Gruul Turf enters the battlefield tapped.
When Gruul Turf enters the battlefield, return a land you control to its owner's hand.
: Gain .
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|Commander / EDH||Legal|
Latest Decks as Commander
Gruul Turf Discussion
1 day ago
Super sweet deck. I had the idea to do a Illuna + Omniscience deck, googled it, and found your list. I've got a couple suggestions though.
I think you could use more incidental token production to give you mutate targets. Cards like Lazotep Plating , Emergent Sequence , Growth Spasm , Alrund's Epiphany or Stolen by the Fae could be great ways to create tokens for you to mutate onto, outside of man lands or GSZing for Dryad Arbor or Crop Rotating for Khalni Garden. The more expensive man lands like Lumbering Falls, Wandering Fumarole and Raging Ravine feel especially clunky here as 10 mana to activate them plus mutate is pretty steep. Another angle could be adding a Dwarven Mine , and maybe a Sheltered Thicket and second basic mountain to go along with it, so that your Mire, Mesa, Tarn and Foothills can produce a creature token as well. Kher Keep could be good for this too as it's a repeatable effect.
It seems to me that you don't have enough ways to deterministically win once you get the Omniscience down. Intuition, Gamble and Mystical Tutor + a cantrip, seem like your only ways to reliably find Ignite Memories, and Intuition only gets into your graveyard. You definitely need at least 2 Regrowth / Reclaim effects so that your Intuition always gets you what you want. Bala Ged Recovery Flip, Mystic Retrieval , and Experimental Overload (since it can make a token too) are all cool options there. Playing those cards to support Intuition also allows you to play Gifts Ungiven and put together similar packages with it. Probably the best card to use to go off with Omniscience is Petals of Insight since it makes the storm count infinitely large and finds you your Ignite Memories all in one card. You could use cards like Solve the Equation or even Eerie Procession to find the Petals since it's an arcane spell. There's also Merchant Scroll which doesn't get you to the sorcery Petals directly, but it can find Firemind's Foresight , which then finds Intuition along with maybe some interaction. Brainstorm, Ponder, Preordain, Faithless Looting and Frantic Search all seem fine here as they're useful both before and after you get your Omni down. Spells like Time Twister and Time Spiral seem less good though, as there's a fair chance you could fizzle after casting them even with an Omniscience out. Enter the Infinite , Praetor's Counsel , Insurrection , Volcanic Vision , or Mnemonic Deluge also work as finishers if you want to do something bigger and splashier with Omniscience out.
Lastly, Sea Gate Restoration Flip, Valakut Awakening Flip, and Silundi Vision Flip all could be sensible additions to the mana base that double as ways to start go off with Omni. Not to mention Bala Ged Recovery that I mentioned before as part of the Intuition/Gifts package. Once you start playing any number of those spell lands, it probably then becomes a good idea to include a Gruul Turf or similar land to open up the line of Crop Rotating into a bounce land to return a spell land to hand. Once you're on this land package, Hour of Promise starts to look pretty appealing, as it can find bounce + spell land to start and Omniscience chain, or any number of various creature lands if you need something to mutate onto.
3 weeks ago
Hey, well done so far on a budget. What's Troll 2?
Are you upgrading the Kalamax Commander precon? Or are you building from singles? I ask because I can't tell and there's several good budget cards in the precon to consider adding.
- Arcane Signet
- Chaos Warp : instant remove any permanent.
- Kessig Wolf Run : repeatable source of trample for Kalamax that Crop Rotation can tutor for.
- Exotic Orchard
- Yavimaya Coast
- Shivan Reef
- Cinder Glade
- Izzet Boilerworks
- Simic Growth Chamber
- Gruul Turf
Even if you didn't get the precon all these cards would be upgrades especially the lands.
Some other budget cards to consider:
- Reiterate : Fork for Kalamax with buyback.
- Commander's Insight
- Roiling Regrowth : like Harrow , but basic lands you get ETB tapped.
A more expensive price card to consider is Narset's Reversal . It has great interaction with Kalamax because he makes it a repeatable effect to copy any instant or sorcery an opponent casts. The copy of Reversal that Kalamax makes targets the original Reversal which then sends the original Reversal back to your hand and you resolve a copy of opponent's spell.
