Gruul Signet


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Common
MTG: Commander (CMD) Common
Archenemy (ARC) Common
Guildpact (GPT) Common

Combos Browse all

Gruul Signet


Hooded Hydra enters the battlefield with X +1/+1 counters on it.

When Hooded Hydra dies, put a 1/1 green Snake creature token onto the battlefield for each +1/+1 counter on it.

Morph {3}{G}{G}

As Hooded Hydra is turned face up, put five +1/+1 counters on it.

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Gruul Signet Discussion

JohnnyCRO on Intet of Infinite Dreams (Combo)

1 week ago

Thanks for a detailed reply!

What I was expecting in the ramp section is more rocks, signets specifically (Simic Signet, Izzet Signet and Gruul Signet). Having 34 lands is fine, but rocks make it more likely for you to hit your land drops past t2-3 since you're not stripping your deck bare of lands. Also they make hands without green sources much easier to keep since rocks can cover you up if you end up needing green. If your meta has a lot of Vandalblast effects it would make sense, but other than that (over)reliance on green in 3+c, especially with a fine budget like yours, doesn't make sense to me personally. Also, and this is a smaller concern, at Mana Vault starts to look quite appealing as a pseudo-ritual to enable intet t2/3 more reliably.

As for counters, I'm a blue mage at heart and I might be biased here. But from your description it seems like your counters package could've been better when you played it. Cheap and efficient counters, such as Dispel, Flusterstorm or Mana Leak, are the best at protecting combos and keeping you in the game. Much better than Counterflux or Misdirection. Their low cmc makes it easier to leave mene open for them. And though paying for 1 or 2 mana counterspell is a feels bad moment, when you take into account that you spent that mana to both "draw" a counter (so it's a clear +1 instead of +0 when cast) and to pay for it in advance (which is very useful bc with just 2-3 cards exiled, any form of counterwars math on your opponents' part falls apart. This also makes tapping out much easier, making it possible for you to milk all the value from the mana available to you). In my opinion it's good. Just "good" is nothing compared to a Expropriate of course, but being a blue player that I am I tend to evaluate cards depending a lot on their floor value instead on their ceiling. If you don't cast your counters, either your manabase/your sequencing/opponents' sequencing got better of you OR there was nothing to counter. In the first scenario counters are not to blame, s**t happens, and in the other one you're probably in a good shape counters or not. But if you can/have to expend your counters, if they were used well, they either saved your butt or handed you the win. In both cases they're literally deciding the game. Again, though casting a counter for is a feels bad moment, even greater feels bad moment is having no response at a game-deciding play or, even worse, having a response, but being 1-2 (colored) mana short to cast it.

Again, my blue devil (TM) horns might be showing too much. I'm not saying you should cram in a dozen of the most popular counters in the game, there is neither such need nor space, but maybe you could use few really efficient ones. My personal recommendations would be;

  • Flusterstorm - this bad boy gets better the more competitive your meta gets. In a meta where people are likely to cast multiple spells per turn and to do it early, this practically becomes an uncounterable counter that dismantles storm by itself. All for a low low price of
  • Negate - is a very reasonable mana cost even in 4c decks, and the non-creature drawback is minimal
  • Counterspell - the classic. In hyper-competitive metas might be pushing it too far, but in 3c it's still reasonable enough to be considered
  • Dispel - great for coutnerwars and dealing with non-wrath removal, especially in competitive
  • Spell Pierce&Mana Leak - these get worse as the game drags on so evaluate these with a grain of salt. But if you're up against fast decks a lot, these might be the silver bullet you need
  • Stubborn Denial - this one is great if you get Intet to stick, and even before that having a bit worse Force Spike isn't the worst thing in the world, especially in competitive

Just so that we're clear; I like the deck. And I don't doubt it works for you in your meta. I also think that its perfectly fine if someone wants to build their deck their way, it's their deck after all. But the moment I see something referred to as "competitive", I hold that deck to a very high standard to the point of becoming stingy. I'm sorry if what's written or the amount of it left a different impression.

multimedia on Krampus

1 week ago

Hey, really fun deck, like the theme.

Cards to consider adding:

Cards to consider cutting:

  • Basilisk Collar
  • Helm of the Host
  • Illusionist's Bracers
  • Mage Slayer
  • Strionic Resonator
  • Relentless Assault
  • Soul Swallower
  • Terra Stomper
  • Oran-Rief Hydra
  • Blood Mist

WhichKing on This ain't your mom's Tim deck

3 weeks ago

Your deck is missing a card.

Also, Riku is a very mana hungry deck so I'd up the ramp count to at least 8 sources. Putting so many taplands makes your deck slow, just skew your deck landbase to be more blue-green heavy and cut red sources as few of your cards need red, you can fetch the red sources out later.

Bump up your land count to 37 lands and then add around 8 sources of ramp. Maybe something like:

Brutal_B on Too Much Mana In EDH

1 month ago

More creatures with x in their cost. Creatures with monstrosity. Heroes' Bane. Some more landfall triggers. Maybe play some spells that make your lands into creatures. Nylea, God of the Hunt. Savageborn Hydra. Cards that have activated abilities that you can pay multiple times in one turn like a dragon with fire breathing like Scourge of Valkas or the above mentioned Nylea. Maybe ditch a couple lands for a Gruul Signet and a Gruul Locket so you can use the mana early and card draw later. I always include Mirage Mirror in all my edh decks. It's so versatile. Make it a copy of Scourge of Valkas and pump it up with all that extra mana. Or make it a copy of Marit Lage and block some big beater. I'm just sayin

Vladmire9136 on Samut Tokens

1 month ago

These are some of the cards I'm going to take out soon for cards that synergize better with my token strategy. Also I'm taking out some of the mana rocks in favor of more lands. End Hostilities, Obelisk of Naya, Mirrorpool, Healer's Hawk, Wakening Sun's Avatar, Stone Quarry, Seer's Lantern, Hedron Crawler, Gruul Guildgate, Fleetfeather Sandals, Slice in Twain, Siege Wurm, Gruul Signet, Boros Guildgate.

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