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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Planeswalker — Domri
+1: Look at the top card of your library. If it's a creature card, you may reveal it and put it into your hand.
-2: Target creature you control fights another target creature.
-7: You get an emblem with "Creatures you control have double strike, trample, hexproof and haste."
4 months ago
I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).
Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.
Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.
Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.
Hope some of this is helpful, Gruul stompy decks are a lot of fun!
7 months ago
I'm going to somewhat disagree that Magic doesn't need a comprehensive, encyclopedic lore. (I do agree with the rest of that sentence, about the fine details.) That level of world building is what's missing right now, in my opinion. Either one tiny little section of a plane serves as a backdrop for whatever heroics JaceCo are up to (Amonkhet, New Capenna, War of the Spark Ravnica, Strixhaven with Liliana and the Kenriths), or so much gets jammed into one set that there's no room for development (also New Capenna, Kaldheim, Ikoria, Eldraine). There's no feeling of exploration or discovery on any plane, now. It's just waiting for a good guy planeswalker (usually from outside the plane) to show up and stop the evil plans of the bad guy planeswalker (also usually from outside the plane). The plane itself barely matters as a setting, and the natives are often completely irrelevant, except as they relate to the planeswalkers. There's either not enough description of the plane and its people to feel important, or there's too much for a single set.
The other thing bugging me right now is the way the Gatewatch story has developed, and the dissonance between the ostensible stakes and what I expect to actually happen.
March of the Machine early spoiler Show
It looks like in March of the Machine, every plane gets a big dose of phyresis. Heliod and Omnath are both Phyrexianized. Either WotC is just absolutely nuking the multiverse and starting over, or there will be a magical cure that reverses everything, leaving the story without any major villain. Which, at this point, I would almost welcome.
Basically, I'm not convinced there's any stakes in the story. (I've ranted about this before, and I'll probably do it again.) In Amonkhet, JaceCo faced Nicol Bolas, a millennia-old supergenius and master manipulator at the point of his greatest in-story power to date, and they suffered a "crushing defeat." This doesn't mean they were killed, or driven insane, or made into Bolas's personal servants. It means they were temporarily separated from each other with mild bruising, mostly to their egos. Between Gideon, Jace, Liliana, Chandra, and Nissa, the long-term repercussions were exactly zero. Jumping forward to the War of the Spark, none of the main cast again survived unscathed except for Gideon, who didn't have much to live for at that point anyway. Domri Rade, Dack Fayden, and a couple of unnamed planeswalkers were basically the only casualties worth mentioning, and Dack didn't even get a card mention, not even flavor text. Nicol Bolas was completely defeated and humiliated, stripped of his powers, and imprisoned for pretty much forever. Not so good for said millennia-old supergenius and master manipulator at the peak of his power...
The Eldrazi Titans don't fare much better. They're literally incompatible with organic life. Everything they come near corrodes into nothingness. They are remorseless, pitiless, and completely unstoppable. Two of them were killed, again with not so much as a chipped tooth among the named characters, and the third willingly exiled herself as an apology for making such a mess. No apocalypse, no casualties, just "Oops, I shouldn't be here. I'll go away now."
So we're now on the third major threat to the planes, and our JaceCo casualty list has one name on it. The Phyrexians are popping up everywhere, and they seem to be winning some key battles. They've managed to corrupt multiple members of the main cast. Still, I won't be convinced it means anything unless someone actually irreversibly dies. The Phyrexians are on their home turf, they have several planeswalkers on their side, and they have a habit of "recycling" people. There's no excuse for everyone to survive, but I'm now more sure than ever that none of this will stick. Either March of the Machine is basically a big continuity reset; it's not actually supposed to be part of the canon; or it's somehow going to be reversed, the Phyrexians are defeated, and someone cracks a joke, ending the story on a big jolly laugh from everyone.
Those are my biggest problem with the story at this point: 1) something gets hyped up as a near-omnipotent threat to all of reality, but gets shut down by Our Heroes without really doing anything to any named characters, and 2) The planes are treated as backdrops and statistics, and don't feel like they have any independent presence of their own.
1 year ago
YodaVoda love the mechanics of this deck. It looks like it can just plain shut down some decks while purely beating down others. have you played with it competitively at all? if so how has it worked out? also have you considered Domri Rade?
1 year ago
Right, I should clarify. I'm sorry it's been an incredibly long week and I basically just woke up at 1pm.
I had Domri Rade out with Zaren, so I was able to have up to three Fights per turn with my legendary creatures.
1 year ago
One thing I recently did, too, was take out Crucible of Fire. It seems like the perfect card for the deck, but in hindsight all the dragons are big and badass so why do they need another +3/+3 when I could make room for something else I needed more. Just a thought.
2 years ago
Thank you amicdeep . Dropped Damnation , switched out Domri Rade for Domri, Anarch of Bolas and Davriel Cane for Liliana, Waker of the Dead . Added an extra 2 utility lands on top of the Raging Ravine i already had. Also added the Nissa of Shadowed Boughs , had played with that card on arena and forgot how good it actually was if you can protect it. Will have a think on some other options for removal...
2 years ago
as it has a triggered ability after doubling dragons power with xenagos it can be a nice combo.
Took out Dragon Tempest for it, have other means to get haste, although the other ability is nice but in comparison to other cards feels weaker..
Might be a good idea to include one of this planeswalkers:
Arlinn Kord Flip
Samut, the Tested
but not sure what to take out for any of them.. they for sure have a good synergy with the deck but have no idea atm what to exclude...
2 years ago
carpecanum i don't think Runes of the Deus will be as good Domri Rade can get you that with the emblem, and 5 cmc is kinda high and 7 cmc of Akroma's Memorial 2 extra mana to affect the whole board is better plus you got Shared Animosity to boost up the tokens by tremendous amount. And Epic Struggle will probably add it to the deck as soon i figure out what to take out, thank you for your suggestions!