Gruul Signet


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Uncommon
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


, : Gain .

Gruul Signet Discussion

THLombax on Werewolf Tribal

1 week ago

Like what you've done with deck!

I'd suggest some more ramp like Kodama's Reach , Cultivate , Explosive Vegetation .

For damage, I would try to slide in an Overwhelming Stampede , and a Beastmaster Ascension

For Artifacts, I'd throw in a Sol Ring , Emerald Medallion , Ruby Medallion , Gruul Signet , and Talisman of Impulse

Those cards will greatly improve your deck without spending too much

SideBae on Gruul Werewolves May.12 2019

4 weeks ago

I recommend the following cuts:

Breakneck Rider  Flip: It doesn't seem to have quite enough impact on the board, even when it is flipped.

Conduit of Storms  Flip/ Scorned Villager  Flip/ Ulvenwald Captive  Flip/ Gruul Signet : I think you have a lot of better ramp options, especially in green.

Ash Barrens : If you can, I'd replace this with an off-color fetch, like Bloodstained Mire or Windswept Heath . These can fetch your Stomping Ground and are more effective than Ash Barrens .

Forest / Mountain : With more ramp, you can run fewer lands. Cutting 2 to 3 seems reasonable if you cut in a bunch of dorks. Generally, if you've a green general that does not create landfall triggers, you can run fewer than the average number of lands.

Waxing Moon : I don't think this card is better than just simply Overrun . Giving your creatures trample is ok, but making them fatter is what makes trample really good.

Wildwood Rebirth : I think Eternal Witness is just better. Being an instant is alright, but the 2/1 body on the E Wit is relevant and being able to retrieve anything is a LOT better than a creature.

War's Toll : I think Price of Glory is a better option. I don't think I mentioned it before, but it's a good idea.

When it comes to your werewolves, you should consider when it is that you want them flipped. They are likely to be transformed by no spells only by your volition, because most players will play at least one spell on their turn. Also, your opponents will likely try to double-spell, to return your werewolves to the less powerful side. So, if you're counting on a werewolf being on the more powerful side during your turn in order for it to be good, I think that card should be cut. I think (and remember, I have no experience here, so I'm only speaking from what I rationally think) it is more likely for your guys to be flipped on your opponents' turns rather than yours. So bear that in mind during deck building.

Good luck.

NeonEndymion on The Ur-Dragon

1 month ago

Very good points, and thank you for the thoughts/analysis, as always.

Given what you're saying, I think I will try the following.


Fire Covenant

Abrupt Decay




And see how that goes.

As to the moxen, I can see the pluses/minuses to both, but ultimately I do value the filter effect from Gruul Signet , and while this is now a faster midrange deck, it is still unavoidably midrange by design and probably doesn't need the extra acceleration on top of what's already in place.

Even in an ideal sequencing scenario, we're going to want to drop a set-up enchantment turns 1-3, and a follow-up dragon 2-4, and moving that up by a turn might just bait out early interaction/removal on us a bit more? And if the removal hits either/both moxen, we're not able to recover as well as truly competitive builds, as we're then down the land drop/card advantage, as well the rocks themselves——and we're curving out much higher at 4-5CMC+.

If you do end up testing with either/both, let me know; I've given in to making this list more or less budgetless, but it'll never be able to function as efficiently, and thus allow for the necessary and expensive interaction slots, as even Scion decks do. So I think we might be touching on an optimized 75% build, especially with the addition of ABUR duals, without the Moxen and without a suite of more expensive mono-U interaction (which would shift the Gruul core/Jund splash further into a fourth color, too) or the $$$ wheels/Twister.

pidyon on Animar (FOCUSED)

1 month ago

You should probably upgrade those cluestones for Gruul Signet , Izzet Signet , and Simic Signet . They cost less each and give you better mana. I would also suggest running a few Eldrazi because you can essentially cast them for free once Animar is big enough. Artisan of Kozilek , Bane of Bala Ged , and Breaker of Armies are low budget options and are pretty effective beaters that do a good job clearing a board if you need it. Altogether you might look at like $3 worth of upgrades that would help you ramp better and intimidate an opponent. Otherwise you have a cool deck. I'd love to play against this

Anarson on Gishath, the Boomstick

1 month ago

Thanks for the suggestions, those are all wonderful ideas. I probably have enough mana ramp to drop Boros Signet , Gruul Signet , and Darksteel Ingot .

Vlasiax on Karrthus, Tyrant of Jund

1 month ago

About that - main problem here is that you want to have too much high CMC cards that make 'cool things' but it's better to settle for less and actually get there. Playing Dragon tribe already fills your high end of the curve so we need to focus on lower CMC interaction/ramp/draw to get to cast as many of the mentioned creatures as possible.

That's why Crucible of Fire and Sight of the Scalelords are bad but you seem to discover another way to win besides fight with big beaters - it's reanimator strategy. So I'd rather get 4/4 or 5/5 Dragon with Animate Dead for AND do something else than cast one of those enchantments and pass, hoping that it survives on board. I personally use reanimation with Dragon Tempest as a secondary strategy to kill as many people as possible with damage from dragons coming back and then smash the rest with them, since they get haste.

Abrupt Decay has that advantage of hitting NONLAND permaments... so creatures, enchantments, artifacts, planeswalkers all go down. While Vraska's Contempt is overpriced Path to Exile in black since planeswalkers can be overrun with Dragons and 2 life gain is negligible. It's not about hitting someone's Craterhoof Behemoth or in your case Hellkite Overlord it's about dealing with Sylvan Library / Phyrexian Arena , Chromatic Lantern or Yisan, the Wanderer Bard that get them there. And that's the lesson that I learned few months back and made drastic changes to my deck - Bow before Draconic King!!! | *WAR* Update. It's still a Dragon deck but has everything that early game requires so I can still compete with better tuned decks of others.

That's why for changes I'd propose:

I think that's it for now, it's mostly about getting as much during your turns for as low cost as possible. I'd also rethink these cheap mana doublers but that's me and I don't like helping others, since they can and they will gain advantage of that and beat me. Early dorks/rocks actually can feel like mana doubling and work only for you.

If you want to know more about getting better at EDH I'd recommend checking out CMDR Central and EDHRec podcasts on youtube - Also EDHRec page has great articles posted daily, one of them is about Evolving Wilds:

Vlasiax on Karrthus, Tyrant of Jund

1 month ago

Looks good, however I'd still lower the number of dragons and add some interaction and draw:

And for now that's it from me, let me now what you think about these suggestions!

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Gruul Signet occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

RG (Gruul): 1.41%