Gruul Turf

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Vintage Legal
Modern 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
Planechase Anthology Common
Commander 2016 Uncommon
Modern Masters 2015 Edition Uncommon
Planechase 2012 Edition Common
MTG: Commander Common
Planechase Common
Guildpact Common

Combos Browse all

Gruul Turf

Land

Gruul Turf enters the battlefield tapped.

When Gruul Turf enters the battlefield, return a land you control to its owner's hand.

: Add to your mana pool.

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Gruul Turf Discussion

greyninja on Animar, Soul of Ass-Kickery!!

1 day ago

Hey I hope you're still working on this! You commented on my deck and it took me a bit to get back as well. I know I +1'd a long ass time ago lol

Since you are going all creatures: you need to find ones that fulfil roles of noncreature spells.

Wood Elves, Farhaven Elf, Sakura-Tribe Elder, Coiling Oracle, maybe Ondu Giant. You have Solemn Simulacrum and Birds of Paradise which are fantastic. There's really expensive ramp too, like Bloom Tender and Lotus Cobra

Phyrexian Ingester, Duplicant, Flametongue Kavu, Inferno Titan... Reclamation Sage, Ainok Survivalist, Manglehorn, Woodfall Primus... Mystic Snake, Draining Whelk...

I could not agree more with hintseeker's first point about drawing cards and utilizing colorless creatures. That's the meat n potatoes of the deck

I like Shaman of the Great Hunt; but not everybody does! It can chug along and turns all your creatures into pseudo-vampires. What's not to like? Thrasios, Triton Hero has a similar draw ability. Rashmi, Eternities Crafter is rad. Prime Speaker Zegana can be huge. Vizier of the Menagerie is a cool new card. Elvish Visionary and Wall of Blossoms just went back into my deck. I don't run Sages of the Anima since I'm running noncreature spells I want to draw, but it would be great in here once you've decided you've played enough lands. Filter them out for multiple creatures per draw. Oracle of Mul Daya is a thing too, and Magus of the Future

To put Cloud of Faeries, Peregrine Drake, Great Whale, and Palinchron into perspective; imagine the payoff of untapping all your lands after casting multiple creature spells and just keep going. Now bounce one of them with Shrieking Drake/Dream Stalker/Man-o'-War, cast again, keep going. With enough +1/+1 counters on animar: Temur Sabertooth can bounce them for infinite mana and infinite animar counters (Cloud of Faeries needs lands like Izzet Boilerworks/Gruul Turf/Simic Growth Chamber). Deadeye Navigator can also gain infinite mana via "Flicker" effect. Lastly, Tidespout Tyrant bouncing any two colorless and/or land-untapping creatures you control goes infinite. Whether it's eldrazi or morph doesn't matter. Ancestral Statue alone bounces itself into an infinite animar

Obviously I've given way too many suggestions. Choose what works for you and your budget. Also every playgroup/meta is different.

You have some bangers in here like Maelstrom Wanderer, Craterhoof Behemoth, Phyrexian Metamorph, etc. Anger and Ogre Battledriver are great for an aggro deck like this

Cards I would take out: Ancient Silverback, Enclave Elite, Frontier Guide, Hanweir Lancer, AEther Membrane, Primal Clay, Young Wolf, etc. Instead of running something like Grazing Gladehart; invest in a Purphoros, God of the Forge mwahahaha

Above all, have fun! Cheers!

VexenX on [[Primer v3.1]] - OM_RATH!!! (HOU Update!!!)

2 days ago

Kneyo: Thanks for the support man! A lot of the cards you mentioned are very meta focused, but are great cards in here. I do try to keep my basic land count as high as possible because of all the basic land ramp in the deck.

EventuallyClassy: Mina and Denn, Wildborn is by no means a BAD card, it just was not impactful enough in my experience to stay in the deck. I would add it to any budget list.

Frank_Glascock: The creature tutors are even better now with Ramunap Excavator in the deck! What I look for is situational, but your two suggestions are very common, yes.

