Gruul Charm

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash Uncommon

Combos Browse all

Gruul Charm

Instant

Choose one Creatures without flying can't block this turn; or gain control of all permanents you own; or Gruul charm deals 3 damage to each creature with flying.

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Gruul Charm Discussion

DudelRok on TappedOut Commander Series: Episode 6

1 week ago

I am the Timmy in my play group, and I have learned to both give my dudes haste or protect them.

You can't Timmy properly without turning off the stack, man!

Dosan the Falling Leaf

City of Solitude (Haste means you don't needa cast with flash)

Surrak Dragonclaw

Prowling Serpopard

Spellbreaker Behemoth

Gaea's Herald

Insist

Leyline of Lifeforce

And if theft is the problem, there are 3...

Brooding Saurian

Gruul Charm

Homeward Path

Just... make some of them auto-includes. You play with a control player! They wont "break your budget" when building, either! :D

gravitydefyinghair on Surrak Dragonclaw EDH

1 month ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

Hyperalgialysis on Budget Jund

1 month ago

Maybe drop Sin Prodder for another way to draw. Almost all of your cards cost 2 or less, and your opponent can decide to let you keep the things they can deal with and mill the rest. Treasure find is good for graveyard recursion. Since you aren't running pain lands and such Painful Truths is pretty decent. Jund Charm Rakdos Charm Golgari Charm and Gruul Charm are all good for sideboard tech. I also think some sort of sweeper effect that exiles like Flaying Tendrils or Anger of the Gods to deal with horde creatures like merfolk, zoo, etc.

Jenicopolis on Werewolves :)

1 month ago

Thanks for the input zephramtripp!

If anything, I'd take out Tower Defense, Gruul Charm and Clan Defiance. Kruin Outlaw  Flip and Howlpack Resurgence would be great there, that's true.

zephramtripp on Werewolves :)

2 months ago

If you are building Werewolf tribal, would it not be worthwhile to move up to the full four for each of your Anthems mainboard, i.e., Full Moon's Rise, Howlpack Resurgence, and Kruin Outlaw  Flip for the menace effect, probably removing one-ofs and two-ofs like Gruul Charm, Tower Defense, Briarpack Alpha, Mage Slayer, and Clan Defiance?

Other tribal options include Adaptive Automaton and Metallic Mimic for another lord effect.

But if you feel the deck works for you, than that's cool too.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

3 months ago

CHANGELOG 08/05/17

Additions:

Cuts:

Potential cuts (not removed, waiting your feedback):

Notes:

Goblin Tribal just didnt seem viable unless you draft AND CAST Krenko. The deck leans too hard on one card and is too all-in for the multiplayer format. Sorry Goblins!

I left in the GU liege in case we want to do tap control in Simic, but I think we should move away from that archetype. I think I am more into ramp (Rashmi etc.) or cheating (Show and Tell effects). Maybe Simic is just good enough that we dont really need to plan too much for it. I dunno.

Still torn about Azorius. Do you think we have enough control in the format as-is? Can we do creature control with blinks? I want to move away from walls and wraths if possible, but I also want control (in whatever form we decide to do it) to be viable. Its important to me that there is room for control players to have plenty of fun drafting and playing, but its also important to keep the pace of the game. I think where we are now is a good mix of aggro/midrange slugfest plus control elements that cut them down and build CA over time.

/N

Pal00ka on Urine or Minine

3 months ago

I remember reading an article that expounded upon Heliod's Pilgrim's versatility and always wanted to have her in the 99 but just haven't found the deck to do it. She's amazing in here!

Add more lands you palooka (see what I did just there?)! Add 4 and more ramp to get ahead. 8-10 gives you a solid chance to see one in your opening hand. To stay on theme you could aura ramp, like Wild Growth, Abundant Growth, Font of Fertility, etc.

Though white apparently houses the enchantment kingdom, I'd find similar ones in the other colors. If I'm playing a 2, 3, or 4 color deck I (personally) like each color to be fairly represented. There's ~30 enchantments so allot each color 10. It'll force you play with more niche/lesser-played enchantments which could be a lot of fun (I know that's your main "win-condition" anyway).

I'm bias here but why is there not one of the Theros gods in here? This is enchantress, they're enchantments, this is like getting your cake but not eating it. I think all are fairly applicable in this build, and you could always add the avatars (Deus of Calamity, etc.) in for devotion boosting and enchantment wearing. That being said I really like the creatures you chose to hold the auras, they're pretty wicked.

I think you need a few more instants too to stay ready. Why not go a little wonky and add some charms for versatility? Gruul Charm, Naya Charm, Emerald Charm, Evolution Charm, Piety Charm, Rith's Charm, Seedling Charm, or Selesnya Charm each have at least 1-2 relevant choices, if not all 3 in extreme situations.

Panas on Hydra Themed EDH

6 months ago

Allright! Your deck looks pretty solid from where I'm looking at! I did spot a few slots that in my opinion are less than optimal, but first thing first: +1!

Your deck is a liiiittle bit lacking in card draw for my tastes; I would include a card like Bred for the Hunt to remedy that. I'm also not a big fan of the phytohydra, but with a goblin aggro player on your table, I can see its merit.

The "bad" cards I've spotted are: Evasive Action, Temur Charm, Return to the Earth and Vanishing. In their place, I would include Heroic Intervention, Stubborn Denial, Kruphix, God of Horizons and one (or more) of the following charms: Sultai Charm, Naya Charm, Gruul Charm.

Firespout could also be something you may want to look at.

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