|Commander / EDH||Legal|
Printings View all
|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 week ago
SynergyBuild You must have not read my entire post.
"Perhaps it's not that Temple is an objectively bad land, so much as it is a bad land for your particular builds?"
Is it a good card - objectively? That depends on what you are measuring it by. What your criteria are.
If you are strictly looking for lands that produce more than one mana, yes it is a good card. If that is your ONLY metric - it fits that one.
If you are looking for lands that produce multiple COLORS of mana, no it is terrible as it does not even fit this basic requirement.
Are you looking for lands that do not enter the battlefield tapped? Well, now you need to assess the number of turns you are into the game and the number of lands you have out.
Consider the following scenario:
- You are on T6 in a 4-player pod.
- You topdeck Temple of the False God
- You look at your boardstate; 4 lands. You are a few drops behind.
- You play Temple; It's the 5th land and can be used for immediately
- You are now able to produce 6 mana on 5 lands, bringing you back into the appropriate mana resources. You are only 5 lands on T6 now, but Temple makes up for it by providing a second mana, for free because you met it's condition
Compare this scenario with a similar one, but with Sol Ring .
- You are on T6 in a 4-player pod.
- You topdeck Sol Ring
- You pay to bring it out, but still only have 4 lands because you've missed your drops
- While you are thrilled that you can now access via Sol Ring , you also now have three lands left untapped with a total mana output for 5 - in this regard while you improved your mana resources, you are still technically behind in that you should be able to produce 6 on this turn, had you hit all of your land drops
Continue this with the aforementioned Gruul Turf .
- Turn 6 again in a 4-player pod
- You instead topdeck Gruul Turf
- You tap a land for it's mana so that you can return it to your hand without losing that precious resource
- You play Gruul Turf and it enters tapped
- You can tap your other three lands for mana, putting you at 4 mana
- You are still 2 mana behind on resources, despite playing a land this turn
In all three scenarios, we look at the idea that you TOPDECK a resource. In all three identical scenarios, you come out ahead the MOST - the best position - with Temple of the False God .
IN THAT REGARD, TEMPLE IS A GOOD LAND
You need to base the metrics of your approach on various factors. Magic, as with most things in life, is not a one-shot question. You have to assess multitudes of situations, take in points of data, and assess your best move.
Is opening with a 7-card hand with Temple of the False God in it a good start? Hell no. Absolutely not. You have a dud card you can't use.
Is topdecking it later on in the game a good thing? Absolutely yes.
Are the chances of getting the Temple in your opening hand lower than getting it off the top of your deck? Absolutely.
So the pros of it being useful later in game, and the likelihood of finding it later in the game, outweigh the cons of it being a dud in an opening hand.
The same can be said about really anything in the game. Would you being the game with a hand full of 7 and 8 drop spells, with no resources to cast them? Absolutely not. They are duds in your hand and slow you down. You lose interaction within the game.
But would you remove those same cards from your deck, knowing they can be played later on and have massive impacts when you do? Again, absolutely not - they are specifically meant for late-game interactions.
Everybody needs to stop judging cards at face value and start realizing that the game is fluid and interactions change on the fly. Just because something is terrible in the first two or three turns does not make it objectively bad. It means you are failing to understand the mechanics of the card in general.
As I said, in a Lord Windgrace deck, SPECIFICALLY DESIGNED TO BE LANDFALL, Temple of the False God is a beautiful card because it goes off quick and hits hard. I've had turns were I bring out 11 lands.
E L E V E N --- L A N D S
In one single turn.
So the next time you wish to call someone "delusional", try reading their post in it's entirety and take the time to actually comprehend what they are saying.
- Your apology is not accepted.
1 week ago
Idk. Temple is sort of like a worse version of Sol Ring in my opinion. Like, OBVIOUSLY they are not the same. Even functionally, they just aren't. Ring doesn't have a condition.
But hear me out: We don't always get Ring in our opening hand. Some games, you might not even get it out at all. Most games, you end up topdecking it during a draw.
