Gruul Ragebeast

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Rare

Combos Browse all

Related Questions

Gruul Ragebeast

Creature — Beast

Whenever Gruul Ragebeast or another creature enters the battlefield under your control, that creature fights target creature an opponent controls.

Gruul Ragebeast Discussion

dbpunk on Atla palani deck tech

4 days ago

Well, not a big creature, but you should have the combo tech for Atla Palani, which is Mirror Entity , Thornbite Staff and Ashnod's Altar .

Then you probably also want some big boys or value producers to go along with those combos. For example, Avenger of Zendikar goes along pretty well with the Mirror Entity combo. Additionally, Polyraptor , Gruul Ragebeast , Verdant Sun's Avatar , Trostani, Selesnya's Voice could be big help too.

In terms of card advantage, you probably want Soul of the Harvest , Mentor of the Meek , Garruk's Packleader , Garruk's Horde

Also haste enablers like Urabrask the Hidden , Anger , Fervor , Fires of Yavimaya , Hammer of Purphoros , Rhythm of the Wild . Another great combo would Shifting Shadow , which'll get you a two for one if you attach it to an egg (although the second creature gains haste, but will die)

Also graveyard things such as Adarkar Valkyrie , Deadwood Treefolk , Genesis would be vital for the deck because you will be a target.

Finally, may I suggest a Kiki-Jiki, Mirror Breaker combo pack? Zealous Conscripts and Restoration Angel are in the right colors.

dbpunk on When ideas plunder

1 week ago

Maybe pick a handful of cards you find fun and have copies of and use those as a strategy. Then, look for the right commander identity for the strategy.

For example: my first deck was fun cause I liked the idea of playing both Gruul Ragebeast and Deadeye Navigator .

SharpRaptor on Omnath: Locus of landfall & combos

2 weeks ago

Hi, I hope that at least some of what i'm going to put here will be useful, and even if you don't use any of my advice then maybe you will be able to see where I am coming from and use the logic to find your own improvements :)

Ramp

As the previous commenter has suggested the amount of ramp spells that put lands in to play in your deck is a bit to low for a ramp deck especially one that has subthemes of landfall. Typical commander deck building suggestions say that you should have 10 pieces of ramp to tide you into the midgame. This goes for any deck, not just ramp decks. In ramp decks you will want more. At my count you have 12 ramp cards that are reusable (ie, aren't the one shot sacrifice elemntals) this will want to be more really, with a focus on them being ones that put lands in to play. Another of note, is that cards like Zendikar Resurgent don't really count as a ramp slot, as by the time we can cast it, we have a lot of mana already. 'Ramp' cards are ones that you want to see in your opening hand to get you into your game plan faster.

For this reason I would look into replacing some of the creature based ramp and some other low impact cards with this ramp that will get us executing our main game plan faster and better.

These can all be easily replaced with land based ramp spells as they don't get you any further ahead on mana than 1 land, or are one shot abilities when we want to be dropping big things multiple times over multiple turns.

Smokebraider Is unique because it produces 2 mana for only 2 investment, but only if we focus in on elemtals so can be left on a short list to be evaluated. We'll list other potential cuts later when looking at more over all deck evaluation.

The previous commentor has provided a list which at first glance seems to be comprehensive enough to provide some ideas for what to add.

Removal

More conventional commander wisdom suggests that you have at least 5 ways to directly interact with your opponents game plan. I personally nearly always play more than this, but you should have at least 5. This direct interaction is preferred to be the targetted simgle response cards that can remove threats in any shape or form. Of note, this removal count is seperate from the count of mass removal. At my count you have Song of the Dryads , the down tick of Domri, Anarch of Bolas and Ingot Chewer as easily accessable removal. Things like the trigger from your commander or things like Magmatic Force are more incedental as you can't rely on them doing what you want when you need it.

