Gruul Signet

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer 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

Artifact

, : Gain .

Gruul Signet Discussion

multimedia on Counter Sac Engine / Gruul Mill

4 weeks ago

Hey, there's several cards that are $3 or less each that would be good here.

Could add all these for $15.

Cards to consider cutting:

  • 4x Mountain
  • Manalith
  • Prismatic Lens
  • Hunt the Hunter
  • Orcish Oriflamme
  • Fairgrounds Trumpeter
  • Opportunistic Dragon
  • Battlefront Krushok
  • Archetype of Aggression
  • Archetype of Endurance

NeonEndymion on The Ur-Dragon

1 month ago

Great catch on Three Visits ; I usually don't mind seeing Farseek for the added flexibility in color fixing, but if you're going for efficiency, that's a good swap.

Conqueror's Flail and Abrupt Decay were cut simply due to needing to trim down anti-control tech/removal and staple it on to Dragons so I could bump up the number of draw spells/effect closer to 10.

As to Toxic Deluge vs Fire Covenant , I think given our dork package, Fire Covenant should be run first. Anguished Unmaking , Abrupt Decay , Despark , or Teferi's Protection would all be worth looking at over Toxic, depending on your meta. If you need another board wipe vs removal/protection, I'm still pretty high on Crux of Fate , Damnation , or Magmaquake —the latter if Planeswalkers are an issue for you.

In terms of power level/competitiveness, I'm still looking to optimize the deck, but have to make adjustments since the whole strategy/deck composition can't really put up a decent showing in cEDH pods (where most of your decklist needs to be comprised of tight or redundant 2 card win-cons, mana neutral or positive ramp, cantrips/card draw/card selection, and cheap interaction/stax effects . . . and blockers for Tymna, assuming you're not playing her in the first place).

As opposed to, y'know, 22 dragons (including the commander), one permission spell that interacts on the stack, and not being able to threaten wins reliably before turns 6-8, possibly turns 8-10.

So I was just finding that even though I had strong/fast starts, the deck lacked enough raw card draw to stay in longer games of attrition that a lot of optimzed to 75% pods end up becoming. Rishkar's Expertise should thus probably be a Windfall , but with the added big ramp from Faeburrow Elder , I've been able to cast The Ur-Dragon more reliably, and drawing ten w/ a free cast has been great.

And in terms of your decklist (our lists' cores are still rather quite close with just a few deviations!), I'd look to cut any two of these four—— Conqueror's Flail , Gruul Signet , Sarkhan the Mad , or Abrupt Decay --for Worldly Tutor and some kind of raw card draw effect/spell. But those are all just cards that I had found either too narrow/conditional and are meta-dependent.

Whatever the power level, if we're lacking anything at the moment it is probably graveyard hate . . . I had been running Rakdos Charm , but that of course can't take care of more than one recursion engine at the table. Yard engine/value decks (vs decks that include graveyard manipulation as part of a winning/linear line) don't pop up as frequently at higher-power or cEDH tables, except maybe Frog (which needs its commander to function more than its yard, arguably), where Deathrite Shaman or Noxious Revival can target an opponent's key yard piece can sometimes stop a win . . . maybe Rakdos Charm gets a bit better with both Noxious Revival and Backdraft Hellkite ? Leyline of the Void fits what I'm looking at perfectly but isn't quite main deck playable.

I'm also wondering whether/not the list should have some way to punch through more massive damage after a slower start/board wipe . . . Sylvia Brightspear or Xenagos, God of Revels ?

dingusdingo on Debate: Signets or Talismans

2 months ago

For absolute power purposes, talismans > signets > lockets.

As you play with more competitive EDH decks, the meta really begins to focus in on turn 3. Build a strong board or threaten a win by turn 3. Talismans and signets both allow you to untap on turn 3 with 4 mana available to expend. Talismans give you the option of a 1 cmc spell on the turn you play them, while signets do not. Lockets have the bonus draw, but it eats your precious turn 3 to have a better late game (less valuable the more competitive the pod is)

One often overlooked aspect to the signets is that they always provide 2 colors of mana, while talismans always provide 1 color of mana. If you had a plains and a Gruul Signet you could cast Lightning Bolt + Simplify , while a plains + Talisman of Impulse only gives you Lightning bolt OR simplify. If your deck needs better color consistency, the signets will outperform the talismans.

