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: Gruul Keyrune becomes a 3/2 red and green Beast artifact creature with trample until end of turn.
Gruul Keyrune Discussion
3 days ago
I agree with having more ramp. You can do this through spells, as Chhris suggested, which are good, or you can add some more mana rocks, like the Signets: Selesnya Signet , Gruul Signet , and Boros Signet , and/or the Talismans: Talisman of Conviction , Talisman of Impulse , and Talisman of Unity . I'd prefer to run one or more of these over a mana rock like Gilded Lotus . The Lotus is nice, but when ramp costs 5 CMC, you have to start to wonder if it's really ramp. I'd probably drop the Gruul Keyrune and Thran Dynamo to run some of these cheaper costed mana rocks. But that's my preference, and it would help drop the overall average CMC of your deck, which is pretty high with all the fatties you're running.
I'd look into cutting Warp World and Breath of Life , unless you just really like to mess with the table with Warp World. Breath of Life is a good reanimator spell, but it doesn't seem like it's what your plan with this deck is, and putting in another ramp spell or rock would probably be better served in that slot.
I think Anger would be a good cut, too, as it tends to run better with decks that can just throw it into the bin reliably, as opposed to just waiting for an opponent to kill it for you, or using it as sac fodder. eliakimras suggestion of Rhythm of the Wild is a good one, and if you are looking for another similar spell, Fires of Yavimaya is another budget option.
It looks like a good start, so have fun with it!
1 month ago
Vulshok Sorcerer da bin ich mir unsicher, was du damit willst. Ja, er kann gut sein, wenn jemand viele kleine Sachen spielt, aber sehr häufig ist er auch nutzlos.
Ich habe noch ein paar Empfehlungen, die alle irgendwie mit Countern synergieren: Bane of Progress , Bow of Nylea , Curse of Predation , Curse of Stalked Prey , Durable Handicraft , Fangren Firstborn , Forgotten Ancient , Jiang Yanggu, Wildcrafter , Krenko, Tin Street Kingpin , Longshot Squad (stellvertretend für alle Kreaturen mit Outlast), Mowu, Loyal Companion , Ravenous Slime , Rishkar, Peema Renegade , Rubblebelt Raiders , Song of Freyalise , Verdurous Gearhulk , Ravager Wurm , Rhythm of the Wild
Vielleicht wäre es auch eine gute Möglichkeit Surrak Dragonclaw als Commander zu nehmen und dir so Zugriff auf Blau zu ermöglichen. Mir ist aufgefallen, dass bei dir eh ein wenig das Ziehen von Karten zu fehlen scheint.. Ansonsten empfehle ich Samut, Voice of Dissent . Ihr weiß kannst du wenn du willst ja auch ignorieren
1 year ago
Some suggestions to consider: take out Manalith, Opaline Unicorn, Embodiment of Spring, and Gruul Keyrune, replace with Gruul Signet, Simic Signet, and Izzet Signet, and Sol Ring. For flying, Wonder provides a similar effect to Archetype of Imagination, and is a little harder to deal with. You will want to add more lands to this deck in order to cast your big creatures on time. I would say 35-38 lands, and cut some of your sorceries for ramp spells like Rampant Growth, Farseek,Cultivate, Kodama's Reach, Explosive Vegetation, or Skyshroud Claim. Thassa, God of the Sea is a more reliable way to make creatures unblockable than Invisibility or Way of the Thief. I always include a copy of Decimate in any deck that can play it. The same goes for Cyclonic Rift and Chaos Warp. Lastly, a few creatures that you could upgrade your deck with: Sakura-Tribe Elder, Joraga Treespeaker, Sylvan Caryatid, Courser of Kruphix, Genesis, Avenger of Zendikar, Prime Speaker Zegana, and Progenitor Mimic.