Reversal is nice to keep triggering magecraft especially Storm-Kiln Artist since with Kalamax Artist creates two treasures just by casting Reversal and it's returned to your hand. Use those two treasures to then cast Reversal on the next player's turn and repeat each turn an opponent casts an instant or sorcery.
You can do other neat tricks with Narset's Reversal and Kalamax.
- Twinning Staff makes an infinite copy spell combo which equals infinite +1/+1 counters on Kalamax as well as infinite magecraft triggers.
- Can use Reversal on your own sorceries to return Reversal and the sorcery back to your hand to cast again and resolve a copy of the sorcery.
Good luck with your deck.
4 weeks ago
I recommend adding some more early game ramp creatures or spells, probably as replacements for the Dragon Egg s and the risky Nikya of the Old Ways . More Dragonlord's Servant are totally fine, but I could also see Voyaging Satyr working to untap Gruul Turf for big mana or Zhur-Taa Druid bridging the gap between acceleration and aggression. On the spell side of things, some good old Rampant Growth effects could make Dragonmaster Outcast a nasty threat. Just looking at the cards you already have, I think more copies of Thunderbreak Regent , Atarka, World Render , and Goreclaw, Terror of Qal Sisma wouldn't hurt. Another option if you don't mind infinite combos is upping the count of Savage Ventmaw and Grand Warlord Radha so you can run Hellkite Charger for endless combat phases.
I'll also list some possible upgrades and sidegrades based on my own experience playing with and against dragons. Dragon Tempest is nearly a direct upgrade for Impact Tremors in dragons and Scourge of Valkas is also decent. Draconic Roar seems like it would be better than Magma Jet and/or Jaya's Greeting most of the time. Spit Flame might be even better if targets tend to have 4 toughness. Flying destruction feels unnecessary here, but I'd prefer something cheaper than Pinion Feast like the flexible Broken Wings regardless. Frontier Siege might be better than Atarka Monument if you need more mana or removal. Crucible of Fire could replace Sight of the Scalelords or Dragon Throne of Tarkir , depending on how much power you need. Sarkhan, Fireblood can be a rummager, accelerant, and bomb in the world you keep him alive. Even with so many legendaries, I still prefer Elvish Piper to Thran Temporal Gateway here. A final card that I'm not sure on is the new Draconic Intervention . Seems like it could be an interesting sweeper follow-up to a Descent of the Dragons that turns all your dorks into immune dragons. That is fairly slow though.
Let me know if you have any questions and good luck with your deck!
2 months ago
Interesting concept. I have a few thoughts.
Crop Rotation seems like your best tool in this deck to enable Nacatl and Kird ape consitently and quickly. I think this should be a 4-of in your deck.
In addition to Crop Rotation, Land Grant is another way to fetch up lonely copies of your forest duals without requiring any mana at all. It doesn't fetch Alpine Meadow, but it should still be more than playable. Bonus points for triggering Seeker of the Way for free.
In terms of mana base, I would try to minimize the number of tap lands as much as possible. You're probably not going to want two copies of Alpine Meadow in play at once, so cutting to one and fetching it when necessary seems fine. I would also cut Sejiri Steppe down.
Bounce lands seem like they could be great for you. Gruul Turf and Selesnya Sanctuary are good at providing extra land drops on their own and they make great targets for an early Crop Rotation to keep hitting land drops.
Maybe just a matter of preference, but I would do a 4:2 split of Journey and Cannonade instead of 3:3.
2 months ago
Font of Fertility , Wayfarer's Bauble , Beanstalk Giant , Sakura-Tribe Elder Khalni Heart Expedition you can store the charges on it until you want to trigger landfall
Seer's Sundial , Colossal Majesty , Aid from the Cowl (fetchlands make this happen), Beast Whisperer , Guardian Project ,
land: Kessig Wolf Run , Castle Garenbrig , Mosswort Bridge , Gruul Turf , Guildless Commons . The 2 bounce lands can target themselves, so you can reuse next turn if you don,t have lands in hand lategame. With Azusa, you can bounce it 3x for 3 landfall triggers.
extra: Hammer of Purphoros Fires of Yavimaya Radha, Heart of Keld , Kenrith's Transformation , Song of the Dryads , Vivien, Champion of the Wilds , Lignify , Vivien, Monsters' Advocate , Cindervines , Bonecrusher Giant
3 months ago
Hey, well done on your first real deck. On less than $50 budget you have good card sense :)
Because of low budget all my card suggestions will be $1 or less each.
