|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Commander 2018 (C18)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Uncommon|
|Commander 2013 (C13)||Uncommon|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
Savage Twister deals X damage to each creature.
|Have (7)||ironax , bakunet , TThors , richardmv , bennybubbles , mandoso , AlbinoLion|
|Want (9)||Daynthebold , TheFlaccidGoomba , kovellen , DoctorPiccolo , Rocketboi , SleepySushi , Timishue , MoxFlux , Awuztein|
Savage Twister Discussion
1 week ago
Looks good! I think Savage Twister could be a Starstorm for that instant speed and cycling. And a Solemn Simulacrum would give you ramp, card draw, and it would count as two card types for Traverse the Ulvenwald .
If you wanna play even more lands a turn, Storm Cauldron gets you more landfall triggers, slows down your opponents, and it's hilarious with a Borborygmos Enraged to end a game. Borbor also goes infinite with a Dakmor Salvage , The Gitrog Monster and a library shuffler like Kozilek, Butcher of Truth or Gaea's Blessing .
2 months ago
Also, sorry to post so much, and I should have collected my thoughts first, having thought about building a werewolf deck before. I would also put in some higher impact interaction than Destructive Revelry and Savage Twister . The former is great in 60-card formats for its efficiency, but you really want to be running something like Bane of Progress , especially with Ruric. Krosan Grip is also better, since the 2 life rarely matters, and Vandalblast and Blasphemous Act are both staples of the format. A lot of people also like Decimate and Hull Breach in GR. Finally, you'll want some card draw. Vanquisher's Banner , Herald's Horn , and Path of Ancestry are all good, but generic stuff like Beast Whisperer , Harmonize , Zendikar Resurgent , Rishkar's Expertise , Soul of the Harvest , Lifecrafter's Bestiary , Shamanic Revelation , Elemental Bond , Greater Good , Regal Force , Primordial Sage , Momentous Fall , Life's Legacy , and Soul's Majesty will all help.
4 months ago
Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:
Remove: Chandra, Fire of Kaladesh Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.
Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.
Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.
Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.
Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.
There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!
5 months ago
6 months ago
So, Dragons cost a lot. They are very expensive. They also see a ton of removal if able. Because of this, in my experience, you want enough Dragons to sustain the brutal attacks that will be made against you. However, you also need a means to get them out onto the field.
You want to look for Dragons that act like Sorcery cards. That is to say, a Dragon that benefits you other then just being a 4/4 flyer.
Cards like Glorybringer and the new Demanding Dragon are beautiful examples. They force extra hurt for their cost. This means your resources aren't diminished for nothing. Even if your opponent kills the Dragon, you at least got something out of it for your effort.
Along with these, Scourge of Valkas is an amazing and brutal beast, especially when paired with Dragon Tempest. You need to pay attention to the wording because I've seen people miss this, myself included. EACH of your Dragons will be dealing X damage, where X is the TOTAL number of Dragons your control.
I've seen players think that since one Dragon entered, and they had three already out, then 4 total damage is being dealt. This is because ONE Dragon entered, and it deals damage equal to the number of Dragons you control. This is correct. But if you have two Dragons enter together, BOTH of those are going to be dealing X damage.
The Dragon that entered is the one dealing the damage, not Scourge and not Dragon Tempest. Be careful of that. It could win you a game without you realizing it.
Aside from those massive cannons, a really good Dragon is Utvara Hellkite, but it's a bit of a trap card. Only run 1 in a deck because it costs 8 to play and you won't benefit unless you have enough Dragons to make it worth while. Combo'd with Scourge / Tempest and you run a serious powerhouse.
As for protection, Destructor Dragon is great. As a 4/4 Flyer, in my experience, if an opponent does not have removal it acts as a deterrent similarly to Phyrexian Obliterator. That is to say, if they attack and they kill it, you punish them. Note that it does say noncreature, which a lot of people look at and think it sucks. But the real hidden power here is that by saying nonCREATURE, LANDS can be targeted instead.
Ryusei, the Falling Star also acts as a powerful deterrent. If they kill it, they can potentially wipe themselves out.
Another beautiful Dragon that'll piss off anyone is Dragon Broodmother. I'll get more into her in a moment.