Cards that could be added in this slot are many. But it is a good idea to have as many as you can being generic answers to anything, but also you need to make sure that they are ones you can realistically weave into your game plan instead of leaving up those answers at all times. This is mostly a balncing act that is where fine tuning comes in from playing the deck. But potential recommendations for all purpose would be Beast Within and Chaos Warp . After that they become more specific but can be cheaper in mana,

Wrath

This may seem counterintuitive, seen as you are planning on being the big creature deck that wants the board presence. But sometimes the opponents boards just need answering (Not to mention that you might end up getting a lot of elemental death triggers from Omnath). As such having 2 or 3 creature wraths might be worth trying. And having 2 or 3 artifact and enchantment wraths will be good to have access to aswell. Something you already have so I assume you already know.

Creature wraths to consider in green red include

You already have the cards for mass removing artifacts and enchantments so I won't bother listing any more.

Card Draw

One of the most common recommendations I have to make to people about their deck is to up the amount of card draw or selection in their decks. There is no point in having sweet cards and synergies in here if we never get to see them! Normally I recommend having 10 ways of drawing cards in your deck, with some of them being repeating and some being one shot. At my count you currently have 7 (Or 8 if you count Praetor's Counsel which can do effectively a similar job), so you are nearly there but I would recommend adding a couple mr just to smooth out the deck running.

  • Harmonize is the most obvious recommendation withit being notorious for its colour pie break with not haveing a restriction based on creatures or similar.
  • Horn of Greed is universal, but we should be getting more value from it.
  • Greater Good is amazing if you keep having big creatures to sacrifice. Thankfully due to our commander triggers, we do!
  • Chandra, Flamecaller can cover multiple bases of what we need, it can be counted as both a wrath AND a card draw engine :) IT also even makes elementals (of note, they get exiled at end step instead of dieing so you won't normally get Omnath triggers. Sacrificing them to Greater Good though....... )
  • Rishkar's Expertise can be great card draw as you don't need to take a full turn off to refuel, you still get to cast something that costs less, which could be that removal spell or something you needed!

These overview sections are recommendations for generic cards that could go in. From here on, we will be looking at more specific card options, and possible cuts from the existing deck

Deck Applications

Now, again as the previous commentor mentioned, there are multiple ways you can take an Omnath deck. My take on them being

  • RG Big thing Ramp. No specific synergies in mind except for incidental ones like, I need land to cast my big spells, and this card cards about land. Not a bad deck by any means, just less commander or theme focused.
  • Elemental Tribal Ramp. This seems to be closer to what you are currently going for. Similar to the RG ramp deck, just with tribal synergies from elementals
  • Landfall / Lands Matter. Here we are focusing on many landfall triggers, and keep cycling our lands round and round to get them. This deck will likke having access to things like Crucible of Worlds and many effects like Exploration

Here, i will suggest some cards for each of them and maybe later on if you want we could look more into one or a mix of these strategies.

RG Ramp

  • Ruric Thar, the Unbowed This card is very very powerful. Expecially as the decks around you get more and more powerful and wanting to do more combo and storm bsaed strategies.
  • Gruul Ragebeast A good way of keeping the board under control when you play your 'large and incharge' creatures
  • Vorinclex, Voice of Hunger We have mana, they don't. Enough said really. Just beware that with this creature, sometines the adage If you can't remove the problem, remove the player can be applied to just killing you.

Elemental Ramp

Other than ones recommended here, perhaps a good idea would be to use Gatherer or mtg.wtf to find elementals in your colour. Or cards which reference elementals in your colours, the example in wtf would be this

  • Chandra, Acolyte of Flame can rebuy your ramp spells and can make elementals that will die to trigger Omnath.
  • Chandra, Awakened Inferno A wrath that doesn't kill elementals and can provide a reasonable clock on the game with her uptick.
  • Omnath, Locus of Mana Store mana for a rainy day. Or for hitting your opponents upside the head with it. Both work.
  • Parallel Lives Double the tokens, double the elementals, double the damage. We like.
  • Tornado Elemental clears out any things like Dragons, or Flying Slivers or similar. Also good at picking of planeswalkers as it has sudo unblockable.
  • Liege of the Tangle we can go REALLY all in on making all our lands elementals and meaning that if someone wraths us we can basically kill everyone from Omnath triggers
  • Budoka Gardener Ramp early game, big guys late game.

Lands Matter

This deck idea might have elements that are closer to a combo deck than the others, but will still mostly be a midrange deck.