- Command Tower : staple land of multicolored Commander decks.
- Magus of the Candelabra : can untap X lands.
- Steel Hellkite : can wreck your opponents one at a time with X ability.
- Fierce Empath : to tutor for Flameblast or Hellkite or Wort.
- Hungering Hydra : X creature upgrade.
- Vastwood Hydra : X creature upgrade.
- Mina and Denn, Wildborn : good Gruul creature able to play an additional land per turn and bounce a land to give a creature trample.
- Wild Growth , Fertile Ground , Overgrowth : can take advantage of these land auras for ramp with Magus + Rosheen.
- Mosswort Bridge : interaction with Wildborn to bounce it back to you hand to play it again to hideaway again.
- Cinder Glade
- Gruul Turf
- Temple of Abandon
Cards to consider cutting:
- 4x Mountain
- 2x Forest
- Ivy Elemental
- Veteran Explorer
- Llanowar Visionary
- Gelatinous Genesis
- Dictate of Karametra
- Keeper of Progenitus
- Boundless Realms
Good luck with your deck.
4 months ago
As you are running all five colors i would consider any of the bounce duals like Gruul Turf or Dimir Aqueduct over Guildless Commons, need that colored mana. Also bc Golos can tutor any land you might consider some toolbox lands like Strip Mine or Inventors' Fair.
Also it looks like landfall is the name of the game, i always liked Retreat to Coralhelm and some more basic land ramp like kodamas reach, wood elves, solemn simulacrum, sakura tribe elder.
Anyway just some thoughts cheers and have fun!!
4 months ago
More Commander Legends
I would say that this is an easy replacement for Spire Garden. If only they had brought this out before Zendikar Rising so it could have potentially been an expedition. The mix of green/black is a lot more prevalent in this deck, with red being incidental. Only issue I see is that this would reduce the overall red splash in this deck down to about 5 sources, 2 of them tapped (Gruul Turf & Valakut, the Molten Pinnacle), 3 of them fetchable. That said, all red costs in this deck are just single pips so it shouldn't hurt too much so long as the fetchable land count doesn't drop further.
There is a constant battle between these kinds of effects: Arch of Orazca, Castle Locthwain and now War Room. Which is better? Honestly they all end up costing a lot. Arch has that high mana cost, Castle has the downside of being very painful when you're digging for the right thing with a full hand and War Room would cost you 3 every time you used it and taps for colourless. So the question is which one is best? Depends, every time I look over this I come to the same conclusion: generally it isn't really worth it. The deck has a limited resource in its life total that needs to be put towards Glacial Chasm among other things, so Castle and War Room just feel rather taxing, and Arch and War Room are colourless, so they hurt colour fixing. All in all I would consider maybe giving this a pass because having to tap 4 lands and pay 3 life to draw a card just isn't worth it.
Interesting, but this card just draws too much attention. It would take you many turns to burn down an opponent even doing 7 damage a turn, giving them plenty of time to find an answer. Using this on a creature of planeswalker isn't particularly exciting either due to the timing, you can't really using any tricks to maximise the effect.
With Glacial Chasm you can very much abuse this card's effect. It deals damage, Glacial Chasm prevents damage. The choice is made as the card resolves so if your opponents try any shenanigans you can change your choice to something safer. You have every opportunity to utilise this to its full effect. Mind games are also fun so you might try to lowball it at say 5-10 life to see if anyone is betting that you'll choose some ridiculously high number to guarantee you'll get to wheel.
Giving your opponents choice isn't the best. Skip.
No real interaction with landfall but this is a very powerful card for black. I would recommend this just based upon power level alone to annoy opponents, but do so at your own peril, because you will draw a lot of hate from it.
Now this is an interesting choice here. Bringing back cards from the graveyard is what this deck likes to do, sometimes more than once a turn, so you can get a lot of potential value from this card. However the issue becomes that it is on a creature body. It's interesting, not amazing.
Forgot this one when I was doing green. Interesting effect, but the issue remains that you usually won't be attacking to win, and at 8 mana, he is not cheap to cast at all. I would only recommend this in a Rude Awakening style deck.