Gruul Turf

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.

: Gain .

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Printings View all

Set Rarity
Commander 2020 (C20) Uncommon
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
Planechase (HOP) Common
Guildpact (GPT) Common

Combos Browse all

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
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Gruul Turf occurrence in decks from the last year

Latest Decks as Commander

Gruul Turf Discussion

Azeworai on Primal Tactics

1 day ago

You had beckoned me from one of my decks, thus I shall respond.

I am not too fond of combo decks myself (I choose not to play them though I don't mind if others do), so most of my suggestions imply a "fair" game plan. If you wish to make the deck as powerful as possible, this will lie in the ramp and the lands. Get quite a few tutors for the sake of finding combos, cut cards like Rampant Growth in favour of more immediacy with artifact ramp, and get shocks for the sake of having all of your colours by turn two and having them untapped. Moreover, cards such as City of Solitude, Silence, and Veil of Summer allow for a distinct lack of interaction being done by the opponents.

I'd either dial it back or lean into it, but, peering upon the changes done to the deck, you should probably make it an efficient murdering machine.

May fortune betide.

carpecanum on Omnath Elemental Landfall

1 month ago

Easiest way to find out is play it a dozen times. That's a couple more lands than I personally like running. I would drop 5 forests and put in Path of Discovery maybe? Simic Growth Chamber, Gruul Turf and Izzet Boilerworks all let you pop a land back to your hand to play for another landfall trigger. Just for fun something like Boundless Realms, Collective Voyage or New Frontiers so you can have one round with a ton of landfall triggers.

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

1 month ago

Here are the changes I'm about to post, FYI:

Memorial will be missed, but this deck has been leaning heavy into the burn side of things for a while. Both cards close out games, but we slots for finishers are limited in any good deck list.

Traverse is another spicy card, but adding in more Surge to the deck is just nuts.

Reclaimer was just to slow. I'll keep my copy handy though, in case I add more utility lands.

Easiest upgrade in ever.

The times this deck would lose is because my hand was empty. This will help fix that, while al

I really like Tempt... but the deck needs for draw! Return is likely the weakest draw in the deck, but it helps that is can also be used to kill someone.

The main pull here is being able to tutor the effect. It also help that this deck runs several sack-outlets.

More fetch is always good.

I made this change a few months back, but now its official (Finally got my hands on an EXPO Tomb!)

Klapmeyer94 on Zacama, Primal Calamity Ramp

1 month ago

multimedia

I have definitely taken your advise into consideration! I do own quite a few of the other dual lands and will be sure to keep them in my deck. I will be purchasing Brushland, Karplusan Forest, and Ash Barrens + Naya Panorama with my next set of cards.

I have purchased: Cinder Glade Canopy Vista Gruul Turf Selesnya Sanctuary

multimedia on Zacama, Primal Calamity Ramp

1 month ago

Hey, you're welcome.

When looking at the color requirements of the cards in your deck green is overall most important therefore Forests should be the most basic lands in the manabase. A basic Forest will do a lot more for you than a basic Mountain or Plains. Can cast land ramp spells with green and they get you the other colors especially Farseek, Lore and Skyshroud if you add some dual lands that are two different land types.

My advice is rely more on dual lands for white and red than basic lands. Lantern and Dryad help a lot for color fixing, but don't want to count on having one of them every game therefore make the manabase function without them and have them as a bonus. Grand Abolisher sticks out in white. Other than him white is the least important color here and green has many sources that can help to get you white mana.

The ratio of basic lands to use really depends on what kind of manabase you want to make. You want most lands in the manabase to be able to make green mana and on a budget this means lots of Forests. A budget manabase of Check lands, Battle lands, Pain lands, Bounce lands will have more basic lands. Compare this to a more expensive manabase of more Rainbow lands, Fetch lands, Shock lands, Battlebond lands, Pain lands, Bounce lands will have less basic lands. The expensive manabase would replace some basic lands with more lands that can make more than one color.


Budget 36 land manabase example (27 green sources, 17 red, 17 white):

More expensive 36 land manabase example with less basic lands:

multimedia on Zacama, Primal Calamity Ramp

1 month ago

Hey, nice combos, everything looks good, except the manabase.

The manabase looks like an afterthought and the biggest problem with it is you need green much more than the other colors. Green in this case gives you the best access to the other colors therefore 11x Mountain is not helping the consistency of having a green source. My advice is cut many basic lands especially Mountains for dual lands especially ones that can ETB untapped turn one to make green mana for a mana dork.

Lands to consider adding:

I see Farseek, Nature's Lore and Skyshroud Claim all good land ramp spells, but not taking advantage of them. These spells can search for a dual land that's two or more different land types, but there's not a dual land like that in the manabase. Temple Garden/Stomping Ground/Sacred Foundry/Canopy Vista/Cinder Glade/Scattered Groves/Sheltered Thicket these are dual lands that the land ramp spells can search for. If budget is a concern then Vista/Glade/Groves/Thicket give you this effect and I would include all these lands especially Glade/Vista to improve the land ramp.

