Gruul Turf


Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Commander 2019 (C19) Uncommon
Ravnica Allegiance: Guild Kits (GK2) Common
Commander 2018 (C18) Uncommon
Iconic Masters (IMA) Uncommon
Planechase Anthology (PCA) Common
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Planechase 2012 Edition (PC2) Common
MTG: Commander (CMD) Common
Planechase (HOP) Common
Guildpact (GPT) Common

Combos Browse all

Gruul Turf


Gruul Turf enters the battlefield tapped.

When Gruul Turf enters the battlefield, return a land you control to its owner's hand.

: Gain .

Browse Alters

Gruul Turf Discussion

SideBae on

3 weeks ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.

Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .

In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .

If your meta has any blue decks, Veil of Summer is really, really, REALLY good.

Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .

Wear / Tear is a good two-for-one. Decimate needs all of the mentioned four card types to be cast, but can be an even more powerful play than Wear / Tear .

Farseek is a ramp-sorcery that can grab typed non-basics; similarly, Nature's Lore does not have to grab a basic forest. I have generally had a good amount of luck with these two.

Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.

Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.

Alright man, good luck! That's all I can think of for now.

Castform on And this land is a Bear...

3 weeks ago

You definitely make a good argument for white. Bolts can be paths, and knights could be a good back up plan.

I think I did try Gruul Turf when I put the initial list together. I think I was running into the problem that sometimes it made me a turn too slow so I tried to cut down on the tapped lands as it's already necessary to run 8. I think I will try a one of Oran-Rief, the Vastwood though to see if it helps the combo out. I think if I was running Knight I would certainly run Oran though.

You've given me a lot to consider. Thanks

kamarupa on And this land is a Bear...

3 weeks ago

Personally, I think white is better than black or red with Ayula's Influence. With white you get Knight of the Reliquary , Gift of Estates , Weathered Wayfarer , Path to Exile , and Hall of Heliod's Generosity .

I'd say Oran-Rief, the Vastwood is worth 1x. I also think dual lands like Gruul Turf are fun with Ayula's Influence - you get to put a land down and discard a land, so your mana-base can grow off a top-decked land. Such lands are also awesome with WW and GoE.

Also worth mentioning for consideration: Lotus Field .

Final suggestion: Greenseeker . Turn dead cards into 2/2 Bears.

Phule451 on Hatchimals!

1 month ago

When it comes to lands, a Command Tower would really serve you well as it seems you want lands that don't enter tapped. Bounce lands like Gruul Turf could maybe allow you to cut a land to help make room for more creatures. A Krosan Verge and Myriad Landscape can help you both mana fix AND ramp

kamarupa on GR Loam (AKA BearAss)

1 month ago

Lotus Field . Also, Gruul Turf / Rakdos Carnarium / Golgari Rot Farm - you can use these to increase your mana-base while also bouncing a land back to your hand that you can then discard!

jackwil98 on Budget Discard/Sacrifice lands

2 months ago

i agree with you on ditching Rites of Flourishing and probably switching it with Wayward Swordtooth but not sure about the Knight of the Reliquary since its not cheap and splashing white just for that card doesn't seem worth it. the reason i think Voyaging Satyr is better than Sakura-Tribe Elder its just cause if you mix it with a Gruul Turf its 4 mana with only 2 card

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

2 months ago

ToolmasterOfBrainerd: I had the same worry, but with playtesting so far the only major thing I have to pay attention to is mulliganing to some form of T1 ramp or Stirrings (always) and my land sequencing. After speaking with a few people in the Amulet Titan sub and facebook page they mentioned that having at least 8 bouncelands was more imperative than a lot of other things as far as the lands were concerned, and they were right. The way it playtests with 8 bouncelands is drastically different than 6.

The thing about Azusa is that while you do want to play 3 lands a turn for 2 turns in a row, a lot of the time it's the same bounceland coming back to your hand, even if that means you didn't "leave" an additional land on the battlefield at the end of the turn. For instance you can:

T1: Basic land, tap, Scout T2: Tap basic, Amulet. Bounceland, Amulet untap it, tap for 2, return trigger on bounceland. Scout in the bounceland, repeat for another 2. Cast Azusa leaving 1 floating. 2nd land drop bounceland, repeat for another 2 (total of 3), 3rd land drop bounceland, repeat for another 2 (total of 5), bounceland back to hand.

So even though that turn made 9 mana, it was all with just the two lands from the opening hand, and the bounceland is back in hand to do another cycle for 8 next turn. The question then becomes on the last return trigger for that turn, do you return the basic or the bounce? If you have another bounce in your hand suddenly you are making 10 mana each turn after that.

I will say that normally Amulet doesn't run any fetchlands, but with W6 they help a great deal, so I've been going back and forth a lot on how many of those it's possible to run. Not many as you can see.

You're right that Amulet also requires two cards to make T2 Karn, but the thing that is a little easier with Amulet ramp is that those two cards can be in two combinations; Scout and an Amulet, or two Amulets since the triggers stack.

You're right about the Pillage specifically being easier in Ponza, as the double red is harder to hit without a Gruul Turf / Stomping Ground specifically. After a recent tweak I am running 2 fewer Pillage, and I miss it enough that I am going to rework it to get it back in.

All that being said, what really makes this version of the deck work (even when it probably shouldn't) is Ancient Stirrings. Grabbing Amulet, any of my prison/combo pieces, as well as grabbing lands I missed is insane all out of one card. If it gets a ban at any point there would be no question that I switch back to Ponza. Once I get more settled on the core of the deck I'm also going to be switching the ramp back to Ponza again to make sure I made the right decision. At the time I used it I was also going more creature based (BBE/Slime/E Wit/etc...), so that probably had a lot to do with the clunky feeling of the payoffs.

Who knows, maybe Ponza ramp with Stirrings is the answer? I am still in the brewing phase for this deck, so it has changed drastically in the last few weeks, but it keeps getting better so I'm gonna see where that ends up.

I appreciate your comments, they do still make me think of more perspectives besides just my own, and if I can't properly explain how a current setup works it probably means that it doesn't work as well as I was thinking, which means back to brainstorming!

eyes2sky on Domri Rade Gets Adopted

2 months ago

Zhur-Taa Druid might be a good fit. Also, 21 lands with a 3.9 CMC seems really should have Gruul Turf in here as well.

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Gruul Turf occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

RG (Gruul): 2.37%

BRG (Jund): 1.52%

RGW (Naya): 1.76%