Possible Cuts

Cutting Criteria

I won't re-list the cuts recommeneded in the ramp section. I will be evaluating cuts in the assumption that the deck is wanting to be a combination of an elementals ramp deck and a lands value deck. A lot of these recomendations for cuts will have very similar reasonings, which I will elaborate on first to be able to be brief later on. These recommendations will possibly sound rather brutal, however I find that it makes it a lot easier to have too many cards that are on the cutting block rather than not enough.

  • Too Slow. If the card takes too many turns to start pulling its weight then it could be replaced with something that does what we need sooner. This is common in cards which have 'at the beginning of your upkeep' effects as they will normally have to wait an entire turn cycle to start doing something. Enters the battlefield triggers or similar things that have an effect the turn you play them are often preferred.
  • Too expensive. This should be self explanatory. If the card costs too much mana, especially if the same effect can be achieved for less mana then it should be exmined.
  • Doesn't do enough. While the effect might be interesting and maybe something we actually want in the deck, The card just doesn't pull its weight in whatever role it is supposed to be doing
  • Doesn't contribute to our game plan This might be a good card, maybe even a great card in other decks. But perhaps the effect just isn't one we need in this deck

Cards

Creatures

  • Cytoplast Root-Kin Too slow. Doesn't contribute to our game plan.
  • Dragonmaster Outcast Too slow. Doesn't do enough
  • Grazing Gladehart Doesn't do enough. While we like landfall triggers. The life gain is small enough to be negligable unless we are massrecycling all lands from our yard multiple times.
  • Magmatic Force Too Slow.
  • Magmaw Doens't contribute to our game plan / Doesn't Do enough. We can run other sac outlets if we want ways to sacrifice our elementals
  • Scute Mob Possibly too slow. But I love me a scute mob so I'm fine with this staying in :D
  • Spawnwrithe Doesn't do enough. However this one can stay in if you have found that you realistically get to connect with it at least twice to have four of them
  • Tendershoot Dryad Doesn't contribute to our game plan. Though it is very good at gummin gup the board
  • Tyrant of Discord Doesn't do enough. However if you change to having some ways to knock your opponents off of lands then the chances of this hitting multiple nonlands go up and its value does too. However there are enough control players where the onlything this will do is destroy a land at random
  • Undergrowth Champion Deosn't do enough. It's got all the right keywords but thats about it

Enchantments

  • Retreat to Kazandu Doesn't do enough. THe landfall idea is good, but putting 1 counter an a guy once or so a turn isn't worth the slot really

Artifact

  • Sword of the Animist Too Slow. We want this effect, but we aren't attacking multiple times in one turn so there are better effects to get lands from our deck. We don't neccessarily even have than many small creatures to equip this too to get it active early enough for the ramp to be that useful as ramp

Sorcery

  • Animist's Awakening As much as i want this spell to ever be good. It's just not really at all.
  • Journey of Discovery Too slow. For this to be actual search out ramp you need to entwine it which is then 6 mana. Any of the 4 mana double basics would be better here. Or just Explore type effects that cantrip too.

Planeswalker

Turns out there is only slightly too much Nissa. (And not enough Chandra ;) ) All of the Nissas' contribute to our gameplan well except for Nissa, Voice of Zendikar . The general rule of Planeswalkers in commander is to assume that you will only get two activations if you are lucky. So with this one you will at best buff your team a little. Consider Garruk Wildspeaker instead maybe?

Other random Card Recommendations

Closing

Well I hope some of this helped at least a little :)

SharpRaptor

Chhris on Commander format pet cards

4 weeks ago

Abundance is under-appreciated and should be played more.

I also have a sweet spot for Gruul Ragebeast : All your creatures are removal spells!!

Liscom on Red/Blue/Green (1.Entwurf)

1 month ago

Bitte ändere den Decktyp mal von Standard zu Commander. Ansonsten bekomme ich immer eine Warnung für jede Karte, die ich empfehlen will, die aber in dem Format nicht legal ist

Hier noch einmal ein paar Kreaturen, die ich eigentlich sehr geil und günstig finde - besonders, wenn dein Commander sie noch mit Trample ausstattet: Altered Ego , , Zameck Guildmage Gruul Ragebeast (nette Kombo mit Foe-Razer Regent ) , Ravager Wurm , Stonebrow, Krosan Hero (die Kombo ist wohl offensichtlich)

Progenitor Mimic , Simic Sky Swallower sind sehr solide. Gerade Hexproof/Shroud finde ich unglaublich wichtig.

