Creature — Beast
Riot (This creature enters the battlefield with your choice of a +1/+1 counter or haste.)
Printings View all
|Ravnica Allegiance (RNA)||Common|
Combos Browse all
|Commander / EDH||Legal|
Wrecking Beast Discussion
1 month ago
Thank you for the suggestion. Originally I was trying to keep a decent spread between mid and high cmc costs so I would have plenty to play late game, but in order to get there I had to make sure my early to mid game would survive. Originally I was thinking of just removing both End-Raze Forerunners , but sometimes I even have a hard time playing my favorite giant chicken Wrecking Beast as well (which fits in the 7+ cmc to cut you suggested).
For now I might just drop out the two End-Raze Forerunners in favor of topping off some of my other cards like Gruul Spellbreaker , Frenzied Arynx , and Domri's Ambush . I need to look over my cmc 5/6 cards though to see if I might have any better late game drop options to use instead. I could slap in more Skarrgan Hellkite to fill that role since there is one in the deck already, but they are a bit on the pricey side and I worry that more would lean it too far from "Budget" status since it's the most expensive card in the deck so far.
2 months ago
So from playing in MTG arena it runs decently and if I get a good start with the cards for all parts of early, mid, and late game it runs real well. For example I'll be able to get 3 lands out on turn 2 by dropping a forest and Arboreal Grazer turn 1, then ideally a Gruul Guildgate or Rugged Highlands with the ability. Next turn I drop a mountain or forest and can drop Grumgully, the Generous or Rhythm of the Wild . Then turn 3 I drop another forest or mountain and can play Frenzied Arynx , with two sets of Riot or Riot plus a +1/+1. Then from there I just keep dropping land and planeswalkers as I can, and usually I am able to drop my Wrecking Beast and/or End-Raze Forerunners later to finish the game.
I've also noted Domri, Anarch of Bolas really really helps with early-mid game ramp+control. I'll have one or two creatures on the field but with his -2 ability to make creatures fight, I'm able to clear the field or keep the field equal between us while I continue to ramp up to late game.
I'm somewhat starting to feel the limits of Barge In too. As there will be times I have defenders and could successfully block without dying if I gave them the +2/+2, but since the spell only works on attackers I'm unable to do so. On the flip side though it does help me attack as expected. I've had some people try to sacrifice defenders mid game against my creatures without trample, and I can add this on after they already declared defenders. So basically it means I NEED to play aggressive where possible if I have them in my hand since I can't use them for defense. I might sideboard something else tough if I find I need to be on the defensive a lot more against a specific player in a tournament or bo3. This fits the theme of the deck though with riot allowing me to choose more aggression with Haste as needed early game, or use one of the riot stacks for haste late game.
In my arena deck I don't have Skarrgan Hellkite , so I just put in a 4th Frenzied Arynx and that has made sure I draw them more often. Something I 100% forgot though was that Grumgully, the Generous is a legendary creature. I've had a few games in Arena so far where I have two by mid game, and was worried I wouldn't have anything to drop when I emptied my hand out otherwise. Luckily (maybe?) so far they have targeted Grumgully, the Generous and killed him quickly. So in those cases I've been able to still play my other Grumgully, the Generous after the 1st is killed without waiting too long. With that though, I might look at removing one Grumgully, the Generous (to bring to a total of 3) to replace with the 4th Frenzied Arynx .
2 months ago
I'm tempted to make that change with 3x to 4x on Frenzied Arynx as well. Being 4 cost means I'll likely be able to play them consistently, they have riot which fits the deck theme well, have trample naturally, and also have a 4GR ability to buff if I don't have anything to play/out of cards in hand as the game progresses. The question comes down to what I would replace for it at that point. I hate to do it because I love my holographic giant chicken and it has saved me a few games as my late game drop, but I might need to replace the Wrecking Beast for another Frenzied Arynx . I could maybe drop Skarrgan Hellkite instead since I only have 1 in the deck as well, but it does have a helpful ability with riot and flying where the chicken has riot, trample, and no ability.
