Gruul Signet

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gruul Signet

Artifact

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legendofa on Improve my Magus Lucea Kane …

1 month ago

Welcome to the club, euqinU

Building your deck on here will give everyone an in-depth view of where it is and what might help it grow. Simply saying you need more mana production is good, but there's not much we can do beyond listing the basic stuff that your friends have already probably mentioned: Rattleclaw Mystic, Talisman of Curiosity, Gruul Signet, and so on.

Is this for a 60-card format or a 100 card format? That basic land base is okay for a fast, aggressive 60 card deck, which would include formats like Standard or Pioneer, but is a little short for slower 60-card decks, and it's very low for 100-card formats like Commander, which tend to be in the 34-38 land range. I assume you're starting off pretty casual, but if you want a quick overview of some of the major formats, just ask.

redeyeswizard on Lucea Kane's Hydra Farm

8 months ago

I've made maybe 10-15 changes from the original build to include more mana from artifacts and a couple lands like :Gruul Signet; Mana Crypt; Simic Signet; Taiga; Tropical Island; Volcanic Island. Came to include Benefactor's Draught. For 2 mana I can UN-tap my commander and any other creatures that may have abilities that can also UN-tap her for when you really want to get nasty numbers in copies off one specific spell while also drawing at least one card. The small downfall is the creature UN-tap for everyone, but this deck benefits so much more as long as a counter spell doesn't catch your target X spell in the end. Can't remember everything ive swapped out and in as a lot of it happened while i was tired but i tried to remove anything that would slow down the deck while trying to get faster access to Magus Lucea Kane and more pop off directed towards her spell/ability copy.

Licecolony on NayaDinos

1 year ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

thefiresoflurve on Naya Populate True

1 year ago

Welcome to big board state club! (I used to run G/W populate back in the day).

Disclaimer: not sure what your budget is for recommendations, so I'm going to go by what I see here (Dockside, Smothering Tithe, Parallel Lives level of cost for individual recommendations).

I think Ghired, Conclave Exile would make a better commander here than Palladia-Mors, unless you're tied to the latter for sentimentality/flavor/etc.

Next, land base. The single best thing I did for my Esper deck was upgrading my land base. You don't have to go super hard here to see results, but I would put together a list like: 1x Cabaretti Courtyard 1x Command Tower 1x Jungle Shrine 1x Sungrass Prairie 1x Rockfall Vale 1x Branchloft Pathway  Flip 1x Needleverge Pathway  Flip 1x Rogue's Passage 1x Kessig Wolf Run 1x Gavony Township. If you like this route, there are even more cheaper dual lands you can add in like the Temple of Triumph and friends.

There are a few cuts or substitutions that I think the main deck could make really easily:

Ultramarines Honour Guard -> Caller of the Pack. If Ghired attacks with a creature that has Myriad, he can populate the token that Myriad creates, but the Populated token forgets about the exile clause. Thus, you can end up with a theoretically infinite horde of creatures. It's fantastic. :D

Going off that last bit... Wayfaring Temple -> Treasure. Basically a great card in commander anyway, here it's a free win if you manage to clone it.

Growing Ranks is an easy cut. It's way too slow for EDH (compare it to Parallel Lives...) Could replace it with a Talisman of Conviction or friends to help you ramp faster.

I would replace Momentous Fall with Teferi's Protection or Akroma's Will or Grand Crescendo - some extra source of board wipe dodging. I don't think your creatures are really big enough to warrant a momentous fall.

I would also replace Druid's Deliverance with one of the aforementioned board wipe dodges. There are also some cheaper options like Your Temple is Under Attack, Unbreakable Formation, Make a Stand. Reasoning being: you should have enough board state to block things that want to hurt you, as long as you keep your board alive.

As far as making tokens sooner: well, if you want to do that, you're going to have to run some cheaper creatures.... or ramp faster. I'd probably opt for ramping faster, TBH, since your creatures are really cool. If you add the entire Gruul Signet and friends, along with the Talismans I mentioned earlier, that should get you to the minimum ramp package in tricolor EDH to make sure you can play quickly.

Naya Charm -> Artifact Mutation can help make some earlier tokens.

