Gruul Signet

Gruul Signet

Artifact

, : Gain .

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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

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed 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

Gruul Signet occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

RG (Gruul): 1.41%

Gruul Signet Discussion

ZendikariWol on Multicolored Mayhem

1 week ago

A couple things:

1) minus 30 points for having monocolor cards in your deck. (joking, of course)

2) are you sure about all of your rocks costing 3 mana? You should definitely be running Sol Ring and should probably be running the signets (Boros Signet, Selesnya Signet, and Gruul Signet) and the talismans (Talisman of Unity, Talisman of Conviction, and Talisman of Impulse).

3) if rocks aren't your style, consider Rampant Growth, Search for Tomorrow, and Nature's Lore and Farseek (they can tutor up shocklands).

4) while you have plentiful board wipes, some removal for noncreature permanents may not go amiss. Good ol' Naturalize, Disenchant, Nature's Chant, Return to Nature, Hull Breach, Artifact Mutation, Aura Mutation, are all pretty solid selections, but you should def look into multicolor creatures that can do the same thing.

5) some sac outlets would be awesome for this deck!!

Lanzo493 on saproleenie edh

1 week ago

With Gaea's Cradle, you definitely need to run Crop Rotation. I organized your deck by converted mana cost and noticed you have quite a number of cards at 5 mana. 16 of them. But you don't have very much ramp to support it. Considering your commander cost 6, and his triggered ability costs 3, you really need to ramp hard in order to have the most successful turns. Plus, landing a big dragon on turn 4 is nothing to scoff at. You've got Selesnya Signet, Gruul Signet, and Boros Signet are good in general. Thran Dynamo and Worn Powerstone are favorites of mine if you're okay with colorless mana. For a token deck, Cryptolith Rite works wonders. I would cut down on the number of 5 mana cards. Mogg Infestation can be detrimental. Juniper Order Ranger has little impact and doesn't have great impact as time goes on. Conqueror's Pledge is just slow for your deck.

multimedia on Primal genesis HELP!!!!!

2 weeks ago

Hey, what's the max budget you have to make upgrades?

It can be a long process to upgrade an entire precon. What the precon really lacks is ramp, tutors and cards for better interaction with Ghired. The manabase in the precon can be upgraded with better dual lands, but casually is actually fine the way it is. Draw sources is one thing that the precon has a lot of which is surprising.

This is a summary list of some budget cards ($5 or less each, most are less than $1) that I think would help your deck:


The avg. CMC (converted mana cost) of the precon is high at 3.9. This 3.9 number means that consistently you're not able to cast a spell until you have four mana sources and/or four lands which is slow. Consider reducing this number? Getting it down to 3.0 and then even lower after that. To do this consider cutting many high mana cost cards and replacing them with low mana cost ramp? Reducing the avg. CMC will speed up game play.

The most obvious upgrades to start with are adding more low mana cost ramp and tutors, but other upgrades to consider is how to make Ghired better overall for the deck since he's the Commander General. Casually Ghired is about attacking since he powers your deck's strategy by populating which he does when he attacks. Because attacking is important then consider strategies that can improve combat/attacking? Haste, extra combats and double strike are strong strategies with attacking.


I would make the Rhino the focus of the token population because it's big creature (4/4 trample) and is easily accessible because of Ghired. Because Ghired creates the Rhino token I don't think you need to go over the top with lots of other creatures or cards that create tokens. However, if relying more on Ghired and the Rhino token then consider more repeatable protection for Ghired to keep him alive on the battlefield. Not having to do combat damage with Ghired to populate is nice.

Not having to do combat damage means you can protect Ghired in combat so he survives while still populating a token since he attacked. If you can repeatedly protect Ghired in combat then you can keep safely attacking with him. Ghired needs to attack to populate which means he has to survive combat to be able to attack again. Protection for Ghired in combat is another area for upgrades to consider because you want Ghired to be able to keep attacking.


Extra combats are good with Ghired because he wants to be attacking and extra combats means you get to attack again or multiple times on your turn. Aggravated Assault + Savage Ventmaw is infinite combats which is infinite attacks. As long as Ventmaw can attack it makes six mana. Five of that mana can be used with Assault for an extra combat. At the extra combat Ventmaw will attack again and make six mana; use that mana with Assault and repeat. Without Ventmaw Assault is still a very good card because it can be repeatable for five mana on your turn you get to attack twice which can be a lot of Rhinos.

I offer more advice, more explanations about each of these suggestions, more detailed steps you can take to improve your deck, cards you could cut, etc. Would you like more advice?

Good luck with your deck.

TangoWithTojo on Kresh, the Bloodbraided EDH

1 month ago

I have a lot of recommendations for you. These may be pricey so I apologize if they're out of your price range but here you go:

Cards To Add Show

Cards To Swap Show

Cards to Cut Show

Lands Show

dingusdingo on Budget Building Requirements

1 month ago

1) Is it better to run Lightning Greaves or more counterspells?

