|Commander / EDH||Legal|
Printings View all
|Commander 2017 (C17)||Uncommon|
|Dragons of Tarkir (DTK)||Uncommon|
Combos Browse all
Creature — Dragon
Flying Whenever Savage Ventmaw attacks, gain . You don't lose this mana at the end of steps and phases until the end of your turn.
Price & Acquistion Set Price Alerts
|Have (14)||ironax , Fiolek , johnsongrantr , Friedrice24 , Unjust_DiabIo , JAT0 , bakunet , Yawkcorb , angesoir , rikertchu , nakni , MattN7498 , Zelpoke , goodair|
|Want (11)||BlacksmithOfDarksteel , linejumpr , Gryffix , SlickWizard , ztanos , ohreamsy , TrackerD , npschu104 , docbrown , arthurxisde , AgentCrazyDiamond|
Savage Ventmaw Discussion
3 days ago
Also, Savage Ventmaw provides great synergy and just shoots you way ahead if you do have a Blood Moon or Winter Orb out
6 days ago
I can't believe I'm saying this, but I think it has too much ramp. I count 10 mana rocks, 7 Cultivate effects, 1 mana doubler, 5 things that reduce the cost of creatures/dragons, a Savage Ventmaw, and a Sarkhan. That's A LOT. I think having five cost reducers might be overkill as having more than one on the field doesn't often give you full value.
Instead, (I know you said the land base was unfinished, so potentially ignore this part) I would go to something like 37 lands and slightly fewer ramp effects. I particularly don't love the creature-based reduction like Dragonlord's Servant and Dragonspeaker Shaman because those are so easily killed. I'd also remove Pillar of Origins because there's a lot more non-Dragon spells in the deck than Dragon spells. Commander's Sphere would be a good replacement.
1 month ago
1 month ago
The mana is a result of him attacking, not the result of an activated ability.
I apologize for this oversight. I've actually never played with Mana Reflection before. It's in none of my decks, so I was unfamiliar with it's rulings.
That's my bad.
Regardless, you can still easily end up with 16 mana on T4.
- 8 from 4 tapped lands
- 2 from 1 tapped Dork
- 6 from Ventmaw
That's still an X=13 Genesis Wave, an X=14 Rolling Thunder (Which will be game with the Ventmaw's damage), an X=15 Crater's Claws for 17 damage (Again, game), or a Hydra Broodmaster with Monstrosity of 4 (Which is still pretty good, all things considered).
1 month ago
Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.
I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.
We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.
Turn 1: 7 - 8 cards in hand.
- T1: Any non-tap green land (preferably something like Stomping Ground or a Forest), ideally play a Birds of Paradise, though Elvish Mystic and any other variation works, too
Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.
- T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2
Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.
- T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.
Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.
Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.
- T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.
If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.
To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...
Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)
1 month ago
Coward_Token: I found a less janky way of endless combat steps with Primal Surge, just roll out Grand Warlord Radha + Savage Ventmaw + Aggravated Assault (cheaper) or Hellkite Charger (expensive) + any haste source + enough creatures to pay for extra attack steps. Some cards that might show up along the way can help protect the attackers such as Vigor, Mikaeus, the Unhallowed and Cauldron of Souls. You can also get enough mana to recast Squee, the Immortal as sacrifice fodder and/or tap Feldon of the Third Path to get "endless" copies of pretty much any non-legendary creature in the graveyard, for example fun stuff like It That Betrays to really hammer down that victory.
Although it's most likely a guaranteed win if Primal Surge resolves, I'd probably not like to make the deck tutor it up and cast it consistently because it'd turn boring quickly for everyone.
1 month ago
Yes! It absolutely can! And when you Reverberate your Storm Herd, you get to copy your X value too, per rules.
"If the spell Reverberate copies has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X."
Reverberate is one of my favorite spells in the whole game. It's so fun pulling off janky garbage combos with it. You ever see a Reverberated See the Unwritten?? It's so stupidly awesome. Or a Reverberated Lightning Helix / Boros Charm / Path to Exile??
Seriously an underused card. Dumbest combo I pulled off was a Howl of the Horde after I attacked with a Savage Ventmaw. The next spell I cast is copied 2 additional times. So I dumped the 6 mana from Ventmaw into a See the Unwritten, allowing me three copies of that crap. Than I tapped two red and cast Reverberate on one of them, copying one of the three.
That gave me four Unwrittens, allowing me to filter through the top 32 cards of my library and pull out the top 8 strongest Dragons in my deck. Ahh, Gruul. You're so stupidly fun to play.
(Timmy player at heart)
1 month ago
Chandra, Bold Pyromancer's +1 gets you mana and burns. She ults on her 3rd turn which is pretty strong. Seems like decent synergy to me. You hit them for 2 and play a creature above tempo.
How is your ramp? I mean her one drawback is being a 6-drop. Can you get her out T3 - T4? That's super easy to do, especially in Gruul. Lots of amazing red ramp cards. My two favorites are Generator Servant and Infernal Plunge. Though green has more creature-based ramps.
My ultimate favorite Gruul ramp is Savage Ventmaw. Been in my decks for a few years now. You can ramp him out T3 with Haste via Generator Servant and have a 4/4 Flyer that adds 6 so you can immediately cast three turns above tempo. Very hard for an opponent to recover from that short of having Path to Exile / Dismember, which in my experience are not as frequent as you might think.
But by far, in my opinion, the BEST Planeswalker for ramp in Gruul is Xenagos, the Reveler especially if you're using a decent creature base.