Steely Resolve is definitely something to think about... I think I will get a copy and give it a shot.

Crop Rotation is another card that is looking better thanks to Ramunap Excavator. 4 ways to get lands from the grave is much more then just 3!

As correctly stated by Kneyo, Shaman of Forgotten Ways is almost never a bad card in this deck. It either bring Om_rath out earlier, or just wins the game.

feyn_do_alduin: To be honest, I don't really think I need more land destruction. Strip Mine does the job just fine, and I'll keep bringing it back if I really need to.

Holtzman: I meant to add Gruul Turf in this update, but forgot. I am sure it is just one of those cards that you don't really know you need tell you have it! I'll get my hands on one soon.

Holtzman on [[Primer v3.1]] - OM_RATH!!! (HOU Update!!!)

2 days ago

I have to suggest Gruul Turf, but Rav Karoos are bad you say. There is much better ramp out there?(true)

If you read carefully you see that it can bounce itself, this is broken with Omrath. At worst it lets you play 1 land per turn every turn without drawing another land.

If you take into consideration it's synergies with:

Amulet of Vigor (tap if for mana in response to it bouncing itself)

Burgeoning OMG Burgeoning an opponent plays a land? You play a land, every time ALL the time.

Azusa, Lost but Seeking,etc simply get max amount of land drops per turn.

It's a Ghost Town you can use on your turn

Funkydiscogod on Thoboes, the Mana Flow

3 days ago

Here's the problem: since lands can be played every turn, especially lands from the Command Zone, as far as I can tell, I might have missed one, but your design must adhere to one of these criteria to be balanced:

  • If it were a nonland card that cost 1 or less, it would be fair. Compare Dryad Arbor to Llanowar Elves. The reason is because in order to get this creature, you're effectively spending 1; it's a land with summoning sickness. It's not quite a creature land, but compare Khalni Garden to Kobolds of Kher Keep.
  • It can turn into a creature temporarily. By far the most common form of creature land, these will have an activated ability that turns them into a creature, which usually lasts until end of turn. These abilities generally cost what a creature would cost for that power and toughness but not always.
  • It can turn into a creature permanently, but it costs more than a creature with that power and toughness would cost. Examples are Stalking Stones, Westvale Abbey  Flip, Tomb of Urami, Cradle of the Accursed and Dark Depths. Here, I have grouped "sacrifice and make a token" into this group, too.
  • It has a cost as it enters the battlefield. There are no real examples of creature lands that do this, but you could play around with the drawbacks like Transguild Promenade or Gruul Turf or Lotus Vale, or other things like "all lands you control enter the battlefield tapped".

So, how about these ideas:

Thoboes, the Mana Flow

Legendary Land Creature - Elemental

Thoboes, the Mana Flow is all colors.

: Add one mana of any color to your mana pool.

0/3


This is the offspring of a Transguild Courier, a Command Tower, being raised by a Wall of Wood. It's a more fair version of what you originally posted.

Thoboes, the Mana Flow

Legendary Land

Thoboes, the Mana Flow enters the battlefield tapped.

, Pay 1 Life: Add one mana of any color to your mana pool.

: Thoboes becomes an 8/8 Elemental until end of turn.


This is basically a Mana Confluence that animates as a Fusion Elemental.

Thoboes, the Mana Flow

Legendary Land

If Thoboes, the Mana Flows would enter the battlefield, sacrifice an untapped Plains, Island, Swamp, Mountain, and Forest instead. If you do, put Thoboes onto the battlefield. If you don't, put it into its owner's graveyard.

: You may cast a spell from your hand without paying its mana cost.


I'd like to point out that just because an effect is symmetric, doesn't mean that it can be undercosted. Giving everyone the ability to play every spell that costs more than 5, for exactly 5, effectively just makes it a slow motion game of Eureka. If it were a personal effect, we'd compare it to a bad Omniscience, and cost it that way.

That said, I figure this ability is about the power level of having a Fist of Suns on the battlefield along with a land of each basic land type.

