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RG: Creatures you control gain trample until end of turn. 1RG: Target land you control becomes a 4/4 Elemental creature until end of turn. It's still a land.
I'd suggest taking out the Charging Badger and add Skarrg Guildmage . This is because it provides trample and more creatures. If you don't put Skarrg Guildmage then add more Archetype of Aggression . Just make sure you take out Charging Badger for it has no heroic and you don't have instant speed +1+1 counters also get rid of Sedge Scorpion as the deathtouch is not that beneficial for such a fast deck also it would be good to use Hunter's Prowess to get more cards when you go into the late game.
Very nice deck. Here are a few suggestions. I don't think Nykthos, Shrine to Nyx would do much is this deck since it's multicolored and you have only 2 cards with devotion 2. I would highly suggest adding Ruric Thar, the Unbowed and Bow of Nylea . With only 5 non creature spells in your deck, Ruric will barely affect you. The Bow is very versatile; I've used each ability more than once and deathtouch is surprisingly effective, even in a fatty deck like this. Skarrg Guildmage could also do work in this deck. 6+ damage on turn 3 is nothing to scoff at.Gruul Charm would be a good sideboard choice.Finally, I would replace Slaughterhorn with Rubblebelt Maaka . The extra point of toughness is surprisingly useful and should you want to cast this as a creature spell, this deck should have no trouble getting to 3R by turn 3.
Experiment One and Soldier of the Pantheon are much better one drops in this deck thanLegion Loyalist and Sedge Scorpion . Those Skarrg Guildmage would be more useful if they we Polukranos, World Eater . Also, if you want combat tricks, Ghor-Clan Rampager is a lot better than Giant Growth . Fall of the Hammer could easily be replaced by Chained to the Rocks , and Witchstalker could easily be Domri Rade , or Loxodon Smiter /Boon Satyr (whichever you prefer) if you're on a budget. Speaking of those two, you could replace the Fanatic of Xenagos with those, or with Courser of Kruphix for card advantage.
Running 2 Burning-Tree Emissary is a really bad idea, either run 4 or don't run them. The reason is, Burning-trees either magnify your good draws or magnify your bad draws, and they're only great when you draw multiples. I would probably just take out the Selesnya Charms for the other 2, or you could just replace them with Fleecemane Lion and call it a day.
I would also cut down on the number of Boros Reckoner you have in the deck (maybe even move it to the sideboard), as it is hard to cast with 3 forests in the deck, try putting a quality 2 drop in like Imposing Sovereign , or if you leave in the burning-trees something castable off of those like Scavenging Ooze or Firefist Striker to get fast starts.
Time for a makeover after what we saw from the play testing. This is heavy red, so maybe we can mix in a few things that will help via devotion. Here are my suggestions assuming that you are going to keep this deck within legacy format, for multiplayer, and with a splash of Jund.
This will free-up 18 cards. This is my suggested replacements.
This should speed things up a bit and give it a touch of removal. You're a little more diverse this way since you can now destroy any permanent, and have a number of ways to get creatures to the battlefield if you're not pulling the right lands.
You also have a decent amout of free damage that can be generated as your are putting more dragon tokens into play since you have brought in the good'ol God of the forge.
Give this a try and let's see how it goes.
Seeing as how your creature count is 24, you could take Alpha Authority for Domri Rade . I would add Mistcutter Hydra to the sideboard for control or MUD matchups. Stormbreath Dragon is a good card for mainboard, as well as Xenagos, God of Revels . taking out 2 Karametra's Acolyte and 2 Skarrg Guildmage for 2 of each, respectively.
cut the scourge and the ordeals and zhur-taa druid, back off on the tuskers, maybe two or three of them
Savageborn Hydra is way better than scourge of skola vale
one or two Feral Animist can get interesting, even when you dont have the ability to boost it, just leaving mana open when you attack will force them to block it as if it could potentially kill them at any time. one giant growth or titan's strength, double it, and youre swinging for 10 or more.
the druids ive found are too slow to be of much use, especially since you already have a playset of mystics. i would cut them in favor of another one-drop. Gladecover Scout almost always impresses me. pop a madcap skills on it, and they will not be happy.
Hammer of Purphoros has won my gruul deck a bunch of games with its ability to chop up tapped lands into 3/3 haste tokens ready for attack.
Skarrg Guildmage can get this done as well too to a lesser extent, maybe drop one in to replace a druid or a tusker.
my gruul deck gruul.wen is pretty similar to yours in strategy and budget, and you seem to have a similar situation to what ive been dealing with. I keep getting way too heavy on the two drop spot as well. I've just done some tinkering and some tweaking to try to spread out the curve, but yea, keep that in mind, ive run into problems with this build, i think, being overly focused on two-drop cards.
The deck has made some serious improvements! For the sideboard I would recommend a few Lightning Strike for use against decks that use many small, fast creatures. The only thing that could use an improvement is that you don't have many spells to play after a burning tree resolves. I like using Skarrg Guildmage and Lightning Strike as well as Scavenging Ooze , but really, you could take your pick from any red or green two drops. Really awesome deck!
|Power / Toughness||2/2|
|Avg. draft pick||2.61|
|Avg. cube pick||13.53|
|Commander / EDH||Legal|