TL;DR talismans are faster, signets filter better, and lockets are not good.

multimedia on Punch first. Ask questions while punching

2 months ago

Hey, nice job keeping the budget low and interesting version of Xenagos with Planeswalkers.

The majority of my budget cards suggestions to you to consider are lower mana cost cards to help to reduce the avg. CMC of your deck which is high at 4.4 or cards that are the same mana cost, but are upgrades.

Cards to consider adding:

These are cards that I think can help your deck since they provide something that's missing here. Early game ramp is good when playing a five drop Commander who you would like to get onto the battlefield quick. There's also many high mana cost creatures here that more early game ramp can help to cast them. Farseek can search for a dual land: Cinder Glade or Sheltered Thicket . Being able to land ramp with a dual land is helpful. Elvish Mystic and Llanowar Elves are one drop mana dorks who are some of green's best cards for Commander.

Creature tutors: Fierce Empath and Signal the Clans are helpful to get a creature into your hand after getting Xenagos onto the battlefield. Either, but especially Empath can get Ghalta, Primal Hunger . Repeatable draw is very good in Commander especially draw that has interaction with your Commander. Greater Good and Garruk, Primal Hunter is powerful repeatable draw when you have a creature with a lot of power which a creature gets from Xenagos's ability. Ghalta for instance can draw 24 cards after doing 24 combat damage. Greater is also good with Moldgraf Monstrosity , a way to kill it which then reanimates two creatures giving you more fuel for both Xenagos and Greater.

Moldgraf and Greenwarden of Murasa are ways to recur or reanimate cards from your graveyard. They are creatures which gives them interaction with Xenagos and Greater. Having recurion/renaimation is helpful in Commander because your creatures are going to die and being able to use a card more than once is good. Chaos Warp and Beast Within are versatile instant removal spells in Commander since they can target any one permanent this includes a problematic opponent land.


Cards to consider cutting:

  • Timber Gorge
  • Gruul Guildgate
  • Shivan Dragon
  • Essence of the Wild
  • Hoard-Smelter Dragon
  • Rumbling Slum
  • Zhur-Taa Ancient
  • Protean Hulk
  • Shamanic Revelation
  • Hunting Wilds
  • Planewide Celebration
  • Enlarge
  • Blanchwood Armor
  • Consign to Dust

Good luck with your deck.

DemMeowsephs on Egg tribal with Atla Palani

3 months ago

I would start off by adding check lands: Clifftop Retreat , Rootbound Crag , and Sunpetal Grove . Then, I would add the other fetch lands: Wooded Foothills and Windswept Heath . Then, you should either add the signets ( Boros Signet , Gruul Signet , and Selesnya Signet ) or the Filter lands ( Rugged Prairie , Fire-Lit Thicket , and Wooded Bastion ). And finally, I would add the Boros Horizon land Sunbaked Canyon . But otherwise, nice deck, it's well built. If you found and of these suggestions useful I would appreciate it if you'd upvote my deck: A Deal with the Devil! Good luck on your deck, hope this helps, and have a nice day!

JohnnyCRO on SpellSlinger made

3 months ago

Ok, here we go;

  • Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO

  • Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.

  • Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.

  • Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.

  • Sphinx-Bone Wand & Aria of Flame - cute, but both require resources and usually more than a bit of time to...well...not do much.

  • Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness

  • Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.

  • Rewind - counterspells need to be cheap and efficient. At 4 cmc, this one is pushing it. Swap it for Unwind , which is slightly better.

  • Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.

  • Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.

  • AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.

That's 10 slots to work with.

First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.

Fellwar Stone , Talisman of Impulse , Mind Stone , Rampant Growth , Simic Signet , Izzet Signet and Gruul Signet should suffice.

Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.

This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.

Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting

bushido_man96 on First EDH deck: Mayael

3 months 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.

If you have the money to spend, getting cards like Sylvan Library and Mirri's Guile really work well with setting up for a big Mayeal play. If you can afford to find those, they're great.

It looks like a good start, so have fun with it!

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Gruul Signet occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

RG (Gruul): 1.41%