Ghor-Clan Rampager

Ghor-Clan Rampager

Creature — Beast

Trample

Bloodrush, Discard Ghor-Clan Rampager: Target attacking creature gets +4/+4 and gains trample until end of turn.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Ravnica Allegiance: Guild Kits (GK2) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Gatecrash (GTC) Uncommon
Promo Set (000) Uncommon

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Ghor-Clan Rampager occurrence in decks from the last year

Modern:

All decks: 0.04%

Ghor-Clan Rampager Discussion

Zooby9 on Morphin Time! R/G Tribal Werwolves

3 months ago

Drewber_Thegreat I would take out 1 copy of Huntmaster of the Fells  Flip and 1 copy of Ghor-Clan Rampager. I know those are two of your strongest cards, but since they're at the top of the curve it would be best to take out copies of them. I think only taking out one copy of each still makes the deck consistent, but I think Howlpack Resurgence is a good include.

LastEdegy on Sugar Rush

5 months ago

@Jihad300 - hmm.. interesting.. its bestow cost is too high though.. Ghor-Clan Rampager's bloodrush is cheaper.. I might replace 1-2 Boggart Ram-Gangs or Gruul Spellbreakers, in any combination.. Or maybe sideboarding it.. But i'll playtest it to be sure.. thanks for the suggestion!

ChrisHansonBiomancin on Bioneers

6 months ago

@geoffreyh2oman I think you could definitely do just a straight Gruul version of this basic concept. You probably couldn't lean as hard on Grumgully as this deck does on Biomancer (due to its legendary status & the fact that it is more of a small bonus whereas Biomancer can completely take over a game), but it could be a good 2-3 of while other anthem effects fill the gap. Domri/Nissa/Purphoros should all be good options, you could run Blossoming Defense instead of Simic Charm, and maybe it could be good to include Ghor-Clan Rampager or something like that to go big when needed. Let me know if you build it!

cyeRunner on Leishmaniasis

7 months ago

I like the idea of runnung GR infect; Scale Up + Blood is strong, have you thought about Ghor-Clan Rampager for the "Bloodrush"-ability ?
also I would either cut Inquisition of Kozilek or add more -Sources / Fetchlands.

clayperce on Pioneer Pummeler

7 months ago

Pabs4444,
I've found the deck needed a sweeper vs. go-wide/Aggro decks, and IMO Anger of the Gods is the best one in RG. In practice, I don't think I've ever removed one of my own Creatures with it (well, maybe a single Voltaic Brawler once), as our team either has 4 toughness, a bunch of +1/+1 counters, it's second main after a big pump, or I just wait to cast the Creature until after the Anger.

Yeah, Once Upon a Time is great at finding Creatures and also allows us to keep sketchier mulligans. But it's a bummer when we have a bunch of Creatures and can't find a pump (though like djnewellmit mentions, Ghor-Clan Rampager is great there, since it does double duty). I'll probably drop it tbh, but only because I think it'll probably get banned too, and I don't want to spend a ton of time testing with it just to have that happen! :-D

//

djnewellmit,
Love all your suggestions. Thanks much!

And yeah, the Veil of Summer banning stunned me. Ah well. I think I'll probably end up adding some mix of Ranger's Guile for extra Creature protection, Rhythm of the Wild or maybe Domri, Anarch of Bolas for uncounterable, and (depending on how the meta shifts) perhaps a couple Leyline of Sanctity as anti- Thoughtseize tech.

//

Argy,
Definitely feels like old times. Even if only for that, I LOVE this new format!

clayperce on Re-growing Pummeler

7 months ago

djnewellmit,
On Lands: IMO, 19 lands is totally fine in a RG build. With an Ave CMC of 2.05 (assuming Ghor-Clan Rampager and Collision / Colossus are 2-drops), we only need 22 Lands. But Attune with Aether counts as a land as long as we also have at least 14x untapped G sources (so we can cast Attune on Turn 1) and are not playing an opponent with enough counterspells in hand to counter our Attune. I played 20 lands back in Standard, so didn't even think about it when I ported the deck over. But I'm going to take a hard look at 19, and maybe even 18. So thanks!