Consider that Temple is in the same ballpark as that. You probably aren't taking a hand with Temple in it. But, later on in the game when everyone is several lands in play, topdecking a Temple is super sweet. Comes swinging right out of the bat, unlike other 2-mana lands such as Gruul Turf .
Perhaps it's not that Temple is an objectively bad land, so much as it is a bad land for your particular builds?
For example, I have a Lord Windgrace landfall deck that absolutely loves Temple in it. It's a free second mana for a condition that I can very easily meet.
So realistically, it's better to ask the question: "Is this land a good fit for my deck?" and less about "Is this card garbage?"
3 weeks ago
OK so the deck glitched out and it didn't work out the way I wanted it to so I will just put in a comment of what I would do/suggestions. 1. You have too many lands. 30-35 lands is what you would look for in a deck. So I would cut down to 35 lands and use those 5 that you cut out to get ramp. I would put in Sol Ring , Kodama's Reach , Zendikar Resurgent , Commander's Sphere , and Urza's Incubator . 2. I would also get rid of the things that are giving you non-dragon creatures. So I would take out Goblinslide , Devils' Playground , Dragon Fodder , Dance with Devils . This is so that you can use cards like Vanquisher's Banner and Door of Destinies so that you can pump up your dragons and do more damage! 3. You have some creatures that are there just to be there. I would replace all non-dragon creatures other than Dragonmaster Outcast . Dragons that you can use to replace are; Lathliss, Dragon Queen , Savage Ventmaw , Utvara Hellkite , Scourge of Valkas , Hellkite Tyrant , Moonveil Dragon , and Thundermaw Hellkite . 4. Although your dragons can remove creatures you need to be able to deal with enchantment, artifacts, and you also have to protect your dragons as well! So I would remove Draconic Roar , Echoing Courage , Sarkhan's Rage , Savage Alliance , Stonefury , Bathe in Dragonfire , Devour in Flames , Make Mischief , Reduce to Ashes , Sarkhan's Dragonfire , Atarka Monument , Staff of the Flame Magus , Outpost Siege , and Retreat to Kazandu . You already have dragons doing damage when they Enter The Battlefield so I would take out instants or sorceries that are doing that. Plus I recommended taking out some of the ramp that you already had because there is better ramp. For removal I would suggest Beast Within , Naturalize , Decimate , Hull Breach , and Vandalblast . Now to protect your creatures I would add Heroic Intervention and Asceticism . 5. Last but CERTAINLY not least, MANA! Ok so I know I mentioned going down to 35 but even if you just take away 5 basic lands there are non-basics that I would take out that might fix you down to 35 and then I will give some recommended lands that might help. I would take out Crumbling Vestige , Gruul Turf , Looming Spires , Pinecrest Ridge , Quicksand , and Vivid Crag . I would put in Command Tower , Cinder Glade , Rootbound Crag , Mosswort Bridge , Spinerock Knoll , and Spire Garden . Ok so I know that is a LOT to take in but please take note that I am in no way a professional helper. This is all in my opinion and don't let me influence your playstyle. I am happy to answer questions if I can and I am here to help!
1 month ago
Some cards of possible interest that shouldn't break the bank:
Fungal Plots Dead bodies can spawn you new bodies to keep attacking and generating more mana.
Hammer of Purphoros Haste is good and extra lands become attackers if needed.
Artifact Mutation Turn their artifacts into your attackers.
Fanning the Flames Something to do with all of that mana.
Overgrown Armasaur can produce more bodies to generate more attack mana. Thundering Spineback is a mana sink that makes more bodies and Forerunner of the Empire will fetch either or Ghalta plus ding the Armasaur to make a saproling. There may be other dinos that fit in here and most aren't expensive.
Inferno Titan has a firebreathing mana sink plus can help clear the way so all of your attackers actually connect more often. Warmonger Hellkite is even less expensive to buy and gives your whole team firebreathing. You have to attack every turn but you should be wanting to do that anyway.