If I want to look towards replacing a spell, I could maybe drop one of the Jaya's Greeting or even one Rhythm of the Wild . I really want to make sure I draw Rhythm of the Wild and get as many stacks of riot as a I can though. Then for Jaya's Greeting it's my only real burn cards and scry could help throw away duplicates I don't need or excess mana from the top of the library later on.
Maybe I'm just overthinking this though and dropping a land card could do the trick. I just started feeling like I hit a decent land/mana curve+ramp since I'm able to more reliably drop Wrecking Beast and End-Raze Forerunners , so I am concerned about removing more land and going back to the original mana problems. Although I do have 3x of both Domri, Anarch of Bolas and Domri, Chaos Bringer and I can't have more than 1 of each at a time. So maybe I would want to drop one Domri, Anarch of Bolas , but then it becomes less likely I'll draw them at all and won't get the mana ramp from them either.
It's getting tougher and tougher to find cards to pull out of the deck to replace, but I feel that's a good sign we're on the right track and have cut most of the fat each iteration.
2 months ago
I'm going to see if I can't get some games in with my cards and see how it runs now. I've run a decent amount of play tests from the site here and I'm seeing mid game shape up well, but I'm still a little concerned about early game. If I don't get any Arboreal Grazer or Zhur-Taa Goblin in my starting hand, I have to rely on Jaya's Greeting for any early game aggression until I can start ramping up mana and dropping heavy hitters with riot/counter stacks. I'm more reliably hitting enough mana to drop my CMC 7/8 creatures though, although sometimes I do still get flooded with land sometimes (but I would rather have a mana flood every once in a while and reliably be able to end games with my expensive drops late game, than continue to struggle having enough mana for my cmc 7/8 creatures late game).
On that note I'm not sure what I would replace to add Savage Smash into the deck (Although I do have many copies of the card already, so I can easily put in 4x without buying any new ones). I feel I'd need to replace a current spell since I'm starting to thin out on creatures to actually leverage all these riot and non-human bonuses after the recent planeswalker changes to the deck. While Barge In doesn't give the fight portion, it still gives that +2/+2 on a creature and trample. So while it may not allow me to directly fight a creature to open the board and then attack face, I can still trample through if they are attempting to just sacrifice block. It also gives ALL my creatures trample (not just the one buffed) in case they have a lot of sacrificial defenders, and only costs a single red mana versus a 1RG.
On the flip side though, 1/3rd of the creatures already have trample naturally with Frenzied Arynx , Wrecking Beast , and End-Raze Forerunners . The last one also buffs my creatures with trample when it comes into play, so it can help late game for a final push against sacrificial blockers. With that it might be worthwhile to look at more options like Savage Smash to direct my damage to specific creatures so I don't double up on trample with a creature that already has it. A handful of people I play with leverage sacrificial defenders with regeneration though, which is why I wanted to try and get more consistent options for trample in the deck early game with Barge In .
That all aside, I'm actually starting to play some MTG arena now since my regular groups are pretty busy during the holidays. I've already unlocked the preset gruul deck they let you get in game, and I've redeemed the Domri planeswalker deck alongside all the other codes I have been accruing. So I'm planning to try and unlock the cards I'm using here to get some play testing in MTG arena, and get a better idea of where it struggles to try replacing a few cards at a time to see what helps the most.
2 months ago
I would love to trim down the land to open up more cards. One thing I've noted in play though is sometimes I won't don't enough mana by the time I can realistically/effectively drop my CMC 7+ cards. With Domri, Chaos Bringer that would help with the extra mana from his +1, but if I was already struggling to get my CMC 7+ cards on the field before removing land I feel it would be even harder after. Maybe the solution though is just to drop both End-Raze Forerunners and maybe Wrecking Beast (but I like my foil cards haha) and put in lower CMC creatures (5/6).
On that same note if I drop more land but keep the gates, Open the Gates might be a good add. It still uses up a green mana, but makes sure I'll be able to find gates for mana flexibility or a normal land that I need more of (if I get a forest flood but mountain drought for example).