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D'ya know the energy, D'ya know your energy

Standard* Aggro Energy RG (Gruul)

Purple_Mage


Sideboard


I was sick of being beaten by Marvel in the current meta at my LGS. I have forever played a control deck in one iteration or another and have decided to swap it up for a more aggro/midrange deck that should put my opponent on the back foot. Ideally reducing my opponents life to 0 before they can find an Ulamog in the case of Marvel decks. See below for my Gruul Smash deck, as always suggestions and ideas are always and gratefully appreciated to improve my decks.

The Creature Suite

Rhonas the Indomitable - a great 3-drop creature that can be a mana-sink late game. Since every creature in this deck is atleast two power it only requires a single activation to turn on Rhonas. The dream is a turn 4 Hydra or Glorybringer in order to attack with Rhonas on turn 4. Also importantly gives other creatures trample to get more damage through.

Voltaic Brawler - great two drop, energy enabler and can usually consistently attack with four power for atleast a couple of turns.

Longtusk Cub - Again another energy enabler, only if damage gets through. But with Rhonas and other energy can soon grow pretty big.

Servant of the Conduit - yet another energy enabler, also uses energy as mana in order to ramp out a big fatty like Hydra or Glorybringer a turn early.

Greenbelt Rampager - one of the best one drops in the game, albeit it only sticking on the board on turn 2 either off 2 green mana or an Attune with Aether.

Glorybringer - the high end of the curve, hasty 4/4 flyer with removal. Is a good late game beat stick for getting through the last points of damage.

Bristling Hydra - one of the best and most resilient cards in the deck. All the energy I intend on gaining is ultimately to protect Hydra as much as possible. Turns on Rhonas by himself, grows bigger and is difficult to remove. The perfect finisher and won't play less than 4-of.

The Supplement Suite

Harnessed Lightning - tasty tasty energy, mainly used to remove large creatures using energy already gained. In a pinch can target a creature, spend 0 energy and use the resources somewhere else. (Protecting Hydra for example))

Blossoming Defense - with this being a creature heavy deck, protecting and boosting my threats is a must.

Attune with Aether - the card that gets the energy train going and fixes my mana. This is my best turn 1 play if I start with it in hand.

Invigorated Rampage - perfect for pushing extra damage through, particularly with trample.

Aethersphere Harvester - Unsure if this card is good enough for the deck and I wouldn't rather just run a couple of Hazoret or something? But it seems good providing energy and then swinging in the air if there is a clogged up board state as well as giving lifelink.

Dissenter's Deliverance - finally the one of artifact removal. For any Heart of Kiran's or Marvels I come across game one before sideboarding. And if I'm not against an Artifact loving deck I can cycle it, yay.

Overall I feel the deck is solid and strong as well as being pretty aggressive. I have had no issues with energy and when playing it for the first time at my LGS every game I had 6+ energy, frequently being at 10+.

Once again suggestions, ideas, tips are hugely appreciated.

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Revision 2 See all

(6 years ago)

-2 Aethersphere Harvester main
-1 Dissenter's Deliverance side
+2 Game Trail main
+2 Hazoret the Fervent main
+2 Lifecrafter's Bestiary side
+1 Manglehorn side
-2 Sheltered Thicket main
Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

17 - 6 Rares

24 - 4 Uncommons

5 - 5 Commons

Cards 62
Avg. CMC 2.30
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