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

1 month ago

It looks like no more goodies for Om_rath, but I'm very happy with C21! There is were I sit right now for this next Update, let me know what you think!

Akroma's Memorial OUT FOR Fiery Emancipation

Traverse the Outlands OUT FOR Terror of the Peaks

Elvish Reclaimer OUT FOR Finale of Devastation

Explosive Vegetation OUT FOR Migration Path

Springbloom Druid OUT FOR Garruk's Uprising

Gruul Turf OUT FOR Fabled Passage

Tempt with Discovery OUT FOR World Shaper

The only change I am not sure about is the last one, but is seems like an overall plus to me. Also, the only "weak" slot I see in the deck at this point is Force of Vigor, but that is mainly because I have not drawn it all that much yet. If a good creature-card draw card is printed that might be what is cut.

Let me know what you think!

Zilkios: I actually have a foil City of Solitude from when I played it for a short while. In my meta it is not all the relevant, but I wouldn't judge anyone that plays it!

VexenX on [[Primer v3.4]] - OM_RATH!!! (M20 Update!!!)

2 months ago

DivineKhaos: That is definitely going in my friend! Idk who at Wizards thought it would be ok to make that an uncommon, but that's great for us! Have you seen the fancy boarder? I really hope the foil one of that is not to much... haha

_Arra_: It looks like we have similar mind with most of these topics! I REALLY like Rishkar's Expertise, but was only thinking about cutting it because of the cmc. I think I changed my own mind though (see convo below). Momentous Fall is a card I have been thinking about from time to time... 90% of the time it is 4 mana for 5 cards and 3 damage, which is a fair rate. I just don't think it is any better then the draw I am currently running though. THe question is whether or not it is better then Elemental Bond (because you are not running it in its place. I really don't think it is though. drop a couple fetchlands and you are already drawing just as many cards for less mana, plus a strong likelihood for more. I think I will be running both this and Garruk's Uprising.

For the subject of Shamanic Revelation. Surprisingly enough the life-gain has been just as big of a factor as the draw in MANY game! This deck has an extremely high win percentage (I went years without losing before people started catching on.. it also helps that I only play it once a commander night do to have 15 decks...). Many of these wins come after being at a scary low life and then popping Shamanic Revelation to get out of the red-zone and then winning with the cards drawn. I wouldn't cut it. Hopefully what I say below helps make a different cut.

I'm not a big fan of the one time Devour dude, but let me know if they work out for you! It is always great to see different techniques!

Beebles: First of all, I am blown away with the time you spend to go through my list and pull out some stats! That is pretty awesome! I think both of us being in the Gruul family definitely makes our deck-building minds pretty lined up, but Om_rath does change things up a bit when it comes to how much ramp he runs. Let me break it down:

First, he is VERY central to the overall decks power-level, AND cost 7CMC! Running a commander that cost this much and not expecting him to die one or twice is wishful thinking. If no one stops me I just win on turn 5-6 every time. This being said, I have casted Om_rath 4-5 times in several games (but that is quite a bit still). To help cast your commander for 13-15 mana there is nothing better then lands!

Second and more importantly, ramping also doubles as wincons here! I'm sure you know, but nothing sweeter then getting value of just playing lands! Because of this factor we play WAY more land ramp cards then 99% of decks. The list you made only has two non-land ramp cards after-all! A few of them are even tutors, which also have bonus utility. This being said, pulling out lands during every stage of the game is almost always relevant.

Lastly, pulling out extreme amounts of land also has the added bonus of thinning out the deck. It is so nice to draw straight fuel whenever we get to late game!

All of this being said, I do agree that a couple more draw spells would be nice. I have not however had many games at all where my hand was empty. Most of the draw is the deck sticks around, meaning you get value throughout the game, not just at once. I don't think I am in the market to add a 7cmc draw spell that only trigger once. I do think Regal Force is a great card, but I generally only consider running it in decks that go wide. We tend to use elementals pretty regularly, so the number don't really matter. If there is ever a time to cast him, it would likely be overkill because we could win the game anyway. Just my thoughts, so I could totally be wrong.

I which Return of the Wildspeaker gave trample... This is not a bad card, but like I said, to much mana for a one time effect. I am looking more to as stuff that cost 3-4 at most if I want to add more draw. Rishkar's Expertise and Shamanic Revelation are better then each of these options, and they already make me more top heavy then I would normally like.

Again, I am VERY grateful for the insight! Your comments are the main reason I've opted to keep Rishkar's Expertise and Elemental Bond in the deck. The question is still what to cut.. I am considering Springbloom Druid and MAYBE Amulet of Vigor. What do you think?

Guerte: I've had great times with Gruul Turf, but I do see your point. This change is even more likely if I cut Amulet of Vigor... Overall we seem to be on the same page, as usual! haha.

Thank you all again for your thoughts and comments. It is always hard to make changes for a deck this solid, so your points are much appreciated! I hope my rambles help you all out as well!!!

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