New Gruul aggro deck. seems pretty self explanatory. If anyone has any advice feel free to leave it in the comments.
Updated on 2/2/1013. Removed a mountain and a forest and two Gruul Charm s and added two Domri Rade and two Stomping Ground . Played in fnm last night, and had a 66% win loss before I added the Domri and dual lands. I am going to try to take it to another FNM and see how it goes.
Updated on 2/8/2013. Added the rest of the shock and dual lands and took out equal forests and mountains for it. I also switched up some of the sideboard. I played in the FNM last night and took 13th out of 34. Round one was a blowout 2-0 in my favor against a Boros Battalion deck. The 2nd round was a mirror match against one of the mainstream Gruul decks, featuring Huntmaster of the Falls, Strangleroot Geist , and more burn cards. I lost to that 0-2, both games being close. The third round was a quick 5 min match against a UB Zombie deck. The 4th round I lost 0-2 to a Selesnya deck that featured Loxodon Smiter and Silverblade Paladin combo. I kept getting him down to 2 or 3 life and he would then swing for approximately 16 trample damage. The final round was a 2-1 against a Rakdos agrro deck. he kept unleashing his little guys and I steamrolled the first and last game. Lost the second game to mana flooding. Am currently considering taking out the the Skarrg Guildmage s and maybe something else for either some red one drops or some burn.
Updated on 2/24/2013. I removed two Mugging and added the final two Domri Rade . I also changed the sideboard to reflect current meta where I am playing. I took second with the current build, except the Pillar of Flame s were muggings. I was 4-1, losing in the final round to B/G Zombies. I have since added to Pillar of Flame to get rid of the Geralf's Messenger .I am going to try to play this again today for the second Game Day.
infect has rotated, how would i be able to add it here?
i can see where youre coming from but usually im only playing one or two creatures and discarding the rest to the bloodrush
Otherwise i think Act of Treason is really good.. I was playing last weekend(Gruul).. And i took a person down in 4 rounds, by using Madcap Skills and Act of Treason , he couldn't block, i was beating him down, and took over his monster .. Could prolly sideboard it tho...
Scorchwalker could be used, if you use Madcap Skills on a creature and you use Scorchwalker in turn 3 - 4.. You can already have your opponent down, not many people are able to get 2 monsters on the battlefield depending on their deck of course.. That mean you can beat him down in 2 seconds.. Would be good against some deck, that have a slow start...
right, but brute force is not standard legal. and i like scorchwalker, except for the double red in his bloodrush cost. im working on getting this ready for fnm tomorrow, and ill update it accordingly then
Madcap Skills + Alpha Authority gives unblockable due to stacking effects as well as +3/+0 and Hexproof. It's a great combo which you can make one creature very powerful, nearly unstoppable and bloodrush other creatures onto it for some insane swings.
Burning-Tree Emissary is also a nice card as it gives you the converted mana cost back in a red and green mana.
Ive had some pretty awesome swings, sometimes getting up to 12 damage in one swing. That was a good time
One thing you'll need for a gruul deck, is one drops. You need to drop something right away to start bloodrushing. The idea is to never really play the 4 / 5 CMC beasts, but to bloodrush your little guys to get the damage in early.
consider the following one drops that i had to struggle against at the most recent fnm. (a pretty scary bloodrush deck)
I definitely have found a preference for the swine over rubblehulk everytime i had the two of them in hand. Im having difficulty deciding on what to remove in addition to two copies of rubblehulk so i can get more one drops in. As far as what I would like to throw in, either Spire Tracer, Young Wolf, and or Rakdos Cackler
The one drops seemed viscous. Playing against them... i was totally unsure how much of a beating i was about to take turn 2 and 3. I also ran an aggro deck, and i did NOT want to chump block to protect myself. Having the option to BEAT FACE right away is very very good.
I think you should really fit in Spire Tracer , because the elf already has good dodge, and will probably be unblockable by turns 2 and 3.
I like that. I could throw in two to replace Rubblehulk, and possibly move gruul charm to the sideboard for two more, and that means more use of Domri's ability making them go to my hand.
Great Gruul bloodrush deck! i would add +2 Burning-Tree Emissary. -2 Wasteland Viper. her mana ability works well here. also remove giant growth for searing spear. All the bloodrush is your giant growth, you need some removal. also sideboard 4x pillar of flame for those pesty little creatures. but all and all a great deck i play it myself. i will put decklist soon. check it out for more ideas and playtest your against my Dimir Cipher deck tell me how it does. thanks
Try frenzied Goblin in this deck, Get rid of the skinbrand, main deck pit fight
Whoops make that legion loyalist...That is a LEGION LOYALIST XD
I think the maximum number of Wasteland Viper is a definite must. At least until you're bored of it, or you are SURE you don't want as many. I mean... the point of bloodrush is to get past their blockers to deal the burst damage, right?
Who would want to chump a 1/2 deathtouch? I know once they play your deck, and once bloodrush sees more play, people will be aware of whats going to happen. But no matter what they block with, their creature is going to die. I would keep 4, and see what decisions your opponents make. Then make changes after you understand how they react to it.
The four Wasteland Viper is a definite must. As a 1/2 he is amazing blocker of all token decks, and then on top of that he has deathtouch, so if you have to block a larger creature, you are definitely going to trade with them.
I like the giant growth, because it can also be used either for when Im blocking or when the opponent is attempting to burn my creature, as the Bloodrush effect ONLY works on my creature when he is attacking.
I disagree with the legion loyalist, because i never keep creatures in hand, i discard them for Bloodrush. So when im doing that im losing the creatures that im discarding, therefore, unless i play at least two legion loyalists and a third creature, i will never gain the benefits of Battalion. And as for the fact that hes a 1 drop haste, thats cool, but i cant bloodrush turn one because i only had the one mana.
As for Burning-Tree emmisary, I feel that it is a mediocre card that is good mainly for mana fixing and isnt really necessary for this type of deck.
and for the searing spear and pillar of flame, idk what i would take out for them, and they might fit in the sideboard, but thats always a changing thing based on the metagame. Thanks to all of you for your input.
Best I can say is check out my deck deck:how-a-man-plays-gruul. Feel free to comment.
This style deck is what I have been working on too. Instead of Zhur-Taa Swine I would use Ghor-Clan Rampager simple reason is that for 1 generic mana less and the fact it is an actual useful card aswell if you may need to play it. Also considering you will be discarding a lot of creatures to the graveyard, you may keep in mind of Boneyard Wurm , Wreath of Geists , and Fling . You can damage them up pretty quickly and once they are low enough, fling it to them for the kill.
Hello, ive tried this game for 2 days now. I nearly won all my games but those games have only been casual as i am a casual player.
I really do like it, but i do not really know how to use the sideboard and what to take out for what.
when i am playing against an heavy removal deck, i take out the madcap skills for the alpha authority. Hope this helps
I made a version of your deck with the cards I have and it is a lot of fun to play! Making a 2/2 unblockable/hexproof on turn 3 then bloodrushing the hell out of it the rest of the game drives your opponent crazy! +1, enjoying the deck.
Charging Badger s are fantastic one drops for bloodrush decks or just certain pump decks in general. T1 Charging Badger , T2 swing, bloodrush 2 Slaughterhorn s for 7 trample turn 2. That little guy can mess people up with some help. But you already have 2 pretty solid 1 drops. Just thought I'd point out the little guy.