|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance (RNA)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Commander 2013 (C13)||Common|
|Dragon's Maze (DGM)||Common|
Combos Browse all
Land — Gate
Gruul Guildgate enters the battlefield tapped.
: Gain or .
Gruul Guildgate Discussion
2 weeks ago
So first things first, your mana base. You have a lot of lands that enter in tapped no matter what, such as the guildgates like Gruul Guildgate . While dual lands are great for mana fixing, your land's entering tapped consistently will slow down your gameplay considerably. Personally I would drop the guildgates entirely and replace them with more basics. Making your check lands like Smoldering Marsh more likely to work.
1 month ago
- Desert of the Fervent
- Desert of the True
- Drifting Meadow
- Forgotten Cave
- Secluded Steppe
- Smoldering Crater
- Gruul Guildgate
- Rugged Highlands
- Timber Gorge
- Gruul Turf
- Blossoming Sands
- Selesnya Guildgate
- Selesnya Sanctuary
- Tranquil Expanse
I'm not saying add them all but add a few of them. I know speed is probably of very much importance to the build so no need to add all of these. But I think adding like 4 or 5 duels and 4 or more cycling lands
2 months ago
Alright couple of suggestions, I would cut Timber Gorge , Sheltered Thicket , and Gruul Guildgate for sure and replace all three with Forest . Right now you're at 75%+ Green casting cost skewed and your mana base only leans a combined 54% green. So being Gruul and wanting to smash face, let's get those tapped lands outta the way!
Now the Hideaway lands have always been hit or miss for me, both in terms of what gets tucked under them and if/when they activate. If budget isn't a huge factor I'd suggest a Spire Garden and/or a Taiga now before you have a heart attack just put Taiga on the back burner and watch for Damaged/HP ones to come on market, you can get those for a fraction of the price, it just won't be pretty.
On ward to creatures! Rubblehulk is hilarious for when people block the Xenagos'd creature and take a separate one on the chin, Bloodrush with the hulk and enjoy your opponent's shocked and betrayed face. Further Archetype of Aggression is tailor made for this style of deck.
3 months ago
I think you can safely go down to 38 lands with the cuts coming from the regular mountains. Replacing 2 more basics with Evolving Wilds and Terramorphic Expanse will let you do some color fixing. Any reason no inclusion for one or two lands like Gruul Guildgate ? I'm not a big fan of tapped lands either but one or two shouldn't hurt your development as much as getting color screwed will.
Fresh Meat should let you recover from the inevitable boardwipe.
For protecting your commander, cards like Ranger's Guile , Sheltering Word , Blossoming Defense , Blinding Fog and Hapatra's Mark offer some surprise value but you eat the life shielding your commander [Word is a wash]. Alpha Authority is more on-theme and is 'repeatable' protection. Archetype of Endurance [sadly not a wolf/werewolf] protects your whole team as does Domri Rade if you can get to the emblem.
3 months ago
Welcome to TappedOut :)
Nice start for a budget deck, but it needs more focus on Elementals. You're best cards here are not green they're red Chandra, Awakened Inferno and Cavalier of Flame . The problem is you've made a primary green deck and plugged your two best red cards into it which doesn't work. Both Chandra and especially Cavalier need lots of red in the manabase to support them, to cast them and you don't have this here.
A playable manabase is the hardest part of a deck to get right with such a low budget for this reason consider only one color? Either mono green or mono red? A mono colored deck only has to use one type of basic land therefore don't have to worry about playing dual lands for the second color. Since your two best cards here are red then consider mono red?
Obviously mono red will be a different deck than you have here and would require adding lots of budget red cards. Mono green wouldn't, but mono green wouldn't let you play Chandra or Cavalier. My advice is go with mono red since there's several good budget (less than $1 each) red Elementals in Modern to choose from: Smokebraider , Incandescent Soulstoke , Obsidian Fireheart .
For your current Gruul deck, if you don't like the idea of playing only one color, but wanting to keep two colors then focus on improving the manabase with more red sources. Add 4x Evolving Wilds , 2x Terramorphic Expanse , 1x more Gruul Guildgate or upgrade Guildgate to 4x Temple of Abandon ? The scry 1 is helpful when you play a dual land that ETB (enters the battlefield) tapped. Add Unclaimed Territory especially if you add more red Elementals since it can be make any color of mana to cast an Elemental.
Consider expanding on the Elemental strategy and less +1/+1 counters strategy? Consider building around the idea of ramp with Leafkin Druid and Smokebraider ? Grove Rumbler is a budget Elemental to considering ramping into. Rumbler is a creature to put counters on because it has trample and it gets a pump of power each time you play a land, +4/+4 until end of turn when you play and sac Evolving Wilds /Expanse in the same turn.
Smokebraider is the most powerful ramp creature for Elementals; it's budget and is an upgrade for Chandra's Embercat if using two colors. Incandescent Soulstoke is a budget anthem for Elementals and can cheat one onto the battlefield which has interaction with my next suggestion. Soul of the Harvest is a budget Elemental to ramp into and an upgrade for Vorstclaw and Wakeroot Elemental . A 6/6 with trample for six mana and it's ability to draw you a card whenever a nontoken creature you control ETB is good.
Cheat Soul onto the battlefield with Soulstoke for two mana; attack with a 7/7 Elemental with haste/trample. Not having to pay the six mana to cast Soul gives other mana to use to cast creatures to draw for the turn which is good with Smokebraider and Leafkin. The two mana that Smokebraider can make to cast an Elemental is good to ramp into Soul as well as can pay for Soulstroke or Cavalier of Flame 's activated abilities.
