Gruul Signet

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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

Artifact

, : Add to your mana pool.

Price & Acquistion Set Price Alerts

MM3

C16

CMD

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Recent Decks

Gruul Signet Discussion

Jhornback1 on Mayael the Anima

1 day ago

Im glad to see a new player building a 3 color deck! Many new players stick to the 1 or 2 color builds to keep it simple. I see where you are going with your deck, but I have a few suggestions. Many of these are things you will see in tons of decks as "staple cards" while playing with other people. I am sticking to budget suggestions you can add in for $10-15 and can be used in any deck if you choose to build another.

  • I do agree that you should take advantage of the green in your deck to add some ramp spells. Llanowar Elves, Cultivate and Skyshroud Claim are all recent reprints that would be budget buys for the deck.

-Your land base needs a little work since you are running three colors, but once again you can do this on a budget! Any of the bounce lands from Iconic Masters are all super cheap and help with color fixing. Boros Garrison, Gruul Turf and Selesnya Sanctuary give you 2 colors and bounce a land so you dont miss the following land drop if you're short. Also any of the tapped dual lands from M19 will work too, theyre not fast but they work. I would also look into getting Command Tower, Opal Palace, Evolving Wilds and Myriad Landscape. These are some budget staple cards you will learn along the way from play experience. Also you can lose 1-2 lands to free up space for other cards. 36-37 lands is your standard land count.

-I see why you like the idea of the cards that say on your next end step lose the game since you're running Exquisite Archangel but its alot of focus on something that can be shut down and then you lose! Since your spells are not permanents, you cant give the "game ending effects" to your opponents. I would take them out for other spells or some artifacts to help boost you ramp/speed. Put in a Sol Ring (staple in all EDH decks) or some signets: Gruul Signet, Selesnya Signet or Boros Signet.

-Put in a few more creatures to get value from Mayael the Anima's ability. A lot of new cards are 5 or more power with some enter the battlefield effects like Demanding Dragon.

Those are my budget build ideas for you to work on, I like the deck and the commander. While you're playing with people write down names of cards or take a picture of cards that you see people playing that would work in your deck. You'd be surprised at some of the budget cards that are really powerful with the right commander! Let me know if you have questions about anything, and welcome to the wonderful world of EDH!!!

Vlasiax on Ur-Dragon's Multiverse Onslaught (C18) | *PRIMER*

6 days ago

Great update, my version of the deck uses mainly Jund colors so from my experience I'd recommend you to get some on-color fetches from ZEN. Besides that there's not much to add, as you said, since there are only shocklands, tangolands and maybe bicycle lands.
Also you have so many 3 CMC ramp cards, maybe swap one of artfiacts for Gruul Signet?
And last question for now - isn't it too much to have 5 planeswalkers in the deck? Have you had a chance to test all of them? :)

StopShot on Delta Commander Format

2 weeks ago

For those unaware of the Pokémon TCG, the term "delta" refers to delta species that debuted in 2005. Some of the card-concepts typically associated in one color were color shifted to a different color to shake-up well established color themes and provide unique gameplay experiences.

Delta Commander or Planar Chaos EDH in MTG terms is to establish a game experience that accomplishes the same style of play noted above. Many players over the years have expressed how they wish a certain commander had color x instead of color y or that a different general was missing a color keeping it from reaching it's full potential or other players have expressed interest in a commander's unique abilities yet disliked the color combination it was associated with. Delta commander rectifies these desires and greater customization freedoms while still maintaining the importance of color identity found in a standard commander game.

Delta Commander mirrors the rules of standard EDH with a few simple rule changes. Decks are still 100 card singleton, 40 life each, 21 command damage is lethal, etc. etc. To color shift a deck you use the general that interests you and then you pick only 1 of the 10 lands listed below.

- Arcane Sanctum

- Crumbling Necropolis

- Frontier Bivouac

- Jungle Shrine

- Mystic Monastery

- Nomad Outpost

- Opulent Palace

- Sandsteppe Citadel

- Savage Lands

- Seaside Citadel

The land selected will represent the "Domain" your general resides in. The domain is not restricted by your general's color identity and will represent the color shift of your deck. When starting a game the Domain and your General will both start in the command zone indicating to your opponents what colors you are restricted to and vice versa for knowing what colors your opponents are running.

