|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Modern Masters 2017 Edition (MM3)||Uncommon|
|Commander 2016 (C16)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
, : Gain .
|Have (5)||PTsmitty , rockleemyhero , goodair , metalmagic ,|
|Want (8)||rodgersm , nClark45 , Txport , samo4422 , wolfboy193 , Flamadiddle , SkylordAleksander , rhegg09|
Gruul Signet Discussion
1 week ago
Like what you've done with deck!
Those cards will greatly improve your deck without spending too much
4 weeks ago
I recommend the following cuts:
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.
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.
1 month ago
- -1 Barren Moor +1 Azorius Signet
- -1 Lonely Sandbar +1 Dimir Signet
- -1 Tranquil Thicket +1 Gruul Signet
- -1 Forgotten Cave +1 Simic Signet
- -1 Secluded Steppe +1 Boros Signet
- -1 Azorius Chancery +1 Coalition Relic
- -1 Boros Garrison +1 Thran Dynamo
- -1 Dimir Aqueduct +1 Nykthos, Shrine to Nyx
- -1 Golgari Rot Farm +1 Wandering Fumarole
- -1 Gruul Turf +1 Raging Ravine
- -1 Izzet Boilerworks +1 Celestial Colonnade
- -1 Orzhov Basilica +1 Creeping Tar Pit
- -1 Rakdos Carnarium +1 Hissing Quagmire
- -1 Selesnya Sanctuary +1 Pentad Prism
- -1 Simic Growth Chamber +1 Riftwing Cloudskate
- -1 Mantis Rider +1 Duplicant
- -1 Psychatog +1 Thought Erasure
- -1 Drooling Groodion +1 Vraska, Relic Seeker
- -1 Ancestral Mask +1 Inferno Titan
- -1 Twisted Abomination +1 Exhume
- -1 Sengir Vampire +1 Animate Dead
- -1 Ravenous Rats +1 Unburial Rites
- -1 Spirit Mantle +1 Angel of Invention
- -1 Brood Butcher +1 Cloudgoat Ranger
- -1 Elephant Guide +1 Verdurous Gearhulk
- -1 Gladecover Scout +1 Terastodon
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.
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.
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
1 month ago
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:
- Kilnmouth Dragon -> Night's Whisper - instead of giving someone information what you have for 7 mana you get 2 cards for 2 that noone sees besides you
- Skarrgan Hellkite -> Selvala, Heart of the Wilds or Lotus Cobra - 5 mana for 4/4 flyer that can be 5/5 with overpriced activated ability is bad... you'll be better off with one of these dorks for 2-3 CMC.
- Crucible of Fire -> Nature's Claim - lowers the avg. CMC, let's you be more reactive and holding on for interaction on opponents turn is easy to do.
- Spit Flame -> Sarkhan's Triumph - overpriced damage restricted to creatures might be good in Standard but not EDH. Try out tutor instead and thank me later :D
- The Immortal Sun -> Gruul Signet / Rakdos Signet - I know it's an epic card and all but... it's cost is huge, you might actually cast 6 CMC Dragon instead of this and to actually get there you can run early ramp so 1-2 turns earlier flying behemoth will be way more dangerous.
- Hellkite Overlord / Darigaaz Reincarnated -> Worldly Tutor - with tutor in deck you need actually 1 of these two if you still want to have a huge Dragon. Also this is great way to get utility dragons like Glorybringer or Dragonlord Kolaghan when you need them most.
- Temple of the False God -> Rocky Tar Pit / Mountain Valley / Evolving Wilds - this land is bad... if you have 1 land and this, then you still only have 1 land since it won't activate early. Ancient Tomb is great because it can work turn 1 for some rocks but this... requires board full of lands and one Armageddon makes it useless again.
If you want to know more about getting better at EDH I'd recommend checking out CMDR Central and EDHRec podcasts on youtube - https://articles.edhrec.com/commander-central-ep75-settling-for-less/. Also EDHRec page has great articles posted daily, one of them is about Evolving Wilds: https://articles.edhrec.com/in-the-margins-evolving-wilds-terramorphic-expanse/
1 month ago
Looks good, however I'd still lower the number of dragons and add some interaction and draw:
- Night's Whisper - 2 cards for 2 mana and 2 life? It's great!
- Worldly Tutor - instead of having 'whatever' dragon you get 'exactly' what you need, same thing with Sylvan Tutor and Sarkhan's Triumph .
- Nature's Claim - very cheap interaction and giving 4 life against draconic force means absolutely nothing.
- Abrupt Decay - without white and lack of exile effects you must still up the number of removal you get here and there's no better option than a little more specific Assassin's Trophy .
- Llanowar Elves - classic dork, that can be used in place of 1 of your worse performing land.
- Lotus Cobra - since you have more of 'land matters' theme I'd consider this card and if you can afford some more fetchlands it works wonders (even 2 slow fetches will do).
- Gruul Signet and Rakdos Signet - 2 cmc rocks that add and one of the supporting colors might lower the avg. CMC and smooth out early game.
- Selvala, Heart of the Wilds - a 3 cmc dork, that can provide card draw AND can tap for immense amounts of mana for only !
- Sarkhan the Mad - can be translated here as 'kill one player'
- Fire-Lit Thicket - might be worth giving a shot thanks to it's flexibility
Gruul Signet occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
RG (Gruul): 1.41%