1 year ago
Gratuitous Violence, Nova Chaser, Gruul Signet, Rakdos Signet, Golgari Cluestone, Gruul Cluestone, Rakdos Cluestone, Golgari Keyrune, Rakdos Keyrune, Gruul Keyrune, Temple of the False God, Thunderfoot Baloth, Kessig Wolf Run, Skarrg, the Rage Pits, Angrath's Marauders, Kazandu Refuge, Hellkite Charger, Darigaaz's Caldera, Hissing Quagmire, Llanowar Wastes, Bloodfell Caves, Dragonskull Summit, Foreboding Ruins, Rakdos Guildgate, Tainted Peak, Tresserhorn Sinks, Shadowblood Ridge,
1 year ago
There are not nearly enough draw engines, too many trample enablers. Arlinn Kord Flip is strong, but unnecessary. Her +1/+1 trample anthem takes two turns to go off and the rest of her abilities (aside from her ult) have zero synergy. Gruul War Chant is less expensive and gives a better pay off immediately. You don't need a trample static buff, when everyone already has trample. Hazoret's Monument gives a reduction in CMC for cast spells, but the discard/draw effect is a gamble and unnecessary compared to a simple draw engine, which actually gives you card advantage (i.e. Soul of the Harvest). Tana, the Bloodsower may have trample, but at 4 CMC for a 4/4 (post swing) is not really that much kick. Something Faster could be put in it's place. Mina and Denn, Wildborn is just a 4 cost Azusa, Lost but Seeking, and the trample effect is redundant. For 7 CMC Pelakka Wurm is weak in value, compared to other high CMC cards that could be ran. Fanatic of Xenagos is cheap, but aside from being a fatty (with or without haste) it's kind of a one note card, there's already enough big creatures on the field, he doesnt bring anything to the table aside from strength. Skarrg Guildmage is redundant as is Khenra Charioteer. Atarka, World Render is not worth the seven, sure she hit's hard but is not as strong as double damage cards that buff ALL your creatures. Deus of Calamity has to be blocked by a creature with 2 or less toughness, otherwise he's not doing anything. Ghor-Clan Rampager is just a titanic growth. Slith Predator is boring, a +1/+1 counter is not much. There is not nearly enough draw in here, too many trample enablers, too few value cards, not enough bombs. Why have so much ramp, when there is too little draw, and not enough high CMC value cards? You removed gold cards from my schematics like Genesis Wave, Rage Reflection, Insult, Gruul War Chant, Elemental Bond, Soul of the Harvest, Rapacious One, Moldgraf Monstrosity, Lurking Predators, Garruk's Horde, Hunter's Prowess, Veilstone Amulet, and Harvest Season. The utter lack of value, draw power, and game ending cards is my only skepticism. That being said, I think Gruul Keyrune, One with Nature, Destructive Urge, and Hellkite Tyrant would be great additions. Also, why 37 lands?
1 year ago
Cool updates man. I see you're still over the golden 100. My suggestions for cuts are as follows: cut Rancor, basically everything you want to attack with already has trample, or at the very least, flying. Feels like it would be redundant more than helpful most times. Gruul Keyrune, better off using this slot for a Nature's Lore. Explore feels strange... really good first 3-4 turns then progressively worse? Thinking just playing a land in that slot may be better. Given playgroup rules, may wanna cut Volcanic Offering. Lastly cut either Nature's Claim or Bramblecrush, as they seem a bit redundant since they'd typically be used for artifact/enchantments anyway. I think that'd get you to the 100.
1 year ago
Hey! I saw your list on the FB group. Here is some feedback...
Since you a running green, you do not need mana rocks, rather, you need just get out your lands faster. Rocks can be destroyed, lands usually arent. As such, I suggest you remove the following...
Fork in the Road - There is much better ramp
Ground Assault - Much better removal
Slagstorm - See above
Sylvan Scrying - Gets you any land card, but since you don't run specialty lands like Cradle or Eye of Ugin, its best to replace this with better ramp
Blanchwood Armor - better in a mono green deck, also auras have the 2-1 issue (try to place aura on creature, they doomblade in response).
Vessel of Nascency - Weak card
Vessel of Volatility - Weak, nonrepeatable ramp
Pit Fight - Better versions of this card exist
Cards to put in Show
Cultivate - better ramp
Decimate - really good removal
Hull Breach - see above
Explosive Vegetation - better ramp
Kodama's Reach - see above
Nissa's Pilgrimage - see above
Rishkar's Expertise - Card draw and free stuff is cool
Skyshroud Claim - better ramp
Traverse the Outlands - Have a 6/6, Xenagos makes it 12/12, cast this, get 12 lands. Seems good.
Beast Within - PERMANENT REMOVAL IN GREEN!!!
Song of the Dryads - see above! (extra points if used on their commander)
Garruk, Primal Hunter - His -3 is like a Soul's majesty (similar to Rishkars expertise)
Greater Good - Card draw is always great
Malignus - Used to one shot an opponent with your commander
Tyrant's Familiar - speaks for itself
Thunderfoot Baloth - Trample is key!
I can give you more suggestions if you like. I see your deck is budget so feel free to ignore the more costly cards and put them in an acquireboard for trades/purchase later on.
1 year ago
OK first I want to point out the exclusions, cards I don't think fit
Borborygmos Enraged, he isn't a very good card unless you build around him. If you build around him a lil bit you will need cards like Snake Umbra, Keen Sense, and cards to combo with that like Skyship Weatherlight or Abundance to combo off so you draw lands over and over again. Otherwise he is over costed and not very good.
Majestic Myriarch is not a very strong card because of its huge downside. The card needs a team of creatures with him or her to be good. If your gonna keep this card you'll need to build a bit of a token deck to make it worth keeping. With cards like. Dragonlair Spider, Wolfcaller's Howl, Wolfbriar Elemental, Verdant Force, Tempt with Vengeance, Symbiotic Wurm, Sylvan Offering, Hornet Queen, Feed the Pack, Dragon Broodmother, Artifact Mutation, Arachnogenesis, and Ant Queen. These are also all good card suggestions.
Gruul Signet, Gruul Keyrune, and Darksteel Ingot I'd take out for land ramp. The kinds that add them to your hand and or play. Cards like Kodama's Reach (you have in the deck all ready). Seek the Horizon, Journey of Discovery you also might like Harvest Season, Evolution Charm is great too.
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