Color identity will work a little different in games:

-The color identity of your General will restrict you on what lands you can play.

-The color identity of your Domain will restrict you on what nonland cards you can play.

As you may have surmised players will be able to play their Domain from the command zone in order to help cast spells outside of their General's color identity. This makes the domain special since your other lands will only produce the colors of your general's color identity, which adds more depth to deck building as players will have to compromise for the right balance of on-colored and off-colored spells used in their deck.

EXAMPLE: Say Baral, Chief of Compliance is your General and Frontier Bivouac is his Domain. The lands in your deck can not contain any mana symbol other than and the spells in your deck can not contain any symbol other than . Hence in order to cast the Red and Green spells in this deck you'll be limited to just the Frontier Bivouac in order to cast them.* (*Typically there would be other ways to cast those spells, but the Domain will be the primary source due to it's consistency of being readily available in your command zone.)

Now that you're familiar with how a deck is color-shifted there are only three more rules to keep in mind to accommodate these changes.

.) The Domain will share many of the same properties as your commander such as being a able to play it from the Command Zone and being able to place it back in the Command Zone if the land is to change zones. There are only two exceptions: 1.) you can not play your Domain if you played another land that turn, and 2.) your Domain will not have a command tax to pay since lands aren't ever cast. (The land enters tapped which makes up for the lack of taxation.)

.) Another key difference is if any source (be it a land or mana-rock-etc.) is to produce one or more mana of any color instead that source will only produce any color of mana in your commander's color identity. This applies to cards such as Mana Confluence, Mana Bloom, Gilded Lotus, etc. This rule is in place to put greater emphasis on your Domain being the chief hallmark to casting off-color spells with. Do note however since your domain restricts the color identity of your spells you are allowed to use signets and other mana-producers that fit into your domain's color identity even if they're outside of your general's color identity.

EXAMPLE: If my General is and my Domain is I could still run cards like Fire Diamond, Moss Diamond, Talisman of Impulse, Gruul Signet for color fixing, but cards like Mana Confluence and Darksteel Ingot would only generate blue mana. This is so the Domain retains some level of importance being used in the deck.

.) The last additional rule to this format is unlike all your other lands your Domain will have "Protection from lands." This means your Domain can never be the target of effects from the likes of Strip Mine, Wasteland, or Ghost Quarter due to their abusability with other cards such as Crucible of Worlds or Life from the Loam. Do note this does not stop the effects of cards like Sinkhole, Blood Moon, or Spreading Seas being used. (Hence the importance of running color-fixing mana rocks.)

You have now read up on the rules of Delta Commander or Planar Chaos EDH. Please keep in mind that when building in this format that your general determines the color identity of your lands and your domain determines the color identity of your spells. While it's possible to have a general and a domain that share no colors your deck will likely run a lot better if your domain shares at least one or two colors with your general.

Bonus: If you were to build a deck for this format what general and domain would you build your deck around? What off-color synergies would you include in your deck?

SynergyBuild on Riku, of Two Reflections

3 weeks ago

+1 for the great Twin list!

Talisman of Impulse I would argue is better than Gruul Signet, and Fellwar Stone might be worth playing too!

SynergyBuild on Najeela Competitive

3 weeks ago

+1 for Najeela any day!

If you want my opinion on building a competitive varient of najeela combo, tutorsa are the largest thing Lim-Dul's Vault is a personal favorite, yet is very powerful as well, and sees play in nearly every competitive EDH list with both colors.

Vampiric Tutor and Imperial Seal are also useful if you are willing to spend the money for them!

Mana positive rocks like Mana Crypt, Lotus Petal, Chrome Mox, Grim Monolith and Mana Vault are also very useful!

Fellwar Stone, Talisman of Progress/Talisman of Dominance/Talisman of Indulgence/Talisman of Impulse/Talisman of Unity, Azorius Signet/Dimir Signet/Rakdos Signet/Gruul Signet/Selesnya Signet, Orzhov Signet/Golgari Signet/Simic Signet/Izzet Signet/Boros Signet, Mind Stone, Thought Vessel, Fractured Powerstone, Star Compass, Coldsteel Heart, Marble Diamond/Sky Diamond/Charcoal Diamond/Fire Diamond/Moss Diamond, and Guardian Idol are the two mana rocks I can remember, but all of the two mana rocks are great!

