|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Uncommon|
|Ravnica Allegiance: Guild Kits (GK2)||Common|
|Commander 2018 (C18)||Uncommon|
|Iconic Masters (IMA)||Uncommon|
|Planechase Anthology (PCA)||Common|
|Commander 2016 (C16)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Planechase 2012 Edition (PC2)||Common|
|MTG: Commander (CMD)||Common|
Combos Browse all
Gruul Turf enters the battlefield tapped.
When Gruul Turf enters the battlefield, return a land you control to its owner's hand.
: Gain .
Gruul Turf Discussion
1 month ago
the manabase is very slow, all your duals come in tapped. I'm not a fan of that fact, but hey, it is budget, so good job making it competitive for 50 bucks. I guess what I'm trying to say is, for people willing to spend a bit more money on this, upgrading the mana base is what I would do first. get rid of all the guild gates and the life lands or what ever their called and get shock lands. upgrade the warped land scape and evolving wilds into fetch lands instead. the only lands I would keep that come in tapped are the bounce lands. Selesnya Sanctuary , Gruul Turf , Boros Garrison , Jungle Shrine , Rogue's Passage , Skarrg, the Rage Pits , Contested Cliffs and the basics are what I would keep, dump the rest for better things. This is of course only aimed at people that can afford it. Sacred Foundry for example is dirt cheap for a shock land. the others aren't expensive either. So for People that can afford them, I recommend: Sacred Foundry , Stomping Ground , Wooded Foothills , Windswept Heath , Bloodstained Mire , Prismatic Vista , Naya Panorama & Bant Panorama . These last 2 are dirt cheap, tap for a colorless and can fetch you all and 2 of your dominating colors in your deck. But if you really wanna splash the cast, replace those 2 with Arid Mesa & either: Marsh Flats for a white fetch, Scalding Tarn for a red fetch or Misty Rainforest / Misty Rainforest for a green fetch. looking at the card cost in the deck I would go for white and green for the last 2 slots, but these last lands I mentioned cost a fortune, we are talking upwards of a 100 $ a piece. Arid mesa is the cheapest @ 50 bucks I think. So my personal suggestion is to go with my original idea and go for the tri colored fetch lands (the panorama lands).
2 months ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
2 months ago
3 months ago
So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.
Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.
One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.
Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .
In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .
If your meta has any blue decks, Veil of Summer is really, really, REALLY good.
Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .
Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.
Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.
Alright man, good luck! That's all I can think of for now.
3 months ago
You definitely make a good argument for white. Bolts can be paths, and knights could be a good back up plan.
I think I did try Gruul Turf when I put the initial list together. I think I was running into the problem that sometimes it made me a turn too slow so I tried to cut down on the tapped lands as it's already necessary to run 8. I think I will try a one of Oran-Rief, the Vastwood though to see if it helps the combo out. I think if I was running Knight I would certainly run Oran though.
You've given me a lot to consider. Thanks
3 months ago
Personally, I think white is better than black or red with Ayula's Influence. With white you get Knight of the Reliquary , Gift of Estates , Weathered Wayfarer , Path to Exile , and Hall of Heliod's Generosity .
I'd say Oran-Rief, the Vastwood is worth 1x. I also think dual lands like Gruul Turf are fun with Ayula's Influence - you get to put a land down and discard a land, so your mana-base can grow off a top-decked land. Such lands are also awesome with WW and GoE.
Also worth mentioning for consideration: Lotus Field .
Final suggestion: Greenseeker . Turn dead cards into 2/2 Bears.
4 months ago
When it comes to lands, a Command Tower would really serve you well as it seems you want lands that don't enter tapped. Bounce lands like Gruul Turf could maybe allow you to cut a land to help make room for more creatures. A Krosan Verge and Myriad Landscape can help you both mana fix AND ramp
4 months ago
Gruul Turf occurrence in decks from the last year
Commander / EDH:
All decks: 0.07%
RG (Gruul): 2.37%
BRG (Jund): 1.52%
RGW (Naya): 1.76%