technically your creatures with persist would have 2 different types of counters after they die the first time. one is -1/-1 the other is +1/+1, ergo the creature stays dead. the effect remains neutral, but they in fact still retain a -1/-1 counter. hope that Melira improves the function of your deck, id definitely drop Grumgully, the Generous and Rhythm of the Wild in favor of it because i think you misunderstand the technical aspect of persist, if anyone challenged you rule wise using those cards.
1 month ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.