On Maximize Velocity : Your comment about Questing Beast over on my deck made me think about how very good Haste effects are against Planeswalkers; I think I should probably take a relook at Velocity. Thanks here, too!

On Simic and Temur: Not sure about Simic, as Red has soooo many good Pump effects (plus Haste of course). But Temur seems quite decent, for Oko, Thief of Crowns (especially if it's banned in Standard and the price plummets) and probably Slip Through Space . I've always been amazed at how easy it is to splash colors in the deck (due to Aether Hub and Attune with Aether ). I have yet to do any serious testing with it, but over at Temur Pummeler (Pioneer), I'm starting with 4x Aether Hub , 3x Breeding Pool (pricy, but still less than Mana Confluence , 3x Stomping Ground , 5x Forest/2x Island/3x Mountain, and 0x Servant of the Conduit .

Good luck (and good skill) at your tournament Wednesday!!!

djnewellmit on Pioneer Pummeler

7 months ago

I like Once Upon a Time - especially since it can find the pump spell hiding in Ghor-Clan Rampager . I'd considered Adventurous Impulse as a budget-version, but it didn't make the cut.

For Planeswalkers, I'm thinking about adding 1-2x Questing Beast to the sideboard. It readily eats planeswalkers, and it pairs nicely with all of our pump spells. Rhythm of the Wild might give you the edge to get your creatures past counter-magic, and provide haste to hit open planeswalkers but the CMC=4 might be too high for what this deck is going for. Domri's Ambush might also serve your purpose.

JasonForward on Infectious Temur

1 year ago

Sorry for the text wall...

I've run Infect in these colors since Modern was invented and I can offer some advice based on that experience. I've been quite successful with it, including a PPTQ a few years back, but ymmv.

First, Manamorphose is a trap. I understand the appeal since you aren't running Hierarchs, but you'll find it almost never good enough. Casting it blind to dig for an answer is a bag of bad feels. Of all my advice, however, this is the biggest grain of salt. It's a good card in a vaccuum and you should run it if it feels right. Jut remember, it's not a "free" spell.

Instead, run Simian Spirit Guide . It let's you play Agent and Myr on T1, activate Inkmoth, cast your red spells, and keep up Apostle's Blessing while tapped out. You also get to cut to 19 landspretty safely (Unless I'm wrong. I play Hierarhs,so it's hard to figure. The correct number might be 20-21). If you're going all-in on the combo, I can't recommend SSG enough.

Apostle's Blessing is a main board must if you're running SSG,and also probably if you're not. It pushes through damage, can be cast off Inkmoth, and can get you past giant robots with piles of +1/+1 counters. It's criminally undervalued in the current top lists, in my opinion, but I'm not a pro, so....

Temur Battle Rage isn't necessary. You're only ever using doublstrike to win the game, so instant speed isn't important. Plus, your 3 Strobe and 2 Scale Up are the perfect amount of "I win right now" effects. Cast the Sorcery first and proceed to win.

You run 4 copies of Mutagenic Growth if you're leaning on T2-3 wins. Period. Every saved mana puts the math more in your favor. If you're worried about your life total, this is probably not the right deck anyway.

Rancor is funny, in that it's ONLY ever good to push damage through. I play exactly one, preferring 2-3 copies of Ghor-Clan Rampager along side it. Bloodrush can't usually be countered, and the ability to just cast a 4/4 And beat down in a grindy game is more relevant than you think. It also helps with you Sideboard. More on that later.

So here's what I might do to your main deck:

Now let's talk sideboard:

Force of Vigor is a key upgrade to Infect SBs. Clean up multiple Eidolon of the Great Revel without taking damage. Blow up Chalice of the Void with impunity. Blood Moon / Blood Sun is no longer so bad. This spell was printed for Infect.

You need counterspells to beat counterspells. Your pump spells counter almost everything else. Spell Snare is far too narrow. If you're casting Blue Counters, it should be Spell Pierce , but maybe Guttural Response is your best bet since since keeping up Blue Mana is hard without Hierarchs. It's also casts with SSG and pitches to FoV above, which is convenient.

With your configuration, and assuming some of the MD change suggested above, I would run the following board in an unknown meta:

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