Birds of Paradise, Deathrite Shaman, Noble Hierarch, Elves of Deep Shadow, Avacyn's Pilgrim, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, and Arbor Elf are great 1 mana dorks used to ramp out your commander and win conditions faster.

Devoted Druid, Priest of Titania, and Bloom Tender are two mana dorks that can tap for multiple mana, and so are very powerful in competitive builds.


A lot of the above is all I can remember from competitive EDH staples, but check out my primer Why Every Commander is Competitive for further information on building a competitive list!

TheBloopKing on Jodah, Arch-Pimp Eternal

1 month ago

Solemn Simulacrum is a good ramp addition. I'm also very fond of Hedron Archive in commander. It's "draw two cards" has won me many games. Commander's Sphere also goes along the same premise of Hedron Archive and offers you coloured mana.

Wonder and Anger are two cards that enhance late game and I personally enjoy lots. Both would do some damage in this deck

Have you considered some cheap draw spells? Brainstorm, Ponder, Preordain are 3 I have personally stapled to any blue coloured commander. Opt, Serum Visions are also good.

Also if you can fit them in. Signets work wonders. Mana ramp and mana fix all in one. Helps you turn that colourless mana into coloured. Izzet Signet, Gruul Signet, Golgari Signet

I like the deck. It seems powerful and very hard to get around. You got all the late game figured out so I wont suggest on that area. What I think is that there is a little gap in the early to mid game where you aren't doing a whole lot. Gives other decks such as Najeela, the Blade-Blossom and Marath, Will of the Wild a chance to get real far ahead to the point where dropping a Elesh Norn, Grand Cenobite might not work quick enough

cj96.calimlim on Have: JLK's Shadowborn Deck W: ...

1 month ago

Hello all!

I have the following parts and pieces to an almost copy and paste version of JLK's Shadowborn Apostle deck.

20x Shadowborn Apostle lp

8x Shadowborn Apostle mp

1x Vampiric Tutor lp

1x Athreos, God of Passage lp

1x Grave Titan lp, Japanese

1x Dark Ritual foil Near Mint Masterpiece Series: Amonkhet Invocations

I am mainly trying to get rid of all 28 shadow born apostles hahaha.

I recently made an Omnath, Locus of Rage deck that seems pretty awesome, I'd love to be able to trade/sell at TCG Low for most of the more expensive parts and pieces I need:

Priority list: 1x Exploration 1x Oracle of Mul Daya 1x Prismatic Omen 1x Scapeshift 1x Sylvan Library 1x Ulamog, the Ceaseless Hunger 1x Wooded Foothills

Secondary List: 1x Azusa, Lost but Seeking 1x Eternal Witness 1x Green Sun's Zenith 1x Knollspine Dragon 1x Lotus Cobra 1x Shattering Spree 1x Stomping Ground 1x Tooth and Nail 1x Vesuva 1x Vexing Shusher 1x Worldly Tutor

If you'd rather purchase some items, I accept PayPal. If you are looking for filler, here are some 0$-5$ cards I require: 1x Collective Voyage 1x Darksteel Garrison 1x Explosive Vegetation 1x Gruul Signet 1x Harrow 1x Hunting Wilds 1x Perilous Forays 1x Rampaging Baloths 1x Reap and Sow 1x Regrowth 1x Rites of Spring 1x Seer's Sundial 1x Summer Bloom 1x Courser of Kruphix 1x Crop Rotation 1x New Frontiers 1x Protean Hulk 1x Ramunap Excavator

I know this is very comprehensive - thanks for hanging in there!

Goretast on Mayael the Anima

2 months ago

I ran Mayael awhile back and had huge issues with speed. I ran a artifact ramp package with Basalt Monolith, Boros Signet, Gilded Lotus, Grim Monolith, Gruul Signet, Mana Vault, and Thran Dynamo to try to get out an early cheat. If you want to make the deck more gross I'd suggest Sneak Attack, Tooth and Nail, Chord of Calling, and Rings of Brighthearth for a double activation. Scroll Rack would also help with card draw and putting heavy hitters back ontop. Bloom Tender is good ramp. Teferi's Protection is also a great utility card to save Mayael or give you time to swing out the next turn.

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