But all of this means nothing if you can't get any of them into play. That's where the beauty of the Gruul Dragon decks comes in.
Gruul Dragons wants to, ultimately, do three things. Ramp, burn, and swing. But you only have so many cards to do it with? So how do you balance these?
Here's how: Dragons that act like Sorceries.
You're going to want a playset of the following:
Birds will give you access to either color immediately. GS will give you and if spent on a creature, that creature gains Haste. and DLS reduces costs by .
Now, here's the REALLY fun part! Generator Servant's mana can be spent on TWO different creatures! You can do and , and BOTH of them gain Haste! :D
If you have a GS out on the field and two in your hand with in mana you can use, you could literally sac GS, gain , tap , and pay out as and and sac those two immediately for .
Let me explain to you just how insanely fast this design can ramp. I do it all the time. Gruul Dragons is my favorite deck of all.
- T1: Forest, Birds
- T2: Mountain, GS
- T3: Land, tap all 3 lands, tap Birds, sac GS, play Savage Ventmaw, swing for 4, add , play Xenagos, the Reveler for , +1, add for Birds & Ventmaw, float the additional left over from Ventmaw's cost, cast something else like, say oh I don't know, Dragon Egg, target with Infernal Plunge, kill Egg, get a 2/2 Token, add , play something else.
Gruul Dragon's is an insanely complex combo ramp & burn deck that catches everyone off guard. But you need to balance what cards do with how they interact.
Glorybringer and Demanding Dragon are cards you'll only want 2x of each, with 1x of each in your sideboard so you can flex as needed. This'll protect you against things like Meddling Mage and, God forbid, Surgical Extraction.
Hellkite Charger nets you additional combat phases, which is sweet. A single Birds of Paradise + Savage Ventmaw = extra combat phase. There's other combos for INFINITE COMBAT PHASES, such as 2x Savage Ventmaws or even a Savage Ventmaw + Grand Warlord Radha. Don't use Radha, Heir to Keld as she must attack to get the mana and if she is blocked and killed, your combo ends.
Bleh. This is a lot. Wow.
So all of this mana and what can you spend it on??
You're up in the air. Just go over everything and hit for tons of damage, then replenish your resources with the mana you've acquired each turn.
You'll want to play hyper aggressively. Swing, even if you don't want to. Force your opponent to block. Clear their board because you'll always be able to rebuild yours. Explore, Explosive Vegetation, and Khalni Heart Expedition and what your filler cards will be. Things of those natures.
There's other tricks like how to get insane amounts of life, as well. But I think this is enough to set you off on the right path :)
Good luck! Seriously, Gruul Dragons is my #1 favorite deck of all time. <3
11 months ago
I haven't played with or against a Gruul deck in EDH before, but this looks like it'd make for a fun game (+1).
I've got 2 suggestions for your removal package (don't know if they're worth it):
Decimate- Might not work well if there's way too much removal in your playgroup since you need targets.
Starstorm/Savage Twister- Not quite as good at destroying everything as Blasphemous Act, but those could give your bigger creatures a one sided advantage.
1 year ago
Before I say anything else, take the Blunt the Assaults out of there. Fog-like effects are only necessary in decks based around it and Isochron Scepter. If you're in a position in which you need a spell like that, I'd recommend Arachnogenesis. I would suggest cutting the "one-ofs" for the sake of consistency, though I'm not too sure about your budget. Eternal Witness instead of Greenwarden of Marusa, though I like the warden, up to you. I'd take out Magma Phoenix and Purphoros, God of the Forge. Blasphemous Act kills all your shit, Savage Twister might work better in here. Signal the Clans or Worldly Tutor for getting stuff.
Night Soil isn't necessary. If you want something to get rid of graveyards, go with Relic of Progenitus or Grafdigger's Cage. I wouldn't recommend having Primal Surge in here since you have 18 non-permanent spells, but if it works... I'd also advise more ramp; instead of stuff that enchants your lands to get more mana, get more lands. Stuff like Kadoma's Reach, Cultivate, Rampant Growth. Maybe Temple of the False God or Sol Ring (not Modern legal). Draw spells like Explore or Life's Legacy. Sorry for the disorganization, good luck and shit
1 year ago
Savage Twister occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%