Vessel of Endless Rest warum willst du das spielen? Wenn du Mana-Ramp willst, gehe am besten gleich zu den Signets: Gruul Signet Simic Signet Izzet Signet . Dann gibt es auch noch die Cluestones: Gruul Cluestone Simic Cluestone Izzet Cluestone

Deine Kreaturen sind teilweise recht teuer. Du musst natürlich austesten, wie das Deck läuft, aber ich würde zumindest zu Anfang die Daumenregel nutzen, dass man 38 Länder und 6 - 8 Mana-Artefakte spielt. Ich würde bei den teuren Kreaturen lieber mehr Mana als weniger spielen und dann vielleicht noch Karten spielen, in die du überschüssiges Mana pumpen kannst, wie River Hoopoe (nur als Beispiel, dass mir gerade einfällt). Ansonsten finde ich Hydras recht cool. Die kann man mit viel oder weniger Mana spielen und viele freuen sich sehr über das Trample, dass Surrak ihnen gibt. Außerdem kann man in viele Hydras auch später noch Mana pumpen. Schau mal hier: https://scryfall.com/search?as=grid&order=name&q=type%3Ahydra+commander%3AURG

Wenn du mit Paleoloth ein wenig in die "Power Matters" Schiene möchtest, wären vielleicht folgende Karten eine Sichtung wert: Drumhunter , Exuberant Firestoker , Mossbridge Troll (Wenn du Kreaturen mit Wachsamkeit nutzt, wird der völlig absurd), Mouth , Shamanic Revelation , Spearbreaker Behemoth , Where Ancients Tread .

Was mir auch aufgefallen ist: Du hast kein Removal. Ja, im Mehrspieler ist es immer besser, wenn man die anderen Spieler dazu überredet, ihr Removal zu nutzen, aber du wirst selber was brauchen um Bedrohungen die nur dich angehen zu beseitigen - oder einfach, um etwas zu tun wenn keiner der anderen Removal auf der Hand hat: Klassische Karten: Acidic Slime , Artifact Mutation , Beast Within , Blue Elemental Blast , Decimate , Krosan Grip , Manglehorn , Meteor Golem , Natural State , Nature's Claim , Pongify , Thrashing Brontodon Meine Geheimtipps: Bramblecrush , Broken Bond , Cindervines , Hull Breach , Hoard-Smelter Dragon , Descent of the Dragons (Damit kannst du auch deine eigenen kleinen Kreaturen zu Drachen machen), Unstable Obelisk (völlig unterbewertet), Storm the Citadel (deine Kreaturen haben Trampel, was ziemlich vernichtend sein kann)

Mj3913 on Need help finding a certain ...

3 months ago

Frontier Siege & Kiora, Master of the Depths was all that came up in a text search on Scryfall.

Both Domri's have -2 abilities that make a creature fight if that helps.

Then there's Gruul Ragebeast that may fit your bill.

Shabompistan on The Oldest of Ways

4 months ago

S1ayerMonkey My life has been changed. Never even considered floating the doubled mana and then bouncing Nikya.

Yeah, I have been slowly adding in more mana dorks since the conception of this deck since the colors have access to lots of them. All good suggestions, I'll see if I can add in Satyr Hedonist , Generator Servant , and Arbor Elf

I really like Elderscale Wurm because it pretty much has to be answered barring alternate win conns.

I ended up cutting Gruul Ragebeast because it would always come into too late in the game to make a big impact.

Woodland Bellower I was skeptical about at first, but I can see the benefits to tutoring out 3 CMC creatures like Fierce Empath . It will probably find a spot.

Yisan, the Wanderer Bard is interesting, I've never seen him before. Tutoring is great, but it's a slow build up. I'll have to experiment with him and see how it works.

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Gruul Ragebeast occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%