|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
Combos Browse all
Choose one —
- Creatures without flying can't block this turn.
- Gain control of all permanents you own.
- Gruul charm deals 3 damage to each creature with flying.
Gruul Charm Discussion
2 weeks ago
2 months ago
+1 for deck name. Did you ever play Werewolf: The Apocalypse, or are you just a learned scholar of mythology? =)
11 months ago
clayperce One last thing, I know nothing about sideboarding and I could really use a hand. The meta at my place is almost exclusively U/W control and 5 color humans. Also an occasional burn and mill.
For burn/tokens 4x Amulet of Safekeeping
Control 1x Bow of Nylea
Light removel 4x Sundial of the Infinite
Humans 4x Torpor Orb
Utility 4x Gruul Charm
11 months ago
Whoever says blue cannot do land destruction is obviously wrong. I think that you need another addition to here, that is perfect for this type of deck - Dubious Challenge. Best pal of Gruul Charm. It works best with large creatures, such as Emrakul, the Aeons Torn or his bretheren, but you can do some nasty things with this.
1 year ago
So, Dragons cost a lot. They are very expensive. They also see a ton of removal if able. Because of this, in my experience, you want enough Dragons to sustain the brutal attacks that will be made against you. However, you also need a means to get them out onto the field.
You want to look for Dragons that act like Sorcery cards. That is to say, a Dragon that benefits you other then just being a 4/4 flyer.
Cards like Glorybringer and the new Demanding Dragon are beautiful examples. They force extra hurt for their cost. This means your resources aren't diminished for nothing. Even if your opponent kills the Dragon, you at least got something out of it for your effort.
Along with these, Scourge of Valkas is an amazing and brutal beast, especially when paired with Dragon Tempest. You need to pay attention to the wording because I've seen people miss this, myself included. EACH of your Dragons will be dealing X damage, where X is the TOTAL number of Dragons your control.
I've seen players think that since one Dragon entered, and they had three already out, then 4 total damage is being dealt. This is because ONE Dragon entered, and it deals damage equal to the number of Dragons you control. This is correct. But if you have two Dragons enter together, BOTH of those are going to be dealing X damage.
The Dragon that entered is the one dealing the damage, not Scourge and not Dragon Tempest. Be careful of that. It could win you a game without you realizing it.
Aside from those massive cannons, a really good Dragon is Utvara Hellkite, but it's a bit of a trap card. Only run 1 in a deck because it costs 8 to play and you won't benefit unless you have enough Dragons to make it worth while. Combo'd with Scourge / Tempest and you run a serious powerhouse.
As for protection, Destructor Dragon is great. As a 4/4 Flyer, in my experience, if an opponent does not have removal it acts as a deterrent similarly to Phyrexian Obliterator. That is to say, if they attack and they kill it, you punish them. Note that it does say noncreature, which a lot of people look at and think it sucks. But the real hidden power here is that by saying nonCREATURE, LANDS can be targeted instead.
Ryusei, the Falling Star also acts as a powerful deterrent. If they kill it, they can potentially wipe themselves out.
Another beautiful Dragon that'll piss off anyone is Dragon Broodmother. I'll get more into her in a moment.
But all of this means nothing if you can't get any of them into play. That's where the beauty of the Gruul Dragon decks comes in.
Gruul Dragons wants to, ultimately, do three things. Ramp, burn, and swing. But you only have so many cards to do it with? So how do you balance these?
Here's how: Dragons that act like Sorceries.
You're going to want a playset of the following:
Birds will give you access to either color immediately. GS will give you and if spent on a creature, that creature gains Haste. and DLS reduces costs by .
Now, here's the REALLY fun part! Generator Servant's mana can be spent on TWO different creatures! You can do and , and BOTH of them gain Haste! :D
If you have a GS out on the field and two in your hand with in mana you can use, you could literally sac GS, gain , tap , and pay out as and and sac those two immediately for .
Let me explain to you just how insanely fast this design can ramp. I do it all the time. Gruul Dragons is my favorite deck of all.
- T1: Forest, Birds
- T2: Mountain, GS
- T3: Land, tap all 3 lands, tap Birds, sac GS, play Savage Ventmaw, swing for 4, add , play Xenagos, the Reveler for , +1, add for Birds & Ventmaw, float the additional left over from Ventmaw's cost, cast something else like, say oh I don't know, Dragon Egg, target with Infernal Plunge, kill Egg, get a 2/2 Token, add , play something else.
Gruul Dragon's is an insanely complex combo ramp & burn deck that catches everyone off guard. But you need to balance what cards do with how they interact.
Glorybringer and Demanding Dragon are cards you'll only want 2x of each, with 1x of each in your sideboard so you can flex as needed. This'll protect you against things like Meddling Mage and, God forbid, Surgical Extraction.
Hellkite Charger nets you additional combat phases, which is sweet. A single Birds of Paradise + Savage Ventmaw = extra combat phase. There's other combos for INFINITE COMBAT PHASES, such as 2x Savage Ventmaws or even a Savage Ventmaw + Grand Warlord Radha. Don't use Radha, Heir to Keld as she must attack to get the mana and if she is blocked and killed, your combo ends.
Bleh. This is a lot. Wow.
So all of this mana and what can you spend it on??
You're up in the air. Just go over everything and hit for tons of damage, then replenish your resources with the mana you've acquired each turn.
You'll want to play hyper aggressively. Swing, even if you don't want to. Force your opponent to block. Clear their board because you'll always be able to rebuild yours. Explore, Explosive Vegetation, and Khalni Heart Expedition and what your filler cards will be. Things of those natures.
There's other tricks like how to get insane amounts of life, as well. But I think this is enough to set you off on the right path :)
Good luck! Seriously, Gruul Dragons is my #1 favorite deck of all time. <3
1 year ago
Your idea is interesting, I'd certainly use a card like that in EDH.
Being able to completely shut your things off from being snatched is a pretty cool idea, but I don't think it would show up often enough to need a keyword. (Although "Indomitable" is a badass name.)
1 year ago
My other thoughts are that you might want more haste effects to let Gishath and others drop and swing the same turn, and that you might want to add more card draw or card advantage in case Gishath gets imprisoned somehow.
Also a possibility are damage-dealing board wipes, which would trigger enrage and possibly not even clear all your own creatures.
- Swiftfoot Boots
- Lightning Greaves
- Heirloom Blade - cheap and can provide card advantage; there are admittedly better options at higher budgets
- Blasphemous Act
- Wave of Reckoning
- Boros Charm
- Heroic Intervention - keep those dinos alive
- Pounce and other "Fights target creature" cards (I see you already have Savage Stomp which is probably the best for your deck)
- Kindred Summons - Drop it after a Regisaur Alpha to close out the game
- Rishkar's Expertise and similar draw spells (many in the Selvala list you played with the other day: Selvala, Omnipotent)
- Verdant Sun's Avatar - mana intensive for what it brings
- Burning Sun's Avatar - no flicker package here, so the value isn't great
- Gruul Charm - mildly useful but fairly situational
- Trace of Abundance I agree you need ramp, but this one doesn't really help with fixing, which you will want in a 3 color deck.
- Raging Regisaur doesn't look like it'll bring enough value in this format
1 year ago
Gruul Charm occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%