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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Gruul War Chant
Each attacking creature you control gets +1/+0 and can't be blocked except by 2 or more creatures.
6 months ago
Grull cards that scream gruul to me are
- Ruric Thar, the Unbowed
- Borborygmos Enraged
- Omnath, Locus of Rage
- Xenagos, God of Revels
- Gruul Ragebeast
- Mina and Denn, Wildborn
- Halana and Alena, Partners
Enchantment / artifact
- Xenagos, the Reveler
- Klauth's Will
- Destructive Revelry
- Hull Breach
- Contested Cliffs
- Kessig Wolf Run
These are the most "gruul" cards with both red and green (only red and green) in it, in my opinion.
8 months ago
Hey there, Cool deck idea! I would say that you need to incorporate more effects like Kardur, Doomscourge (effects that trigger when creatures die, for example) that punish your opponents for attacking anyone rather than just you. Your opponents can simply decide not to attack you until they can alpha strike you down (especially if you are going to be playing a lot of fogs). Try and come up with some creative ways to get your opponents to only attack you if your main win condition involves pumping your commander/draining them with effects like Hissing Miasma. Like, for instance, you are playing cards like Frontier Warmonger that reward your opponents for not attacking you - but you don't really want that presumably.
As far as cuts go - until you are happy with how your deck functions, you need to just cut out all the fluff (e.g. Jarad, Golgari Lichlord) and removal (Krosan Grip, etc). You can add that stuff back in later once your deck functions the way you want it to. And there are cards here that I think just don't realistically do anything for you:- Transmogrifying Wand Gruul War Chant Brash Taunter Frontier Warmonger, and several others. You could also cut some of the ramp - you don't need that much.
Ultimately I think you just need to chose whether you want your opponents to kill each others' creatures through combat so you can gain value off their carnage - or try and make them attack you somehow and then utilize fogs to protect yourself (in which case you NEED to play Isochron Scepter!). I hope this helps and that you repost it when it's finished! =)
1 year ago
1 year ago
While my deck is far less competitive than yours I have a few suggestions
Makes creatures hit harder-Unnatural Growth, Shared Animosity, Gruul War Chant (I prefer this to Goblin War Drums as it gives creatures both menace only when attacking (the only time it matters) plus a combat boost)
Cult of the Waxing Moon-if your transforming enough can crank wolf tokens at a good pace, The Celestus for more night control and bit of mana, Ruric Thar, the Unbowed to discourage other players from playing spells and flipping your werewolves
2 years ago
Crucible of Fire, Obelisk of Urd,Vanquisher's Banner or Jugan, the Rising Star to buff your dragons and give you more card draw, Gruul War Chant or Goblin War Drums to give them even more evasion Purphoros, God of the Forge, Impact Tremors and Warstorm Surge for more ETB Burning, Balefire Dragon for massive field clearing potential (the bigger it get the damage it to the field) Moonveil Dragon for a field firebreathing effect, Dragon Broodmother for big tokens, while not dragons Neheb, Dreadhorde Champion and Neheb, the Eternal both ramp you very well, Ryusei, the Falling Star, Star of Extinction, Savage Twister, Starstorm and Blasphemous Act for board wipes. Red rituals like Pyretic Ritual, Seething Song, Mana Geyser or Battle Hymn quick mana and Braid of Fire for steady ever increasing mana. Can't go wrong with the Bird duo of Birds of Paradise and Gilded Goose for mana nor is Archetype of Endurance bad for protection Gratuitous Violence and Fiendish Duo are both one sided Furnace of Rath. Fervor or Fires of Yavimaya make dragons hasty, and Glorybringer and Combat Celebrant can be massive boon and if you Seedborn Muse you can alway have them untapped as exerted creatures only don't untapp during your phase but since seedborn untaps during opponents turns they also untap so you can get 4 free damage and an extra combat step ever turn. Savage Beating + Spellbinder can give free extra combat and if you use this combo the entwine also happens so you get both Savage Beating's effect's each time it goes off.
2 years ago
Clan of Bloodbraided 2
Creatures you control gain +2/0 and trample
Whenever you creature you control destroys a creatures it gains a +1/+1 counter and than cascades
: Target creature you control fights another creature or planeswalker you don't control (Planeswalker power and toughness are equal to their loyalty)
This is for a Kresh the Bloodbraided Precon. It takes inspiration from both Kresh himself and Bloodbraid Elf in that thier clan gets stronger by killing (Kresh) and can cascade (Elf) but they have to kill other creatures to gain both. This helps Kresh in two ways make your creatures bigger so when they die he get more counters and cascade can add more creatures giving him more bodies and fuel