Gonna go with Greaves here. You have 3 opponents, there is 1 of you. If you trade counterspell for removal 1-for-1 all day, you're going to run out of cards protecting your shit faster than your opponents will run out of cards trying to get rid of it. Also consider Swiftfoot Boots for budget option! Also consider Neurok Stealthsuit if you're in blue.

2) Mana rocks

Less cost to cast is far superior here, but accounting for budget adds roadblocks. From a play perspective, its better to invest mana turn 2 to have a big turn 3, rather than invest mana turn 3 to have a big turn 4. Look for rocks that come out on turn 2. If the talismans are too pricey, consider the even more budget signets Gruul Signet etc. etc. for the whole color wheel. There are also a handful of extremely nice 2 CMC budget rocks, Mind Stone Prismatic Lens Fractured Powerstone . The talismans are a pretty good investment though, because you can use them in so many different decks. Same with a card like Sol Ring . If you're gonna splurge, rocks are usually a good spot to do it. Also about lands vs. rocks, you should include both. You want to get ahead of the mana curve in 99.9% of situations in MTG.

3) Lands, color, tapped vs untapped

When building for EDH, I try to go for lands that give access to more than one color, that enter untapped, and you can use multiple times. These lands have been pretty well identified, and you can no longer get them for $1 or $2 like previously. This is another great spot to splurge when deckbuilding, because you can always use lands in future decks if you disassemble, and it makes a big power level difference. If you must include enter tapped lands, look for lands with lots of color diversity of unique abilities. Arcane Sanctum and other tri color lands are my go-to for budget 3-4 color decks. After that, ETB tapped two color lands are preferred. It is worth noting that if you have included good color diversity with your rocks, it makes color diversity from lands easier too. So having all the signets + talismans really helps if your lands aren't as good. Its okay to include ETB tapped lands, but know that the more you include will take away speed from your deck. Definitely agreeable for budget players though!

My last recommendation for mana color production is plug your list into tappedout and use their data to make changes. It will show you all the color costs in your deck, against all the color producers in your deck. Wonderful tool for seeing your mana production needs.

DanowarElf on Xenagos Dragons

1 month ago

Profet93 - So I made some changes to this deck and I wanted to let you know... I added 1) Dragon's Hoard , 2) Elemental Bond , 3) Guardian Project , 4) Harmonize , 5) Gruul Signet , and 6) Ferocity of the Wilds . I removed 1) Wood Elves , 2) Hunter's Insight , 3) Hunter's Prowess , 4) Nature's Claim , 5) Wild Growth , and 6) Aggravated Assault .

I removed the two biggest blowout draw spells and added some guaranteed, incremental draw that all curve nicely before I start to drop my hasty dragons. With the added draw, I got rid of the least effective art/ench removal spell. I also looked into more trample options because flyers are now more prevalent in my meta. I found the cheap Ferocity of the Wilds, which also gives a slight pump so it’s not dead redundancy, curves nicely, and doesn’t die with board wipes. I’m temporarily pulling Aggravated Assault because I found it drew so much hate and didn’t end up winning as many games as I wanted. Most of the time I’d rather not turn the game into archenemy and just drop something with more synergy. Plus, I tended to hold Assault in my hand until I could reliably hit 8 mana in one turn and with such a high curve already devotion dragons, it seemed too clunky. I’m avoiding Lifecrafter's Bestiary because of the extra G to hold up with each dragon, and I’m liking the free draws for now. I’ll keep The Great Henge in mind as well, but with my commander not being a reliable assistant with that cost, casting this after a dragon seems awkward. We’ll see.

So far these changes are working well! Thanks again for your suggestions :D

Joe_Ken_ on Prossh Token Hell

1 month ago

You’ll probably want more than 30 lands on the deck considering your commander costs 6 mana. I normally have 36-37 lands in my decks and I feel like that is normally a safe amount.

Tendershoot Dryad would probably be a good card to pick up since it makes tokens every turn.

Sakura-Tribe Elder is a good ramp creature that you could add to your deck.

I would also add the guild signets since they are good 2 cmc mana rocks. Gruul Signet Rakdos Signet and Golgari Signet

Kodama's Reach and Rampant Growth are also good ramp cards you could add to your deck.

Metachemist on Xenabro

1 month ago

Also a couple of suggestions, Talisman of Impulse is better than Gruul Signet most times because you can tap it for mana the turn you drop it.

Guttural Response while yes it is anti-blue, having a straight up counter of your own to answer counter magic is fantastic and blue players do not expect it from the Gruul player. Further you can force them to double down and burn off another counter spell to keep down the play you're going for.

I'm surprised to see no Craterhoof Behemoth or Blightsteel Colossus granted they can be wins more cards but if they go unanswered you often win on the spot.

I'd also suggest swapping in a Windswept Heath for the Temple of Abandon but that's mainly my bias against enter into play tapped lands.

Further this sort of deck begs for Selvala's Stampede which most people will always respond with "Free" so you just wait to cast it until you've got plenty of permanents in hand, which can allow you to build a massive board state.

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