Gruul

This is just an idea I came up with while skimming over cards. It's basically a budget ramp/ Dragon deck. The creatures have built in mana fixers, ramp, and fetches. The goal is to basically play massive creatures early in the game in conjunction with a few spells. I wanted to go creature heavy. If you have any suggestions, I would be glad to hear them. The deck can not go over $100.00 mid-range value though. I want to keep it as affordable as possible. This deck was designed as a Modern table-top deck to play against multiple opponents.

Note: if you want to make this deck even more potent, you can replace the dual lands that require themselves to enter tapped with lands like Copperline Gorge , Stomping Ground, Game Trail, or Karplusan Forest.

For a complete list of Modern legal lands check out this link:

Modern Lands (All Lands Legal for Modern)

Turn Guide

Turn One:

Turn Two:

Turn Three:

  • at this point, if you played a land every turn, with Birds of Paradise and Somberwald Sage on the board, you will have SEVEN playable mana to cast a creature. That's anything in the deck, more specifically a dragon.

Turn Four:

  • here you can start casting lower cost spells, more specifically Blossoming Defense and Lightning Bolt to begin picking apart your opponent/s or protecting your Dragon from removal spells.

Turn Five:

  • Depending on what's been played so far, this deck could potentially have four to six mana on the board and another four to six playable mana through creatures. Now it's important to play Dragonmaster Outcast if you have the card in hand. On your next turn's upkeep if you have six mana now, he will start producing Dragon tokens. Luckily, he only cost to play. Other priorities on this turn are Dragon creatures and Animist's Awakening. The more land on the battlefield, the better. You want to start casting large creatures with flying, like your dragons.

Turn Six:

  • Here it is important in multiplayer game-styles to begin the attack, if you haven't up to this point. This deck has no draw card capabilities, so you'll start relying on your draw phase for the next step. Since your dual lands allow you to scry, it is important to use them wisely to determine the card structure of your draw steps. Dragonmaster Outcast will be providing Dragon tokens, so you'll likely not run out of creatures if you keep him alive.

This deck is effective against slower paced decks, it can usually outpace them with its ramp and available creature damage. Obviously, it's not competitive in nature in a single-player format. I would not recommend it for one on one tournament style play, but with tweaks it might be a fun deck to play in that format.

The deck's overall weaknesses are removal, so Blossoming Defense is critical to the deck. It's best to use it as an instant on the stack when a creature you need is targeted by an opponent, rather than using it for solely its damage. Vines of Vastwood is another option with a slightly larger buff when kicked.

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Revision 1 See all

(6 years ago)

+1 Dragonlord Atarka main
+4 Temple of Abandon main
Date added 6 years
Last updated 6 years
Exclude colors WB
Splash colors RG
Legality

This deck is Modern legal.

Rarity (main - side)

5 - 0 Mythic Rares

25 - 0 Rares

14 - 0 Uncommons

5 - 0 Commons

Cards 60
Avg. CMC 2.13
Tokens Dragon 5/5 R
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