Example of budget ramp Gruul Elementals base (keeping several cards you already have):
- 4x Leafkin Druid
- 4x Smokebraider
- 4x Incandescent Soulstoke
- 4x Grove Rumbler
- 4x Soul of the Harvest
- 2x Chandra's Embercat
- 3x Pollenbright Druid
- 2x Overgrowth Elemental
- 1x Seed Guardian
- 1x Cavalier of Flame
- 1x Chandra, Awakened Inferno
- 5x empty spots for other cards.
The Elemental core of this example is:
- 4x Leafkin
- 4x Smokebraider
- 4x Soulstoke
- 4x Rumbler
- 4x Soul
Leafkin and Smokebraider are the ramp. Rumber and Soul are the creatures to ramp into.
Manabase for this example:
- 6x Forest
- 5x Mountain
- 4x Evolving Wilds
- 2x Terramorphic Expanse
- 4x Temple of Abandon
- 2x Unclaimed Territory
- 1x Flamekin Village : haste can be helpful, letting an Elemental attack the turn it ETB.
This example would add $10 to your current deck cost of $35. I offer more advice. Good luck with your deck.
4 months ago
I would personally start by cutting Regrowth (too situational), Assault Strobe (too redundant), Pandemonium & Bedlam (too easy for them to hurt you more) and maybe Rampant Growth (you have other, similar cards that are simply better, so I doubt you'll miss it).
5 months ago
VexenX: I guess I may not have given Springbloom Druid a fair shot. I was basically comparing it to other ramp creatures, such as Farhaven Elf and Wood Elves , but this guy grabs two lands, which is nothing to really scoff at. Plus, it does have a bit of synergy with Titania, Protector of Argoth .
I can see your point on Finale of Devastation . I was looking for another bomb card for the deck, and this fit the bill, which is why I added it over Sylvan Awakening . Maybe Omnath is the only bomb we really need, other than Craterhoof?
As far as swaps go, what are you considering for Prismatic Vista ? I don't really see a good argument for dropping a basic, since we can use the Vista to fetch it. Evolving Wilds could be a good straight swap, since the land will come into play untapped, unless you want to keep it for the extra landfall trigger. If that's the case, why not include Terramorphic Expanse as well? The only other options I could really see would be Blighted Woodland and Myriad Landscape . The downfall to Myriad is it enters tapped, which I'm not the best fan of, and can only get two of the same basics, but it's also cheaper to activate than Blighted.
Boundless Realms / Hour of Devastation : So, if Circuitous Route is an option to replace one of these two, which one do you actually replace? Boundless has the higher CMC and most likely will become worse later in the game since we will probably have more lands on the battlefield than we do basics in our deck. Hour we can use to get nonbasics as well, such as Gaea's Cradle and others, so I could see this staying unless you're looking to lower the curve on all ramp spells. If Route makes it in, do you plan on adding Gruul Guildgate as another dual you can grab?
Wrenn and Six : I'm starting to see what you're saying about staring at this card. His +1 guarantees a land drop every turn as long as it's a fetchland, and it keeps our hand full (sort of). His -1 is pretty irrelevant for the most part, unless we need to get rid of some mana dorks. His -7 can actually be pretty good. We can reuse ramp spells and even better, our draw spells. Definitely worth considering.
Force of Vigor : I'm leaning towards this as a replacement for Chaos Warp . I like having at least one form of noncreature removal in case something causes us problems. Being able to surprise someone with this and get to destroy up to two artifacts/enchantments seems better than Warping something temporarily and possibly getting something worse for us in return. Casting for free is tight too!
5 months ago
You may play around Kynaios and Tiro of Meletis 's ability. Tatyova, Benthic Druid will give you extra card draw whenever you get a land on the field. Reliquary Tower is cheap now, and works wonders. You surely will have 5 lands on turn 4, so Temple of the False God is really good.
You should also consider Azorius Chancery , Boros Garrison , Gruul Turf , Selesnya Sanctuary , Simic Growth Chamber , Izzet Boilerworks . You play your untapped land for the turn normally, then play one of those with K&T's ability. You get ahead of mana since these lands tap for 2 mana.
I suggest removing Azorius Guildgate , Blossoming Sands , Boros Guildgate , Gruul Guildgate , Izzet Guildgate , Simic Guildgate , Tranquil Cove , Vivid Grove , Haunted Fengraf and Unstable Frontier for the lands above.
Do you want to see chaos happen? Hive Mind , Knowledge Pool , Thousand-Year Storm , Eye of the Storm , Shared Fate , Gate to the AEther , Possibility Storm , Ruhan of the Fomori , Perplexing Chimera , Dictate of the Twin Gods , Furnace of Rath , Gratuitous Violence , Mind's Dilation , Sunbird's Invocation .
Do you want to give more resources to them? Eladamri's Vineyard , Dictate of Karametra , Zhur-Taa Ancient , Heartbeat of Spring , Heartwood Storyteller , Intellectual Offering , Keeper of Progenitus , Well of Ideas , Rites of Flourishing , Ghirapur Orrery . Zendikar Resurgent and Mirari's Wake .
Gruul Guildgate occurrence in decks from the last year
All decks: 0.36%
All decks: 0.04%
Commander / EDH:
All decks: 0.04%
RG (Gruul): 1.04%