Brindle Shoat and Call of the Conclave are some decent options for turn 3 tokens you might consider, as well. But adding those would also require cutting other stuff.... horrible choice I don't envy you : P

Sorry for the wall of text...Hope that helps, and happy building!

TheOfficialCreator on Gavin G.

1 year ago

I would highly recommend more ramp. Arcane Signet, Selesnya Signet, Boros Signet, Gruul Signet, and Chromatic Lantern are some good ones.

AEther Flash and Marauding Raptor are also great, as well as Instill Energy.

What specifically are you struggling with? That might help direct my feedback. In any case, welcome to the site!! ^u^

thefiresoflurve on

1 year ago

You're in color for it, so: Harmonize / Colossal Majesty -> Rhystic Study. It's cheaper/equal cost, and usually nets at least three cards before getting blown up, or taxes 3 cards' worth of casting prevention.

Palladium Myr -> Growth Spiral Yes, your mana curve is a little high. It's still not advisable to run colorless mana sources in a 3-color deck without good reason (e.g. Ghost Quarter).

Your ramp, overall, is really weak, so there are some cuts we can make: The Magic Mirror -> Arcane Signet. Yes, Magic Mirror is kinda fun, especially when that once in a blue moon hits and you can cast it for free. But that's so unlikely... Also, you should remove 3 islands for: Gruul Signet, Simic Signet, and Izzet Signet. Tuktuk Rubblefort can come out for Farseek. (There are better sources of haste in red we can add in later).

There are a couple kind of unique interesting cards that I want to address the math of: First, Rishkar's Expertise. Right now, your deck has 48 valid targets for it. Of those, you're hopefully going to cast at least 3 by the time you get to have 6 mana up, leaving 45. Of those, you have 2 sorceries which are uncastable (not sure about Ancestral Vision - I'll give it the benefit of the doubt for now). You also have 2 uncastable instants, leaving 41. Of those, 5 are some kind of counter/change target spell, which you can't really use at sorcery speed in a sane manner. Leaves 36 usable cards, so honestly I think it's fine. Now, Rishkar's expertise itself is going to be a dead card a lot of the time because you only have 18 creatures, soooo there's that. I wouldn't run it with less than 25, personally.

In a similar vein: Spellbinder. Super interesting, fun card. However, you have a few cards that are unusable with it: anything with X in its cost (3) and any counters/change target spells (5), leaves 19 valid targets, and you really don't want to bank on not getting your ramp spells (5) early.

those are just the changes I see at a glance that I'd make. I may think of more/better ones later. Happy building!

TypicalTimmy on Card creation challenge

1 year ago

Remember a while ago where I made Zaren, Silverback Ironfist? The Ape Berserker who revolved around the Fight mechanic? So I built a deck and he was way to powerful. Every single creature spell becoems removal. Even when I nerf him, dropping it from two +1/+1 counters when the creature survives down to just a single +1/+1 until end of turn, everything just decimates the boardstate. Dropping a Hornet Queen just wrecked a game I was playing in. Because he is a custom commander, I have the deck here on Tappedout and I have the browser tab open. My current boardstate (after winning the game) looks like this:

Oh, right. I also have 5x Forest in play, 4x Mountain, Gruul Signet, Mox Amber, Mana Crypt and Arcane Signet. Das a lotta mana, man!

  • It's my Turn 9.

Game ended with me at 24 life.

Took down The Ur-Dragon, Mikaeus, the Unhallowed and Maelstrom Wanderer.

Poor Ur-Dragon died twice to my fights; Once to Akroma, Angel of Fury after she triggered a second time since The Ur-Dragon is both white and blue, she couldn't deal damage back. So when Akroma dealt 6, she got +1/+1 until end of turn and I had her fight again with Hunt the Hunter, since The Ur-Dragon is green. Later, Hornet Queen made short work of it, again.

I think I vastly underestimated the power of the Fight mechanic, and now I understand why we do not have a Fight Commander. T-T


Challenge Dominance

Enchantment

At the beginning of combat on your turn, you and target opponent may each reveal cards from the top of your library until you both reveal a creature card. If you do, they enter the battlefield tapped and fight each other. Put the rest of the revealed cards on the bottom of their libraries in a random order. If one creature survives, it remains on the battlefield. If both creatures survive, their owners shuffle them back into their library.


Wild T-T

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