Gruul Guildgate and Gruul Turf are dirt cheap. Sheltered Thicket is a budget dual that Wood Elves can go fetch. Cinder Glade does the same but might be just over what you're looking to spend. Raging Ravine might also be right at that budget line but produces both your colors early and attacks when you have the mana mid to late, getting bigger each attack. Myriad Landscape , Evolving Wilds and Terramorphic Expanse can fetch the appropriate color, thin your deck and create a shuffle effect if needed.
If you happen to have Heroic Intervention I would recommend adding it but it is definitely more than what you've indicated your budget per card is.
2 months ago
Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.
I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.
I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.
Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.
Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.
Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.
What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.
I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.
I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.
Any thoughts on cards I can cut/replace?
2 months ago
Gabichu I just got back to playing MtG a couple days ago and I'm still trying to remember how to play the game tbh, so I've been updating it recently.
The trick a while back was to stock up on mana from Prying Blade and stack Amulet of Vigor with a dual mana like Gruul Turf, since each untapping of the lands stack, to then using Increasing Vengeance twice with another spell, depending on the current situation.
The main problem that I remember about this type of deck is the turn 5 meta, so I thought about replacing Prying Blade with Fountain of Renewal for stalling, but I really don't think a small consistent source of life is better than a burst mana source, right?
Sarkhan Unbroken Is there because I have it already, and because it's either a mana battery or a token maker on the turn it's summoned, a 5 CMC for either 5/3 pseudolife and 1 Flying Token/ Draw + 1 Mana is a good trade to me.
3 months ago
The Sunscorched Desert can be replaced with a Savage Lands since the one colorless you produce with it does not give it much utility. You can also look in to replacing the Rupture Spire and Transguild Promenade with the bounce lands like Rakdos Carnarium, Golgari Rot Farm, or Gruul Turf. It may seem just as slow, but the bounce lands will allow you to float the mana from land before returning them to hand, so essentially you are not losing a resource on that turn, which is a plus since the bounce land will provide two mana instead of one. With the guild gates you are running, Circuitous Route would be a great addition to search them out. I a tiny bit of synergy for minotaurs in the deck so you may want to remove Forerunner of Slaughter as the only targets for its activated ability are itself and Ornithopter. You can replace the Forerunner with a Fanatic of Mogis and even the Ornithopter with Deathbellow Raider. Also, Samut, Voice of Dissent is considered a Naya colored creature (red/green/white) since here activated ability required a Plains, so she can legally be apart of the deck. However, some alternatives to her to enable Haste for your creatures would be Cyclops of Eternal Fury, or you can further a minotaur theme with Kragma Warcaller or Neheb, the Eternal.
4 months ago
Gishath is pretty mana-hungry, so it's better to run land ramp over artifact ramp (Kodama's Reach, Circuitous Route, Hour of Promise and Boundless Realms). You can also run cards that allows more land drops (like Rites of Flourishing and Wayward Swordtooth) and cards that double your mana available: Zendikar Resurgent, Regal Behemoth (was errata'ed to be a dinosaur), Mirari's Wake, Mana Reflection). // Temple of the False God is a trap: it is a dead card if you don't reach 5 lands, and has minimal upside when you have 5+ lands (because you should be ramping anyway). Also it doesn't tap for colored mana, which can be bad for those triple-colored casting costs. // You may consider Gruul Turf, Selesnya Sanctuary and Boros Garrison for further mana potential. Sheltered Thicket, Scattered Groves, Cinder Glade and Canopy Vista synergize with Nature's Lore, Hunting Wilds and Skyshroud Claim. You way also consider Battlefield Forge, Sungrass Prairie.
Gruul Turf occurrence in decks from the last year
All decks: 0.03%
Commander / EDH:
All decks: 0.07%
RG (Gruul): 2.01%
BRG (Jund): 0.42%
RGW (Naya): 0.37%
RUG (Temur): 0.33%