But, this land isn't a creature, so I don't know how much you'd like it. Making it a creature would open it up to all sorts of removal, especially with such a high cost.

Anyway, that was 3 ideas for your consideration. Let's keep the brainstorming going, shall we?

TheVectornaut on First red green

4 days ago

In my R/G ramp deck, I run a package with Arbor Elf, Voyaging Satyr, Magus of the Candelabra, Burning-Tree Emissary, Utopia Sprawl, Garruk Wildspeaker, Xenagos, the Reveler, Gruul Turf, and Nykthos, Shrine to Nyx. While not super budget-friendly, I really think Nykthos is an invaluable addition to any ramp deck. I use the mana for Planar Portal into a single copy of Primal Surge, letting Cyclops of Eternal Fury, Siege Behemoth, and Pathbreaker Ibex finish the job, but the world is pretty much your oyster when you can produce dozens of mana every turn. I'd also recommend Fierce Empath as a means for finding your favorite fatties. I use him for 1 copy of Primeval Titan to find Nykthos or Kessig Wolf Run, 1 copy of Regal Force to restock my hand, and 1 copy of Greenwarden of Murasa if my portals get destroyed.

gravitydefyinghair on Surrak Dragonclaw EDH

6 days ago

Torrent Elemental is not a legal card with Surrak as the commander. Both colors of the hybrid mana in either the casting cost or ability activation cost must exist in the commander's color identity. So, for example, you could play Giant Solifuge in this deck (not that I would, but it is legal to do so) but it would be illegal to play Nightveil Specter.

I would replace Destructor Dragon with Trygon Predator.

I would take out Frost Walker, Cyclone Sire, Torrent Elemental, Gruul Turf, Gruul Charm, Lightning Strike. Seer's Lantern, Nissa's Renewal, Devour in Flames, and Izzet Boilerworks.

Here's why:

  • Frost walker and Cyclone sire are more 60-card format cards.

  • Torrent elemental is illegal.

  • Gruul turf and Izzet boilerworks seem good, but they're really just strip mine/wasteland bait.

  • Gruul charm is bad. Be greener and invest in trample.

  • Lifecrafter's Bestiary or Thassa, God of the Sea are upgrades from Seer's Lantern.

  • Nissa's Renewal is late game ramp. That's bad. Early game ramp is better.

  • Burn is bad in EDH.

I would suggest (these are all just good cards for your consideration, I know there are probably more than I suggested taking out):

For a 3 color deck, the landbase would also be improved by taking out basics and putting in things like:

Ideally, for a landbase you'd have shock lands such as Steam Vents, fetch lands such as Scalding Tarn, and regular dual lands such as Volcanic Island, but those things are expensive and this is a game.

Ares111123 on Samut, Voice of Infinite Combos

1 week ago

I just saw your land comment, add 1 of every shock land (Stomping grounds for example) and 1 of every bounce lands (Gruul Turf) and drop the storage lands you have in the deck.

Funkydiscogod on Majestic Landfall

1 week ago

I think you need 4 Retreat to Coralhelm, since that's the real piece of the combo that doesn't have a duplicate. Tideforce Elemental, I think is the closest one, but then you would need a ton of blue mana, and the elemental would have to stay on the battlefield for a turn.

Maybe Skyshroud Ranger could add some redundancy to your combo, since it does the same thing as the snake scout.

Also, I didn't realize they printed Tunneling Geopede, which completely replaces Cosi's Ravager, so is an automatic 4-of.

I imagine the nut draw something like this:

Turn 1: Land, Sakura-Tribe Scout

Turn 2: Land, tap scout to get a third land Retreat to Coralhelm

Turn 3: Play Tunneling Geopede, tap scout to put Gruul Turf into play, and have it bounce itself. Retreat to Coralhelm untaps the scout, who repeats this process until Geopede kills the opponent.

I love this deck idea. I think you don't need those planeswalkers, or any of your instants or your elf ally, but I'm not sure what other cards would support your strategy.

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